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Messages - larSyn

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Releases / Re: [1.0] Smokeleaf Industry v1.14a
« on: March 13, 2019, 09:39:02 AM »

is anybody else experiencing compatibility issues with VGP Garden Gourmet? When using Smokeleaf Industries and VGP Garden Gourmet (including VGP core, obviously) the recipes for Smokeleaf edibles and Smokeleaf Seed Oil are missing from the stove recipe menu. When I remove the Garden Gourmet mod from the game, the recipes reappear and vice versa. This also happens when starting a new game and also when VGP Core, Garden Gourmet and Smokeleaf Industries are the only active mods. (Load order is SI after VGP, as advised on the SI mod page). Can anyone reproduce this?

I already posted this in the Mod Bugs Forum, but got no answer there. HugsLib log, screenshots and save can be found there, also.

Hi.  Sorry I missed your earlier comment...  The recipes for a lot of stuff gets distributed to the VGP benches.  Check the Candy Table and the Food Prep Table from VGP for these recipes in particular.

Releases / Re: [1.0] Smokeleaf Industry v1.14a
« on: February 18, 2019, 01:29:55 PM »
Not getting email notifications from here for some reason...sorry for my absence.

Haven't had much time for modding lately...or gaming sadly. :(  Trying to make time to do an update as there is some stuff that needs to be addressed, from here and Steam users. 

I have had SI in monster lists as well and not had problems.  It absolutely needs to go after VGP mods (technically not all of them, but it's just easier to do so).  Not had problems with Dubs either, but I haven't used No Water No Life. 

A smokeleaf grenade would be pretty funny actually.  I may look into that. 

The cartel mod is still sitting at 90%.  Actually, probably lower...I can't remember if I made the 1.0 changes to it yet...  I want to finish this one, as I put a lot of work into it so far.

Question for anyone that uses the Multiplayer mod.  Have you had issues with it and SI?  Got a report about that on Steam and I would like some more feedback.  (I didn't even know there was a multiplayer mod...)
Thanks to everyone for playing and posting!

Mods / Re: Stolen Mod
« on: December 17, 2018, 08:43:57 PM »
Thanks for your help Albion.  I spoke with the creator and he has set up proper credit now.  He has also assured me he's going to be changing things a good bit, so the mods won't be identical.  I think he just got excited and jumped the gun on releasing.

I chose the license because it seemed to be common amongst Rimworld mods (SI was my first), and I guess I fully didn't get the details til now (maybe someone familiar with them all could make something in the Help section if there isn't already).  I learned from other peoples mods and don't mind someone using mine to learn either.  It just seemed a bit blatant to me, using the exact same stuff with some additions/renames.  It's not something I would have done, that's all. 

I hope this doesn't become common in the future, either.  It could easily discourage an open community, like you say.  We'll see what happens, though.

Releases / Re: [1.0] Smokeleaf Industry v1.14a
« on: December 16, 2018, 11:57:45 AM »
Does the material selection for battery and solargenerator got any other benefit then change the HP falue of the item ?
I though at the old mod Adv. Power generation, when the material alter the power output too.
But different HP are fine too, so a plasteel one protect the valueable nanosheet building.

About the Hempoline generator,
a fuel eff. of 18 is better then the wood fired generator.
But once you want to made nanosheets, you have basicly no hemp fiber left anymore.
And the hempoline generator eat hempoline pretty fast.

My idea's are that the hempline recipe allow seeds and buds too.
Adding an adv. hempoline generator with nanosheets, put the optic from the solargenerator on it, and change the max fuel/eff. to the chemfuel generator. (30 fuel  4.5 eff.) with 2000W.

That you can use CBD as medicin is nice, but annoying when you want craft infused medicin out of it and the pawn's used them up before.

Prioritizing (and restricting) what you are going to make is part of the mod.  Each "base" thing (fibers, seeds, buds) has so many uses that you kind of need to plan ahead a bit.  It's intentionally like this.  It requires a bit more micro-management, but that's the point.  This stuff has so many possible uses, but supply will always be an issue if you try and make everything.  Hope that makes sense.  :)

I believe seeds can be used to make hempoline already...correct me if I'm wrong, I'm not at my main computer.  I can add buds to it too.  Seems fair. 

