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Author Topic: [1.0] Smokeleaf Industry v1.14a  (Read 43852 times)

larSyn

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Re: [B19] Smokeleaf Industry v1.11
« Reply #240 on: September 20, 2018, 07:07:41 AM »

Hurrray!!! Thanks a bunch, larSyn! Time to get stoned!

NP.  Sorry it took so long.   :)
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Madman666

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Re: [B19] Smokeleaf Industry v1.11
« Reply #241 on: September 20, 2018, 08:25:02 AM »

Nah, its fine to take your time. We all know you got your amazing circumstances ;)
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Ruisuki

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Re: [B19] Smokeleaf Industry v1.11a
« Reply #242 on: October 18, 2018, 03:48:58 AM »

is infused medicine not intended to be used for operations? i spawned in a medicine since i wasnt able to remove a bionic spine elsewise.
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larSyn

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Re: [1.0] Smokeleaf Industry v1.12a
« Reply #243 on: October 18, 2018, 10:45:16 AM »

Updated to 1.0!  Congrats to Tynan for finishing this awesome game!

is infused medicine not intended to be used for operations? i spawned in a medicine since i wasnt able to remove a bionic spine elsewise.

Not sure.  It should work like every other medicine, but Tynan did change how the medicine is used.  I'll look into it today and see if there was a change.
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Ruisuki

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Re: [1.0] Smokeleaf Industry v1.12a
« Reply #244 on: October 18, 2018, 10:55:42 AM »

nice nice. I should mention the bionic spine is likely from RBSE mod
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Sliderpro

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Re: [1.0] Smokeleaf Industry v1.12a
« Reply #245 on: October 23, 2018, 07:38:38 AM »

infused medicine is considered glittertech if I am right so you have to allow glitterworld medicine treatment for your colonists.
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Sliderpro

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Re: [1.0] Smokeleaf Industry v1.12a
« Reply #246 on: October 23, 2018, 07:40:05 AM »

I am sorry, I am not a very clever person. But what is the point of smokeleaf consumables? they dont have a nutrient value! Basically its just.. recreation and x90% hunger rate and thats it?
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larSyn

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Re: [1.0] Smokeleaf Industry v1.12a
« Reply #247 on: October 23, 2018, 08:28:19 AM »

I am sorry, I am not a very clever person. But what is the point of smokeleaf consumables? they dont have a nutrient value! Basically its just.. recreation and x90% hunger rate and thats it?

No need to be sorry.  The consumables did have nutrient values in the beginning, but I had to remove them because animals would eat the stuff until they developed addictions and would vomit all over the place.  It was funny having dogs eating brownies at first, but that's not what I wanted them to do.  In the end the best solution I came up with was to have the consumables be drugs.  I tried a lot of different methods to fix it, including making them different food "desirability" levels, but the animals kept going for them.  If anyone knows a better way, I'm all ears.  I made them with the 90% hunger rate to kind of make it like the pawns are eating something to "hold them over" til it's time to eat for real. 

Also you are right about the Infused Medicine.  It is spacer/glitter tech. 
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Sliderpro

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Re: [1.0] Smokeleaf Industry v1.12a
« Reply #248 on: October 23, 2018, 12:29:24 PM »

I am sorry, I am not a very clever person. But what is the point of smokeleaf consumables? they dont have a nutrient value! Basically its just.. recreation and x90% hunger rate and thats it?

No need to be sorry.  The consumables did have nutrient values in the beginning, but I had to remove them because animals would eat the stuff until they developed addictions and would vomit all over the place.  It was funny having dogs eating brownies at first, but that's not what I wanted them to do.  In the end the best solution I came up with was to have the consumables be drugs.  I tried a lot of different methods to fix it, including making them different food "desirability" levels, but the animals kept going for them.  If anyone knows a better way, I'm all ears.  I made them with the 90% hunger rate to kind of make it like the pawns are eating something to "hold them over" til it's time to eat for real. 
I dont have a solution to that, but you can make these consumables a bit more powerful in a way that they will have some sort of desirable effects. I remember some old food mod with that kind of things.
Like eat nutrileaf bar - get decent bonus to movespeed, eat de energy drink - lose a lot of movespeed but get a huge decrease in hunger rate, eat a cookie - get a lot of small bonuses to everything, movespeed, manipulation, metabolism. Eat candy - get strong good mood debuf and accuracy maybe. Something like that. This way consumables will be more desirable even without nutrition value
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Sliderpro

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Re: [1.0] Smokeleaf Industry v1.12a
« Reply #249 on: October 23, 2018, 12:34:52 PM »

and there is one more thing. planters and space buckets are considered art for some reason in a sence they can be good, bad, legendary, etc.
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Sliderpro

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Re: [1.0] Smokeleaf Industry v1.12a
« Reply #250 on: October 24, 2018, 08:14:06 AM »

By the way it would be great to specify that pills give immunity to malaria and plague and for how long in the description, because it is quite easy to miss if you dont read very carefully. I didnt notice until I started reading config file even though it was in a game..
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Actually, I think you can make everything into drugs, eatables included. If we cant have them as food items without problems, why the hell not turn them into drugs instead? This way you can add whatever effects you REALLY want
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Sliderpro

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Re: [1.0] Smokeleaf Industry v1.12a
« Reply #251 on: October 24, 2018, 09:48:52 AM »

By the way, the thing about space buckets I said above? Well I checked and space buckets add massive amount of wealth to the colony. I have 80 space buckets and room is 25k wealth..
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larSyn

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Re: [1.0] Smokeleaf Industry v1.12a
« Reply #252 on: October 25, 2018, 07:31:53 AM »

Thanks for the feedback Slider.  I'll check into the planters and space buckets.  The buckets should have some value considering how quickly they can grow things.  I can add the pill effects to the description in the next update. 

I like your ideas for the edibles too.  I'll work on implementing that for the next update as well.   :)
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Sliderpro

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Re: [1.0] Smokeleaf Industry v1.12a
« Reply #253 on: October 26, 2018, 07:27:36 AM »

I look forward to it! :)
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larSyn

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Re: [1.0] Smokeleaf Industry v1.13a
« Reply #254 on: November 18, 2018, 12:36:43 PM »

Updated to v1.13a.  See Changelog in OP for details.
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