RimWorld

RimWorld

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Smokeleaf severity tweak
   
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Mod, 1.3
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542.450 KB
8 Sep, 2021 @ 4:50pm
24 Sep, 2021 @ 12:41pm
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Smokeleaf severity tweak

Description
Update: This mod now uses an xpath patch instead of replacing the entire smokeleaf def, so it should play nice with mods that also modify smokeleaf :)

It always bothered me that smoking 1 joint in Rimworld was the consciousness equivalent of about 3 beers, and potentially lethal as a result (-30% consciousness can kill a pawn with brain damage or heavy sedation), so i decided to tweak smokeleaf stats to perhaps better reflect its real-life analogue.

Modifies smokeleaf high to have stages similar to alcohol, and makes smokeleaf addiction rarer and overall less severe (Withdrawal gives a -10 instead of -20). Tolerance does grow a little faster, but it also falls a bit faster too.

Carcinoma and asthma also have a reduced rate of occurence, about half as often as default.

Currently, each joint gives 25% of the "stoned on smokeleaf" Hediff

Stage 1: Buzzed (0-40%)
+15% Hunger growth
-10% pain
-5% moving

Stage 2: high (40-60%)
+25% hunger growth
-20% pain
-10% consciousness
-10% moving

Stage 3: stoned (60+%)
+40% hunger growth
-25% pain
-20% consciousness
-10% moving
8 Comments
computer idiot  [author] 24 Sep, 2021 @ 12:41pm 
Well hey, that was easy. Done!
computer idiot  [author] 24 Sep, 2021 @ 9:55am 
Hey, thanks, had no idea that was A Thing. I'll go ahead and update it soon. Should be easy enough.
NL-Meta 22 Sep, 2021 @ 5:56am 
wizard, you should convert this to a modpatch instead of smokeleaf.xml replacing vanilla and being unsafe with any other smokeleaf mods.
If you change XML defs you should always use this and it's a much more clean approach seriously reducing conflicts.
https://rimworldwiki.com/wiki/Modding_Tutorials/PatchOperations
Arcanant 9 Sep, 2021 @ 10:18pm 
That's why I am posting about it. No beef about it, just wanted to help :D
computer idiot  [author] 9 Sep, 2021 @ 10:13pm 
@condottiere yeah, i just figure you know, sometimes people get high to get a nice buzz and sometimes people get high to get *stoned*. I have thought about doing the same for other drugs but frankly I don't really use them much in game. It would be kind of annoying to have your combat pawns need to take 3 hits of wake-up to max out, though.

In a world where I had more time and energy I'd look into tweaking the game so that the drug model allowed for individual doses of every drug with some sort of allocation made for traits, eg a person with "chemical interest" or "stoner" (mod trait) might be more likely to smoke enough smokeleaf to go straight to stage 2 or even 3 right away.
condottiere 9 Sep, 2021 @ 12:57pm 
I like how you broke the high up into stages, per alcohol.

@Arcanant: I've been using Leaf Like Life, but if I hadn't browsed Neceros' workshop ages ago, I would have never found LLL with a keyword search -- LLL doesn't have "smokeleaf" in the mod name and additionally in my experience, like a horrid little wizard alluded to, the search doesn't always return mods even WITH the keyword in the mod title name.
computer idiot  [author] 8 Sep, 2021 @ 8:13pm 
@arcanant thanks, i had no idea. steam workshop's search has been ass for me. I'll probably stick with this since it's tweaked to my liking but I appreciate the heads up.