And thanks for helping people out with questions about the mod.  I've obviously been wrapped up in the stolen mod thing...  Help Tab is a great tool to use and it helps a lot with recipe questions. 

Mods / Re: Stolen Mod
« on: December 16, 2018, 09:26:06 AM »
Well that's the problem with the license you chose... You give the right to use and redistribute your mod and all its content. This technically doesn't exclude re-uploads of your mod under a different name.
However what the offending party in fact did wrong is that they are required by the license to give credit to you as the original author and reference the same license, neither of which has been done.

You therefore technically don't really have a case in regards to copyright infringement but you are not being credited when you should be!

Regardless of all that: it's bad form to just re-upload someone elses mod and I hope we won't see many other examples of this happening.

This is what I was wondering about.  I'm not well versed in the details of the licenses and was pretty sure that this was the case.  But I also found this, which, if I understand correctly, means it violates Steam's rules regarding content creator's rights.  Does my license supersede Steam's rules? 

Anyway, now that I've calmed down, I'll make a comment about it on his page to let him know. 

Edit:  Here is what I wrote:
"Hi.  I'm the author of Smokeleaf Industry.  While it's technically ok for you to use my mod as a base for your own, it would have been a lot cooler if you asked.  Or have just made an add-on for SI.  Regardless, you need to read this page ( about the license of my mod and how you now have to use it and give credit to me for making it.  I would also appreciate that you make retexturing a priority. And maybe do some stuff to differentiate the two mods more.  I'm all game for a little competion in the smokeleaf mod department, but it'd be better if I wasn't mostly competing against myself. 

Thanks - larSyn"

Mods / Stolen Mod
« on: December 15, 2018, 11:23:29 AM »
As some of you may know, I made the Smokeleaf Industry mod.  I was recently notified by a user on Steam that someone else had uploaded a mod that is using all my art and code.  This mod, called "More Smokeleaf", uses my mod as a base and adds a some other stuff on top of it (just strains as far as I can tell). 

For proof check the dates on the uploads and check the pics: 
here's mine:
here is the offending mod:

The pics show my art in this mod, and the same exact research tree (he didn't even change the names).

The "creator" never contacted me for permission to use anything and now I really don't want them using it.  I'm looking for advice on how to deal with this.  Do I report to Steam?  Try and deal with it myself?

It would really suck if Rimworld modding went the way of Fallout and Skyrim with the whole stolen mod controversy.

Edit:  I've downloaded the mod and compared the art files and the code.  This person just changed the prefix of all my xml files, defNames and art files.  Descriptions are the same, all values are the same.  They've added on to my mod a little and taken a few things out but they also left stuff in the files that isn't being used (ie my terrain art, references to custom dll's).  Gotta say, I'm a little >:( about this...

Releases / Re: [1.0] larSyn's Mini-Mods (New Mod - Flak Fabrics)
« on: December 10, 2018, 06:02:29 PM »
Flak Fabrics updated to v1.1.

See OP for Changelog.

Releases / Re: [1.0] Smokeleaf Industry - Lite v1.1
« on: December 10, 2018, 05:54:21 PM »
Smokeleaf Industry - Lite
Updated to v1.1

See Changelog in OP for details.

Releases / Re: [1.0] Smokeleaf Industry v1.14a
« on: December 10, 2018, 05:46:16 PM »
Smokeleaf Industry
Updated to v1.14a

See Changelog in OP for details.

Releases / Re: [1.0] Smokeleaf Industry v1.13a
« on: December 09, 2018, 12:33:06 PM »
Sorry you missunderstood it.
You can made protein (meat) and flour (vegetable) out of the seeds.
And made fine meals with protein and flour. Not from seed's direct.

Ooooh, I get you.  Yeah, Fine Meals can be made from smokeleaf byproducts.  Lavish ones too.   :)

Releases / Re: [1.0] Smokeleaf Industry v1.13a
« on: December 07, 2018, 10:24:52 AM »
I'll edit the description and alter the values for the solar generator in the next release.  Thanks for doing the math Canute!

I'll check into the fine meals too.  From what I recall when I did all the research for SI, IRL there is a different process for the flour and protein to be made.  I could make them both come from grinding seeds but it would have to be made so it wasn't op (way more seeds to make them). 

I'll also adjust the nutrient values.  That makes sense. 

Thanks for all the feedback!

