Dwarf Fortress

Dwarf Fortress

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Topples' Smoking
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10 May @ 4:31pm
17 Jun @ 4:38am
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Topples' Smoking

Description
REQUIRES DFHACK
NEEDED FOR PORTRAITS Topples' Layered Graphics Merge

What does this do?
  • Adds wearable smoking items: pipes, pipe-weed cigars, hemp cigars, joints, and chills.
  • Adds water pipe and potion bench buildings.
  • Adds marijuana, hemp, and shisha items.
  • Adds plants: pipe-weed, poppy, and hemlock.
  • Modifies plants: hemp, valley herb, whip vine, sliver barb.
  • Adds many reactions to create or use these items.
  • Adds portraits graphics for wearables (enabled by Topples’ Graphics Mod)
  • Adds DFHacks scripts to facilitate smoking and potion effects.

This mod doesn't cut any plants so is likely compatible with other mods.

New items:
All "wearable" items are worn as a helm in the "under" slot (the slot for face veils and such). The have low defensive capabilities but can rarely protect the wearer. Upon wearing an item, they will gain the ability to smoke whatever the item they are wearing is, this affect doesn't run out until the item degrades or it unequipped.
  • Pipe: Periodically produces puffs of pipe-weed smoke.
    • Made in carpenter, crafts, mason, smith, glass, and clay workshops.
    • Made of one wood, stone, bar, raw glass, or clay AND 5 pipe-weed leaves.
  • Chillum: Periodically produces puffs of pipe-weed smoke.
    • Made in crafts and clay workshops.
    • Made of one bone, shell, horn, or clay AND 5 pipe-weed leaves.
  • Pipe-weed cigar, hemp-cigar, and joints: Periodically produces puffs of pipe-weed, hemp, or marijuana smoke.
      Degrades faster than most clothing items.
    • Made at a farmer's workshop with the "roll <x>" reaction requiring cloth and 5 leaves or marijuana.

Consumables:
  • Pipe-weed leaves: harvested from pipe-weed plants.
  • Hemp leaves, hemp flowers, and hemp buds: harvested from hemp plants.
  • Poppy buds: harvested from poppy flowers.
  • Marijuana: made from the "dry flowers" reaction at a farmer's workshop.
    • Requires a hemp flower to produce 1 marijuana
  • Hashish: made from the "press hashish" reaction at a screw press workshop.
    • Requires a 1 marijauna and 2 hemp buds to create a hashish block.
  • Shisha: made from the "press shisha" reaction at a screw press workshop.
    • Requires a 1 fruit, one container of dwarven syrup, and one container of royal jelly to make 4 units of shisha.
  • Opium Latex: made with the "extract opium latex" reaction at a farmer's workshop.
    • requires 2 poppy buds and an empty vial.
  • Green dragon salve: made with the "extract green dragon salve" reaction at a farmer's workshop.
    • requires ten hemp flowers, ten hemp buds, an oil containing container, a container of alcohol and an empty glass vial to produce one unit.
  • Philosopher's lament: created with the "extract philosopher's lament" reaction at a farmer's workshop.
    • requires one hemlock plant and an empty vial to produce a unit.
  • Warbow tincture: created with the "extract warbow tincture" reaction at a farmer's workshop.
    • requires one whip vine plant and an empty vial to produce a unit.
    • advanced invading armies may emit cloud of this upon entering map.
  • Essence of tumult: created with the "extract essence of tumult" reaction at a farmer's workshop.
    • requires one sliver barb plant and an empty vial to produce a unit.

Which civs does this mod affect?
Dwarves, Humans, Elves, Goblins, Kobolds, and Halflings. What they craft and commonly wear varies.

Buildings:
Hookah
  • Created using a piece of glass, a piece of leather, and a metal bar.
    Releases puffs of gas into the environment.
  • Gas is creeping so it is slower.
  • Includes reactions the require all reactions require a unit of fuel and the item being smoked to use. Reactions can create clouds of:
    • Mist
    • Pipe-weed smoke
    • Hemp smoke
    • Marijuana smoke
    • Hashish smoke
    • Opium smoke
    • Shisha smoke
    • Golden salve vapor
    • Green dragon salve vapor
    • Philosopher's lament vapor
    • Warbow Tincture vapor
    • Essence of tumult vapor
    • Extract vapor (From any modded extract)
Potion Bench
  • Created using a table and 3 glass vials
  • Makes a dwarf (the one assigned as a worker at the workshop) to drink an extract to intensify its results over inhaling
  • Includes reactions:
    • Drink golden salve
    • Drink green dragon salve
    • Drink philosopher's lament
    • Drink warbow tincture
    • Drink essence of tumult
    • Drink an extract (Will work for modded extracts is they have a syndrome named "drink <x>")

