Project Zomboid

Project Zomboid

True Smoking [B42]
175 Comments
Cyrisa 5 Oct @ 7:07am 
Seems to be working now. Though having trouble keeping smokes lit for long using default settings.
Vice Admiral Jackknife 29 Sep @ 2:17pm 
Thanks for the update mate, always love the good work.
Ratamus  [author] 29 Sep @ 9:50am 
Pushed an update to potentially fix errors people are still seeing.

Seems like 42.12 has a bug with chewing tobacco that is not from my mod that is causing it to break stress stats from smoking when used
Cyrisa 29 Sep @ 4:32am 
pretty broken atm in 42.12 as this breaks timed actions now. hoping to see it fixed sometime soon. great mod otherwise.
Vice Admiral Jackknife 29 Sep @ 12:13am 
I think possibly chewing tobacco might be bugged, I got some, chewed it and it sent my happiness and boredom plummeting. Tried it again and it set my stress to null.
Belisar 28 Sep @ 9:23pm 
I can't find the passive smoking option? Am I blind?
ace 27 Sep @ 4:51pm 
does this work/can you make this work with SOTO?
Bucky 27 Sep @ 4:20pm 
i cant drink from sinks because this mod says i have a mask but i dont.And what the hell does smoking have to do with drinking from sink
SIMBAproduz 27 Sep @ 12:26pm 
THX
Ratamus  [author] 27 Sep @ 12:23pm 
42.12 Errors should be fixed, an unfortunate change in the new build changed Cigarette Packs from containers to a new item that uses recipes to add or remove cigarettes from the pack. This broke how my mod tracks the amount remaining on cigarettes that were stored in packs as now a new cigarette is effectively being spawned in when taking from the pack.

Everything else should still be working from my tests, I'll need to further investigate and come up with a solution for properly tracking partially smoked cigarettes being added to packs.

Basic JiggasGreenfire mod support has been added, will work on this some more with the author to move configuration over to them to handle
Ratamus  [author] 27 Sep @ 8:49am 
I have a fix for the new error from 42.12 I will update this weekend, there is a few other things I want to look into before updating
Rubber Flubber 27 Sep @ 2:01am 
From what I can tell based on the debug infromation, it seems like it's not an issue with taking the cigarette out of the pack but the mask groups and stuff the cigarettes use.
RedMenace3416 26 Sep @ 10:06pm 
For those wondering, there's a temporary fix for They Knew. I just need this mod now :steamsad:
Lucid 26 Sep @ 11:35am 
"Getorcreate" is being thrown around this mod and many others

/i'm just trying to get a head start on posting these so hopefully they'll be fixed and not left behind. cheers! :steamhappy:
RedMenace3416 26 Sep @ 10:39am 
I think the new update broke this mod.
Radioactive_Pandaa 25 Sep @ 7:02pm 
When I tried to take painkillers the game gave me an error from this mod :steamsad:
Ratamus  [author] 25 Sep @ 4:54pm 
@Last Chapter probably due to the change on smoking directly from the pack now, ill take a look when I can
Last Chapter 25 Sep @ 7:27am 
b42.12 has caused an error in TrueSmoking.lua line 437 so error checker says. awesome mod btw
⸸BïGfÅÇË⸸ 19 Sep @ 4:46pm 
Any reason when I grab a cigarette, I pull some device out, it looks like a phone or sum
明明灭灭 14 Sep @ 5:16am 
Hello, could you please consider adding compatibility for the "舌尖上的中国" and "More MRE & Military Food V2" mods? Both of these mods add new types of cigarettes.

Additionally, I have another question. While using your mod, I encountered a situation where my character received a "sick" buff after smoking, and I noticed an increase in the character's illness value—though it wasn't due to a viral infection. I would like to ask if your mod alters the vanilla game mechanic where non-smoker characters get poisoned when smoking.
Ratamus  [author] 22 Aug @ 5:39pm 
Alcohol mod is something I want to do and would be fairly easy with this mod providing most of the framework already, THC I've thought about but it might be challenging to make it work with other mods providing their own effects, since there is so many weed mods im hoping someone will want to fully integrate and take it on themselves
chut527 22 Aug @ 11:20am 
Agree with n0ahrk. A version of the nicotine system for both alcohol and THC would be great.
Ratamus  [author] 20 Aug @ 10:04pm 
@Sur.Vival thanks for the update, ill try to reach out to them when I have some time so we can get it working sooner than later, im always up for making things compatible. Cheers! :praisesun:
Sur.Vival 20 Aug @ 8:03pm 
Hi @Ratamus - just a quick update — the Green Fire author literally just posted a few minutes ago that they are actively working on native True Smoking compatibility.