Releases / Re: [1.0] Smokeleaf Industry v1.13a
« on: November 28, 2018, 08:26:49 AM »
I thought the hempene solar generator was supposed to output more power? My solar generators do 1700w, the hempene generator does 1700w too.

Yeah thats the amount the generator stores when it is active, kinda like a battery built in.  The hempene generator transmits 10x more power than the regular solar, but this isn't shown anywhere.  Lots of people ask about this.  I may end up removing them completely, to avoid all the confusion. 

Releases / Re: [1.0] Smokeleaf Industry - Lite v1.0
« on: November 21, 2018, 08:52:14 AM »
As a Dutchman I feel inclined to use this mod. I'll give it a shot

Awesome.  Hope you like it!

Releases / [1.0] Smokeleaf Industry - Lite v1.1b
« on: November 20, 2018, 11:26:31 AM »
[1.0] Smokeleaf Industry - Lite v1.1b

Smokeleaf Industry - Lite is a mod that adds various new drugs, foods, medicines, building materials and more all based around Smokeleaf cultivation and processing. All items added by the mod are based on real world applications of "smokeleaf" and it's byproducts. Medicinal, recreational and industrial uses are all included. Research must be conducted in order to unlock the various items and their uses. This "Lite" Version was made at the request of many people. It includes a lot less than the original mod, but has all the things that I felt were "Smokeleaf Industry".

Note: Many aspects of the vanilla smokeleaf joint have been changed.
Most importantly, the recipe now requires smokeleaf buds that can be obtained by trimming your plants.
Trimming and rolling are unlocked after researching Smokeleaf Cultivation.


Smokeleaf Production - New work benches and generator added.
Cultivation Bench
Medicinals Lab
Hempoline Generator
Smokeleaf Autotrimmer

Smokeleaf Byproducts - Obtained by processing smokeleaf leaves at a Crafting Spot, Drug Lab, or Cultivation Benchr.
Smokeleaf Hemp Fibers
Smokeleaf Seeds
Smokeleaf Buds

Recreational Drugs - Created by processing smokeleaf buds and other drugs at a Crafting Spot, Drug Lab, or Cultivation Bench.
Smokeleaf Joint
Smokeleaf Hash

Edibles - Cooked/crafted at a Fueled or Electric Stove.
Hemp Flour
Hemp Protein
Smokeleaf Butter
Smokeleaf Nutrileaf Bar
Smokeleaf Brownies
Smokeleaf Infused Meal

Medicines - Crafted at a Medicinals Lab.
Smokeleaf Tincture
Smokeleaf Pills
Smokeleaf Lotion

Other Stuff - Crafted at a Stonecutter's Table, either Tailoring Bench and the Refinery.
Hempcrete Blocks
Hemp Fabric
Various hemp based flooring


[1.0] v_1.1b

Code: [Select]

Update to v1.1b

         -fix autotrimmer recipes


Update to v1.1a

-fixed Research requirement


Update to v1.1

-added Smokeleaf Autotrimmer
-nutrition balancing
-fixed missing work giver


Unzip the downloaded archive and place the contents in your RimWorld/Mods folder. Then, activate the mod in the mod menu in-game.

If you want to install mid-game, make sure you have no bills for making Smokeleaf joints set first. If you have Vegetable Garden Project, remove any hemp fabric you might have first, and then activate SI.
Should be ok, but no guarantees and not recommended.

To update, delete the Smokeleaf Industry folder in your RimWorld/Mods folder and unzip and place the updated mod in the folder.

None, but, if you have any Vegetable Garden mods installed, put Smokeleaf Industry after it.

Probably not compatible with any other mods that depend on the vanilla smokeleaf joint recipe.  Should be good with everything else. 
If not, please let me know.

Compatibility Patches

All mod compatibility patches are now included in the main mod thanks to ModCheck

Vegetable Garden Project

Thanks to dismar for Vegetable Garden.
Thanks to Marnador for the awesome font.
Thanks to Nightingale for the very useful ModCheck.
And, thanks to Tynan for such a great game.


Releases / Re: [1.0] larSyn's Mini-Mods (New Mod - Flak Fabrics)
« on: November 20, 2018, 11:10:30 AM »
New Mod!  Flak Fabrics - use fabric/leather for your Flak gear.

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