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Messages - larSyn

#136
Releases / Re: [A17] Smokeleaf Industry v1.3b
October 04, 2017, 08:09:48 PM
Updated to v1.3b

Changelog:

-Moved some things around in order to make the Vegetable Garden Patch a little easier to make.
-Doubled smokeleaf trimming recipes ( ie: 2 smokeleaves = 1 bud, seed and fiber, etc).
-Doubled smokeleaf rolling and trimming recipes at the Crafting Spot (ie: 4 buds = 1 joint, etc). I think this better represents the Neolithic level of knowledge. There would be some extra waste until they perfected all their methods (Drug Production research).
-Re-added smokeleaf rolling and trimming recipes to the Drug Lab and Cultivation Bench at the normal recipe. (ie: 2 buds = 1 joint, etc).
-Fixed some spelling mistakes. (thanks Orion TH)
-Fixed a strange bug where an empty list was necessary in the drug addiction def. (thanks ttamttam, this would have taken me forever to figure out.)

Vegetable Garden Patch Released
See Main Page!
Thanks dismar!

*Requires Smokeleaf Industry v1.3b*

-Removed VG's Hemp Cloth and it's recipe. (Note=This causes a def-linked translation error in the log. It doesn't seem to affect anything, though. For another example of this, see Fertile Fields. It's VG compatibility patch uses the same method to remove items, and it doesn't appear to have added any problems. If it does, please report it.)
-Hemp Fabric must now be made at the Loom.

-Added VG "Flour" to all SI "Hemp Flour" using recipes (ie: cookies, brownies).
-Added SI "Hemp Flour" to all VG "Flour" using recipes (ie: Bread, Pizza, etc.).
-Moved Hemp Flour to the "Ingredients" category.
-Hemp Flour must now be ground at the Milling Stone.

-Added all VG fruits to the Smokeleaf Smoothie recipe.

-Added Sugar to the Smokeleaf Cookie recipe.
-Increased cookie output to 3 (regular recipe) and 15 (bulk recipe).
-Smokeleaf Cookies and Brownies must now be baked in the Oven.

-Changed Biofuel recipe to be equivalent to Hempoline's recipe.
-Added a bulk recipe for Biofuel.
-Added Biofuel as a compatible fuel to the Hempoline Generator.
-Removed Biofuel as a fuel source from all workbenches.

#137
Releases / Re: [A17] Smokeleaf Industry v1.3
September 28, 2017, 10:21:17 PM
Quote from: Canute on September 28, 2017, 02:29:23 AM
Quote-Removed all joint recipes from Drug Lab.
Good that tribal can made joints again, that was the reason behind my 1. commont to put back the craftspot recipe.
But i think you should just add the basic recipes to the craftspot.
The craftspot just got primitive tools to made them and is very uncomfortable/uneffectiv (+25% material need as waste)  and no bulk recipes.

If you craft them at the druglab, you should need less work ,less material and be able to mass produce them.

I am torn about the bulk recipes for the Crafting Spot...  I understand that it sucks to wait for things, but, I don't really think it fits either.  And you're right that the Crafting Spot is meant to be primitive and "harder" to use.

I do want the Drug Lab to be used for something and I have a few ideas I'm going to play around with before the next update.  I also like the idea that advanced knowledge should lower costs or increase gains, like the Autotrimmer does with trimming.
#138
Releases / Re: [A17] Smokeleaf Industry v1.3
September 27, 2017, 11:53:00 PM
Updated to v1.3: The Return of the Crafting Spot

Changelog:

Made compatible with tribal starts:
   -Research Smokeleaf Cultivation and Smokeleaf Processing tech level set to Neolithic
   -Returned joint recipe to the Crafting Spot and added a (x5) recipe.
   -Removed all joint recipes from Drug Lab.
   -Added smokeleaf trimming recipe to the Crafting Spot and added a (x5) recipe.
   -Hempcrete now requires Smokeleaf Processing and Stone Cutting to be researched.
   -Stone terrain now requires Smokeleaf Processing and Stone Cutting to be researched.
   -Hemp fabric now requires Smokeleaf Processing and Complex Clothing to be researched.
   -Hemp carpet now requires Smokeleaf Processing, Complex Clothing, and Carpet Making to be researched.

Fixed drug tolerances/addictions:
   -All drugs should have about a 7 day tolerance stage loss time and 30 days of addiction (vanilla settings for all drugs).
   -All Edibles should have about a 3-4 day tolerance stage loss time and 15 days of addiction.
   (Let me know if there are still problems with this, but it has been pretty consistent in my tests.)
   
