[1.0] Smokeleaf Industry v1.14a

Started by larSyn, September 20, 2017, 10:58:57 PM

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Canute

GrimTrigger is right Infused meal don't appear at any category.

larSyn

Yeah...I missed the category for Infused Meals.  I'm getting an update together and that amongst other things will be fixed.  Plus a few new features and a crapload of rebalancing.  I should have it up tonight, or tomorrow at the latest. 

Madman666

Damn, how I wish you could 100% replace steel with hemp biocomposite somehow with some advanced research. Or maybe synthesize steel from it... Either way this mod is really fun to play with)

larSyn

#93
Smokeleaf Industry
Updated to B18-v1.8a

See OP for changelog.

*Note: If you have a Crafting Spot that has a bill for joints, you will need to deconstruct and rebuild it.

Harry_Dicks

Quote from: larSyn on January 16, 2018, 09:39:58 PM
Smokeleaf Industry
Updated to B18-v1.8a

See OP for changelog.

*Note: If you have a Crafting Spot that has a bill for joints, you will need to deconstruct and rebuild it.

Hell yeah dude. Keep up the great work! If I may ask one thing, do you think it is possible we may have more workbenches in the chain of production in the future? Not sure why, but I want as much variety as possible of workbenches taking up space in my workshops  :P

Madman666

Quote from: Harry_Dicks on January 16, 2018, 10:59:02 PM
Hell yeah dude. Keep up the great work! If I may ask one thing, do you think it is possible we may have more workbenches in the chain of production in the future? Not sure why, but I want as much variety as possible of workbenches taking up space in my workshops  :P

Please, no?! You might wanna more furniture to have fun with, but think about people who have several big mods enabled like VG? My bases are pornographically huge as a result of having just too damn many workbenches everywhere. If you didn't notice there is a lot of those benches in there already. Just go get couple more mods and ludeonicrous sized maps will seem a bit tight...

Harry_Dicks

Quote from: Madman666 on January 17, 2018, 12:59:56 AM
Quote from: Harry_Dicks on January 16, 2018, 10:59:02 PM
Hell yeah dude. Keep up the great work! If I may ask one thing, do you think it is possible we may have more workbenches in the chain of production in the future? Not sure why, but I want as much variety as possible of workbenches taking up space in my workshops  :P

Please, no?! You might wanna more furniture to have fun with, but think about people who have several big mods enabled like VG? My bases are pornographically huge as a result of having just too damn many workbenches everywhere. If you didn't notice there is a lot of those benches in there already. Just go get couple more mods and ludeonicrous sized maps will seem a bit tight...

I was running around 320, I've trimmed it down to 196 now. So yes, I know all about a crap ton of workshops, but I want more! ;D Also, that doesn't mean I want variety just for variety, as I feel that's what mods like VG kinda do, so I don't play with them. Not to knock it or anything, great mod with lots of work that went into it I'm sure. It's just not for me, though. Also not a fan of bulk recipes, and won't usually use them if I ever have the option, or I'll just remove them entirely myself.

Madman666

#97
Quote from: Harry_Dicks on January 17, 2018, 01:55:14 AM
I was running around 320, I've trimmed it down to 196 now. So yes, I know all about a crap ton of workshops, but I want more! ;D Also, that doesn't mean I want variety just for variety, as I feel that's what mods like VG kinda do, so I don't play with them. Not to knock it or anything, great mod with lots of work that went into it I'm sure. It's just not for me, though. Also not a fan of bulk recipes, and won't usually use them if I ever have the option, or I'll just remove them entirely myself.

Well, as I said, please think about other people as well. Not everyone has a CPU that can support ludeonicrous maps with playable FPS (luckily i have). And having crapton of workbenches inevitably leads to using ludeonicrous maps (otherwise there just won't be any space left for wildlife to spawn). Not to mention, that more tables means more bills. And more bills means more pawn checking on those bills on a regular basis, which negatively affects FPS even on high end CPUs. And you want to have even more benches in a mod that already has 3. So... please, no? Honestly, just find another 50 or so mods and there will be plenty more workbenches to quench your unsatiable thirst for them))

Also, I am kind of curious how exactly you made 320 mods work without conflicting, terrible FPS or memory crashes (i am assuming you play on Windows, from your previous posts). Would be quite interesting to see your modlist.

Harry_Dicks

#98
Quote from: Madman666 on January 17, 2018, 02:29:44 AM
Also, I am kind of curious how exactly you made 320 mods work without conflicting, terrible FPS or memory crashes (i am assuming you play on Windows, from your previous posts). Would be quite interesting to see your modlist.

Many, many days playing around with load orders, and tracking down incompatibilities, and never fixed it completely. Couldn't play past speed one after certain points. Some of them are just a lot of little mods that just add a one or a few things, too. Memory was an issue if I had to reload the game, but I plan on getting Linux going within hopefully the next week. So that's why over the past couple days I've been having mental battles with myself over what to cut from the list.

And about the workbenches: I just would rather have two workbenches that do 5 different bills each, than one workbench that can do 10. It's not really that much more space. Start using Mass Storage or Extended Storage, and you will have a crap ton more room in your base when 2/3 of it isn't dedicated to stockpiles.

Madman666

#99
Quote from: Harry_Dicks on January 17, 2018, 02:46:15 AM
Many, many days playing around with load orders, and tracking down incompatibilities, and never fixed it completely. Couldn't play past speed one after certain points. Some of them are just a lot of little mods that just add a one or a few things, too. Memory was an issue if I had to reload the game, but I plan on getting Linux going within hopefully the next week. So that's why over the past couple days I've been having mental battles with myself over what to cut from the list.