Smoking syndrome:
Obtained when a smoking item is inhaled or ingested or injected. The effect of the smoking gets stronger with each dose. Ingested syndromes are much stronger than inhaled syndromes.
  • Pipe-weed
    • Positive: Increases focus and speed slightly, gives dwarves a mild happy thought most of the time.
    • Negative: Can rarely give dwarves a negative thought or cause nausea. 1/10,000 chance a dwarf might develop lung cancer; an eight-year long disease starting off mild then getting very deadly over its course. Its symptoms can be cured at a hospital.
  • Hemp
    • Positive: Increases charisma and creative thinking, gives dwarves a slightly stronger happy thought than pipe-weed.
    • Negative: Slightly decreases speed. Gives chance for a rare negative thought. Causes dwarves to get hungry quicker.
      • REEFER MADNESS: a 1/1,000,000 chance a dwarf goes berserk upon smoking hemp or marijuana. (Stupidly rare)
  • Marijuana:
    • Positive: Same as hemp, but stronger.
    • Negative: Same as hemp but stronger.
  • Hashish
    • Positives: Same as marijuana, but stronger.
    • Negatives: Same as hemp but weaker.
  • Shisha
    • Positives: Pseudo-random effects for 60 different types (depending on fruit used to make it).
      • Gives a random happy thought of random strength.
      • 50% Chance for 2 random positive medicinal effects.
      • Small chance to permanently increase a random physical or mental attribute.
    • Negatives: none.
  • Opium
    • Positives: Gives intense positive feelings for an initial period.
    • Negatives: Gives intense negative feelings afterwards for a similar period.
  • Golden Salve
    • Positive: Intense, long positive feelings. Small chance to permanently reduce stress personality facets and increase positive mental attributes.
    • Negatives: none.
  • Green Dragon Salve
    • Positives: Chances at a multitude of healing effects. Small chance to regrow limbs.
    • Negatives: none.
  • Philosopher's lament:
    • Positives: none.
    • Negatives: Causes nasea, vomiting, and vomiting blood. Chance of full-body necrosis. Much more powerful if ingested.
  • Warbow tincture
    • Positives: Increases speed and physical attributes for a time. Heightened aggression.
    • Negative: Chance for a negative thought.
  • Essence of tumult
    • Positives: Increases combat capabilities for a long time.
    • Negative: 40% chance for unit to go berserk. Causes fights to the death to break out most of the time among groups.
68 Comments
Nevloz 9 Aug @ 4:18pm 
This mod doesn't work when used with your halflings mod. It says the pipe weed from that mod and this one are incompatible and aborts world gen
Topples  [author] 24 Jul @ 3:19pm 
@Mike Mirrer
The [ANY_TEMPERATE] tag designating that hemp grows in temperate environment is assigned to hemp in the vanilla game, so this mod inherits it from there.
Mike Mirrer 24 Jul @ 1:33pm 
Why is Hemp a temperate-only plant? In reality it grows very succesfully in tropical climates as well, like in Thailand or Jamaica
Super Space Kid (ft. NORO) 8 Jul @ 4:18pm 
Philosophers lament why
Topples  [author] 4 Jul @ 9:47am 
@kravun
I think smoking is a "greeting" interaction which means you need to have someone nearby to do it to.
kravun 3 Jul @ 4:24am 
@Topples
i can equip the item but when it is equipped the portrait doesnt change and also i cant figure out how to puff smoke
Topples  [author] 3 Jul @ 4:21am 
@kravun
You mean you can't make them equip the item or you can't puff smoke? The item should give an interaction to smoke, but I suppose there might be instances in dfhack that makes it hard to apply the effect in adventure mode. I might need to look at it again.
kravun 3 Jul @ 3:40am 
im trying to use this in adv mode but i cant get my guy to smoke them
Topples  [author] 1 Jul @ 8:49pm 
@yeah.png

It's hard to say why that is. The rates of dwarves appearing with the items are:

[HELM:ITEM_HALFLING_PIPE:UNCOMMON]
[HELM:ITEM_PIPE-WEED_CIGAR:UNCOMMON]
[HELM:ITEM_HEMP_CIGAR:UNCOMMON]
[HELM:ITEM_BLUNT:UNCOMMON]
[HELM:ITEM_CHILLUM:RARE]

UNCOMMON is a 10% chance and RARE is a 1% chance. I don't know if you just got really lucky or maybe DF makes it so all civilians at an embark start with the same set of items.
yeah.png 1 Jul @ 1:50pm 
Every dwarf seems to be spawning with a cigar in my world, which is probably a bit much.