Other fixes:
   -Lots of recipe adjustments.  Mostly small tweaks to try and prevent late game stockpile issues.
   -Added (x10) trimming and rolling jobs to the Cultivation Bench.(removed in v1.3b)
   -Medicinals Lab is now unlocked by researching Smokeleaf Pharmacology.
   -Space Bucket power raised to 350.
   -Grow lamp power lowered to 1250.
   -Added (bulk) recipes for everything.
   -Changed (bulk) recipe research requirements to be the same as the single recipe.
   -Adjusted smokeleaf medicines to make each a bit more useful.
   -Adjusted drugs balance, including smokeleaf joints.
   -Other things I didn't write down...
   
Note: The Grow Lamp default plant can't be changed as far as I can tell. So...that's not working and probably won't.
#139
Releases / Re: [A17] Smokeleaf Industry v1.2
September 25, 2017, 10:03:29 PM
Quote from: KLk on September 25, 2017, 07:53:37 AM
some of my crops doenst grow, its like a plague, i tested moving hidroponics and they dont grow in a radius D:

Not sure about this.  I don't seem to be having any problems.  I tested it on a couple maps and everything grew fine. 

I did see that the Grow Lamps are still defaulting to potatoes though.  Think I know why.  It will be fixed (maybe) in the next update.

Quote from: DiamondBorne on September 25, 2017, 02:36:38 AM
EDIT nvm then, good job on the update.  :)
Quote from: deathstar on September 25, 2017, 09:29:35 AM
Looking forward to the VG patch, good work so far!

Thanks!
#140
Outdated / Re: [A17]RuntimeGC In-Game Cleaner
September 25, 2017, 08:56:55 PM
Quote[attachment deleted by admin due to age]
:(
#141
Releases / Re: [A17] Smokeleaf Industry v1.2
September 25, 2017, 12:56:49 AM
Quote from: Vlad0mi3r on September 24, 2017, 11:27:34 PM
Can we please get increased job options so 5 times and maybe 10 times for each job.

Hauling 1 smoke leaf to the drug table to break it down and then taking 2 fibre to make 1 piece of hemp cloth is so time intensive. It is a 5 day job to just make a pair of pants. Its the running back and forth that takes the time so increasing the time to do each job is fine.

Also I started tribal got all excited at first and planted a smokeleaf crop straight of the bat. Well it turned into a lot of mush before i could do anything with it. How about making the two research tiers you can get to with just the standard research bench neolithic level so the tribals can have some start up fun.

They're in there.  They are unlocked through the next tier of research.  The bulk trimming job is on the Cultivation Table, but I'm thinking it shouldn't be.  I'll add that to back to the Drug Lab.  I'm also thinking that the bulk recipes shouldn't be stuck in tiers.  It doesn't really make sense...it just drags things out.  That'll probably be changing too.

I have honestly never done a tribal start...and this never occurred to me.  I can definitely do that.  Smokeleaf Cultivation and Smokeleaf Processing will be changed to Neolithic in the next update (probably Tuesday/Wednesday).  Tribals should be able to have a nice harvest too.

Thanks for the feedback! 
#142
Releases / Re: [A17] Smokeleaf Industry v1.2
September 24, 2017, 10:39:28 PM
Updated to v1.2

Changelog:
-Adjusted market values
-Added Workgiver for Cultivation Bench (smh...)
-Made Grow Lamps default plant Smokeleaves(doesn't work...)
-Tweaked and added recipes
-Added short descriptions on main page.
#143
Releases / Re: [A17] Smokeleaf Industry v1.1
September 23, 2017, 08:55:42 PM
Quote from: Autosleep on September 23, 2017, 12:45:55 PM
Isn't smokeleaf hash too valuable? I personally can sell each one for 15 silver, comparable drugs (joints, yayo, etc...) sell 2-3 per unit.

I'll double check the market values on everything.  I wanted to make the values worth the effort of making the items, but I may have gone a bit overboard...  I'll include any changes in the next update.  Thanks for the feedback!
#144
Releases / Re: [A17] Smokeleaf Industry v1.1
September 23, 2017, 10:30:08 AM
Updated to v1.1

Changelog:
-fixed crafting requirements
-moved some things around
-fixed some descriptions
-fixed smokeleaf butter, now it's edible
-tweaked generator
-fixed smoking animation orientations
-fixed research requirements
-tweaked some recipes

Hoping to get a VG patch out as soon as possible.
#145
Help / Re: XPath Patching
September 22, 2017, 03:52:57 PM
Quote from: CannibarRechter on September 22, 2017, 02:56:58 PM
The trick is just setting the <success>Always</success> parameter, or using the the Sequence-Test method (which I recommend against, as it is incompletE). In any case, if you have set success Always, then your patches cannot fail, and therefore can cause no harm by being included with your mod.