Ooh, I know how that feels. GREED. But getting a Linux distro going will help massively. RW's performance feels way better on Mint or Ubuntu and there is NO memory related crashes. I've got to warn you though, as you've seen from my thread, it has a decent amount of its own quirks, you'll have to google and tamper with to get rid of and some mods might be downright incompatible with linux version of RW itself like Run and Gun. I didn't encounter any other totally incompatible mods like that one, but I am not too far in my run and a lot of content is still locked, which might be broken.

Agreed on two workbenches taking five tasks each rather than one which takes 10. But I am against 4-5 benches with 10 bills each over 3 benches 16 tasks each. 3 is optimal. 4 is overboard. 5 is like... Where do i stick all this stuff? I guess I am still fine with couple more tables if they'll be up to two tiles in size (ideally one), but most people like fullsized benches...

RyanRim

Good job with the update, thanks. This is the mod thats holding up my game :D

✯✯✯✯✯✯✯✯✯✯✯✯✯

Harry_Dicks

Quote from: Madman666 on January 17, 2018, 02:53:49 AM
Agreed on two workbenches taking five tasks each rather than one which takes 10. But I am against 4-5 benches with 10 bills each over 3 benches 16 tasks each. 3 is optimal. 4 is overboard. 5 is like... Where do i stick all this stuff? I guess I am still fine with couple more tables if they'll be up to two tiles in size (ideally one), but most people like fullsized benches...

Ok, well I also LOVE having more linkables, and I would be willing to compromise with that. I'm using More Linkables and Hi-Tech Facilities. I'm using those mods the way they come, but also making duplicate mods of them for myself, with textures ripped from other mods. For example, in my workshop I will have not only tool cabinets, but also lathes, sawmills, and other "industrial" looking linkables to boost production speed, while also looking freaking awesome!

larSyn, do you think in a future update, we could have some special linkables to your workbenches? An "Auto-Trimmer Pre-Sorter" to increase maybe 5% speed, or a "Drum Grinder" to make processing smokeleaf at tables quicker. Just my suggestion, but I'm sure you could think of way better things than me ;)

Madman666

Quote from: Harry_Dicks on January 17, 2018, 10:14:56 AM
Ok, well I also LOVE having more linkables, and I would be willing to compromise with that. I'm using More Linkables and Hi-Tech Facilities. I'm using those mods the way they come, but also making duplicate mods of them for myself, with textures ripped from other mods. For example, in my workshop I will have not only tool cabinets, but also lathes, sawmills, and other "industrial" looking linkables to boost production speed, while also looking freaking awesome!

I didn't meant those tool cabinets and linkables. I mean 1-tile sized workbenches with their own bill-list. You can make them just 1 tile in size and have them function just like regular 3 tile sized ones. That allows for much more compact workshop sizes.

Vlad0mi3r

Well for me this mod is now as complete as it can be. With the addition of hemp protein there really is nothing more that is needed to have the full hemp experience. I am sure that others will want to dig deeper and have those tweaks and add-on's but for myself you have done it LarSyn.

Thankyou for putting in the effort and know that you will always have a fan in me and when running a modded game I will always have Smokeleaf Industry as part of that mod list.  :) :D  8)
Mods I would recommend:
Mending, Fertile Fields, Smokeleaf Industries and the Giddy Up series.

The Mod you must have:
https://ludeon.com/forums/index.php?topic=40545.msg403503#msg403503

larSyn

Smokeleaf Industry
Updated to B18-v1.8b

See OP for changelog.

*Note: Ceiling Lamps, Light Fixtures, and stone and wooden planters will have to be rebuilt.

Sorry for the quick update.  A conflicting Def name was found by a Steam user, and I wanted to fix it asap.  The planters were changed as a preemptive measure. 

Quote from: Harry_Dicks on January 17, 2018, 10:14:56 AM
Hell yeah dude. Keep up the great work! If I may ask one thing, do you think it is possible we may have more workbenches in the chain of production in the future? Not sure why, but I want as much variety as possible of workbenches taking up space in my workshops

larSyn, do you think in a future update, we could have some special linkables to your workbenches? An "Auto-Trimmer Pre-Sorter" to increase maybe 5% speed, or a "Drum Grinder" to make processing smokeleaf at tables quicker. Just my suggestion, but I'm sure you could think of way better things than me ;)

Thanks!

While there won't be any more workbenches, I won't rule out another facility.  I had another workbench in early versions of the mod (prerelease) and I removed it for pretty much the reasons Madman stated.  It was adding clutter for a couple recipes that were just as easily moved to the other benches.  As for the facilities, there are already the Trimming Tools, but I could add another if I think of a reasonable use for it. 

Quote from: Madman666 on January 16, 2018, 02:49:05 AM
Damn, how I wish you could 100% replace steel with hemp biocomposite somehow with some advanced research. Or maybe synthesize steel from it... Either way this mod is really fun to play with)

Thanks for playing!  I could look into patching it into some recipes as an alternative to steel, but that may be a lot of work.  It's a good idea, though, I'll check into it.

Quote from: Vlad0mi3r on January 17, 2018, 05:06:24 PM
Well for me this mod is now as complete as it can be. With the addition of hemp protein there really is nothing more that is needed to have the full hemp experience. I am sure that others will want to dig deeper and have those tweaks and add-on's but for myself you have done it LarSyn.

Thankyou for putting in the effort and know that you will always have a fan in me and when running a modded game I will always have Smokeleaf Industry as part of that mod list.  :) :D  8)

That's awesome to hear!  I'm glad you and other people are playing and enjoying the mod.  I had a ton of fun making it and learned a lot.

And, there are still a few more uses for hemp that I haven't gotten to yet...the stuff really is the plant with 50000 uses...