I do have the <success>Always</success> in there.  I tested it out without the other mod and all appeared to be working normally.  I may go the separate route now though thinking about it, as there are quite a few things to change and I would like some cross use between the mods.

Thanks for your help!
#146
Help / XPath Patching
September 22, 2017, 02:38:55 PM
Hey all

So I just posted my first mod, Smokeleaf Industry, and had a user ask for a patch for another mod.  I was able to get a patch working fine with xpathing, so, no problems there, works as intended. 

My question is, is it better to release the patch as a separate download, or can it be left in my main mod?  I tried running my patched mod without the other mod and everything seemed to be working normally.  I'm new at this stuff and just want to make sure I'm following good practices.

Thanks
#147
Releases / Re: [A17] Smokeleaf Industry v1.0
September 22, 2017, 11:37:54 AM
Quote from: Vlad0mi3r on September 21, 2017, 09:37:59 PM
Awesome  :D ;D :)

Thankyou I will upload some screen shots once I get a base up and running.

No problem!  Had to get it up there eventually.  Let me know what you think about it after you've had some play time.

Quote from: Highlandman on September 22, 2017, 01:51:46 AM
Hi, great mod ideia and application, as I can see. Is the mod compatible with vegetable garden? VG adds a hemp cloth recipe to the Loom crafting bench. I assume if I add this mod to my current list I will have 2  types of hemp fiber in my stockpiles?

Thanks!  Yeah...for now there will be two types.  I'll look into making a patch.  I'm planning on putting out an update already (funny how easy it is to miss some stuff), so I'll try and include that in it. For now, the two recipes work differently, so you could avoid having both pretty easily (ie. you have process the smokeleaf leaves in this mod in order to get the hemp fibers which are then turned into the fabric.  VG , iirc, smokeleaf leaves are used for the fabric recipe.  So, if you're processing all your leaves anyway, it should be fairly easy to avoid having both.  Except for Cargo Pods...)  Got a working patch, but I want to check if dismar is ok with it before posting it.

Quote from: Canute on September 22, 2017, 03:20:32 AM
Just think about it, or maybe add chemfuel to as fuel to your generator too.

I use the Diesel Generator mod in my current game.  I'll think about adding chemfuel to the generator.  It would probably end up working very similar to the diesel generator.  Not sure, though. 
#148
Releases / Re: [A17] Smokeleaf Industry v1.0
September 21, 2017, 08:55:04 PM
Quote from: Vlad0mi3r on September 20, 2017, 11:09:43 PM
Will be waiting for the Workshop though I play on a MAC

It's up on Steam Workshop now.

Quote from: Canute on September 21, 2017, 11:31:29 AM
Yep, another talent artist ! :-)

- Could you please made the download link a bit bigger, you have a Very big Download, but a very small "v1.0" with the link itself.
Maybe put the direct download link at the "Download A17" so no githubpage will be opened, and then below the "v1.0" to the github project?

I would leave the original joint recipe at the crafting spot, and add a new more efficient one (just 2 leaves ) the the drug lab.

-Hempoline, why not change it into Chemfuel and the generator use chemfuel ? Or remove the generator, because there are allready chemfuel fueled generators mods.

First, thanks! 

Next, I took your suggestion for the download links.  Bigger, a direct download option and a Steam link now as well. 

The joint recipe is probably going to stay the same.  The buds are pretty important for the rest of the mod and have to stay as they are.  Also, it makes more sense to roll a joint from them. Since there is an extra step in getting the buds I wanted to compensate with a cheaper recipe.  I could add them back to the crafting spot if people would prefer that, but, they will still be locked behind the initial research.

Basically what Vlad said.  I wanted to use as many real world applications as I could, and this is one of the more popular ones.  Plus, this was/is a learning experience for me and I wanted to add some sort of power gen.  It might be a bit OP, though...I may end up nerfing it a bit.  And, there is a use for Chemfuel in the mod.
#149
Releases / Re: [A17] Smokeleaf Industry v1.0
September 21, 2017, 09:53:14 AM
Hi, everyone.  Very happy to hear you all like my artwork.  TBH, I was a bit nervous posting, as this is my first ever mod (also new to using forums).  But, the feedback so far is very encouraging.  Thanks!  I have started a couple other mods as well and am looking forward to sharing them now too.

Quote from: Vlad0mi3r on September 20, 2017, 11:09:43 PM
Will be waiting for the Workshop though I play on a MAC
I hope to have this up by the end of the day, and if not, at least before the weekend.

Quote from: DiamondBorne on September 21, 2017, 06:24:51 AM
I'm about to say turning smokeleaves into buildling blocks is so unrealistic and too far fetch... Then i saw that they're very real. I feel a little bit dumb. :-X

Anyway, i really like your art style. It fits perfectly with Rimworld. And mind giving us stats and little description of what those new products can do?
Haha, yeah the blocks are definitely real, but don't feel dumb, I had never seen them before either.  I did a bunch of research into the uses of hemp and was surprised to see it used as a building material.  The one major product I couldn't think of a good use for was hemp rope.  If anyone has any ideas, I'd be glad to hear them.

Also, I'll see about adding some short descriptions for everything.  If it helps, the drugs, edibles and medicines are shown in descending order of strength/effectiveness.

Quote from: Autosleep on September 21, 2017, 07:59:02 AM
I always avoid these type of mods because the art usually is quite awful, this mod feels completely the opposite, it looks gorgeous! Will test for incompatibilities in my current playthrough.
Thanks! Please let me know if you find anything.

And good luck with your communes!
#150
Releases / [1.0] Smokeleaf Industry v1.14a
September 20, 2017, 10:58:57 PM
[1.0] Smokeleaf Industry v1.14a

Description
Smokeleaf Industry 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.

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.




Additions








Downloads

[1.0] v_1.14a


Changelog

----------------------------------------------------------------------------------------------------------------------------------

Update to v1.14a

-fixed Hempene Solar Panels
-buffed Hempene battery
-nutrition balances
-words

----------------------------------------------------------------------------------------------------------------------------------

Updated to v1.13a

-removed Architect Sense support for new vanilla categories
-research balancing
-general balancing
-fixed VG Fabric and Medicine patches
-words

----------------------------------------------------------------------------------------------------------------------------------

Updated to v1.12a

        -update to 1.0

----------------------------------------------------------------------------------------------------------------------------------

Updated to v1.11a

        -added VGP patch for bandage kits

----------------------------------------------------------------------------------------------------------------------------------

Updated to v1.11

        -Updated to B19
        -Added Chinese Translation (thanks шав)

----------------------------------------------------------------------------------------------------------------------------------

Updated to v1.10c

Smokeleaf Industry
Changelog:

-Fixed VGP Fabric conflict.

----------------------------------------------------------------------------------------------------------------------------------

Updated to v1.10b

Smokeleaf Industry
Changelog:

-Fixed Chemfuel recipe producing Hempoline. (thanks Vlad0mi3r)
-Reduced Hemp solar panel cost. *A note about the solar panels.  They still store the same 1700w as the vanilla panels, but they transmit 10x more power when they are active.  I didn't have time to make a new class to raise the storage capacity, but will look to do so in the future.*
-Reduced market value of Hempoline.


----------------------------------------------------------------------------------------------------------------------------------

Updated to v1.10a

Smokeleaf Industry
Changelog:

-Changed Autotrimmer power requirement
-Added Sea of Green (SOG - grows faster/less yield) and Screen of Green (SCROG - grows slower/larger yield) growing techniques
-Made nanosheets into "Stuff" - It is slightly stronger than plasteel due to the amount of work to make it.
-Changed Smokeleaf Plant description
-Removed all uses of SI products being fuel sources (except hempoline)
-Made the Space Bucket "Artable" Furniture to add Beauty to it
-Added variant graphics for all smokeleaf plants
-Words[/center]


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

Load order shouldn't matter, but, if you have Architect Sense installed, put Smokeleaf Industry after it.

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.


Requirements
None, but, if you have Architect Sense installed, put Smokeleaf Industry after it.


Compatibility
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

Load Order

Load order shouldn't be an issue anymore.  But, to be safe, put Smokeleaf Industry after any mod it has a compatibility patch for.






Credit/Thanks
First, thanks to all the veteran modders posting in the Help forum. I have been a serial lurker there for the past few months,
and with all their unknowing help I was able to start learning how to mod Rimworld.
Thanks to Fluffy for Architect Sense, and bringing some order to the menus.
Thanks to dismar for Vegetable Garden, AshbornK9 for Project Fallout and dburgdorf for all his various mods.
I spent a considerable amount of time reading through the files for these mods (and the Core files) and learned quite a bit.
Thanks to Marnador for the awesome font.
Thanks to Nightingale for the very useful ModCheck.
And, special thanks to Tynan for such a great game.


License