I’ve also reported the conflict on their mod page, so both sides are now aware. Maybe this is a good moment to reach out to them again — since they already have permissions and code, some coordination between you two could really help bring proper integration sooner and avoid temporary half-fixes.
Ratamus  [author] 20 Aug @ 7:23pm 
@Sur.Vival I've looked into this issue before with Jiggas, it would be possible for a quick fix to avoid function conflict but the support would be half baked as Jiggas has a lot of spaghetti code and redundancy for how certain features are coded (smoke half for example). I might look into adding some support again in the future, I had reached out to the team working on the b42 version long ago to see if they would be open try and make things more compatible but I never received a response
Sur.Vival 20 Aug @ 5:58pm 
There seems to be a conflict between [42] Jiggas Green Fire and True Smoking.

Conflict functions:

OnEat_Tobacco(food, character) (Green Fire)

Smokable:update() → self.callback(self) (True Smoking)

Root cause:
Green Fire’s OnEat_Tobacco expects (food, player) and uses character:HasTrait().
True Smoking assigns OnEat_Tobacco as a per-tick callback, but only passes self (a Smokable object). This makes character = nil and causes the error attempted index: HasTrait of non-table: null.

Would it be possible to make these two mods compatible (e.g. align callback parameters or isolate the functions)?
n0ahrk 19 Aug @ 3:21pm 
dude you should recreate this entire mod for cannabis, and have a THC system with different levels of high, I think it's realistic to smoke as much as you want to get to a specific level of high that can be positive and or negative, I see so much potential in this mod thank you for making it- this is one of these things that should just be in the base game
Ratamus  [author] 16 Aug @ 10:52pm 
@Garrozh B42 only

@GzDaGhost Restart your game, check load order

@Vakho brooblyn Default keybind is 'K' to relight when the smoke goes out and the moodle is wiggling
vakho brooblyn 16 Aug @ 7:41am 
how do i relight the cigarette?
GzDaGhost 15 Aug @ 11:28pm 
doesn't let me enable even tho i have all the required mods
Garrozh 14 Aug @ 6:28am 
can use this on b41?
Ratamus  [author] 3 Aug @ 6:43pm 
Additionally if you want to change sandbox settings on an existing save, either use Debug mode or use a mod that enables you to change sandbox settings, will need to reload between changing sandbox settings
Ratamus  [author] 3 Aug @ 6:42pm 
@zloi_krendel Ya you should click Load to bring up your saves, select one and then on the bottom there should be a Mods button, there you can enable/disable mods per save.

When you use the Mods button from the main menu that only sets them for new games
zloi_krendel 3 Aug @ 5:18pm 
@ratamus how exactly do you enable it for save loading? I assume that is the problem because the mod is turned on, do i have to press the button that shows all the saves i have? Cuz i ussualy start the game just by pressing continue button
Ratamus  [author] 3 Aug @ 9:27am 
@K.Plotnikof more cigarettes should be working

@zloi_krendel make sure its enabled for the save before loading, probably just something simple

@Yxng Loose currently not possible yet, later when TIS adds more fire and smoke mechanics I might be able to use them to add a light and smoke effect to the cigeratte
Yxng Loose 3 Aug @ 4:24am 
is there visible smoke when exhaling
zloi_krendel 3 Aug @ 12:02am 
i added this mod into one of my saves. Any idea why it does not work? Really want to get off the smoker trait. Some charcter "development" type stuff
K.Plotnikof 27 Jul @ 7:45am 
Very cool mod and features :)
Could you please add support for More cigarettes(B42)V2? ;)
mango 24 Jul @ 7:21pm 
thanks!!:steamhappy::steamhappy:
Ratamus  [author] 24 Jul @ 12:45pm 
@shrvm<3 around 1 month in game, depends on if you quit cold turkey or wean off slowly
mango 24 Jul @ 1:00am 
how much time does it take to lose the smoker trait?
Ratamus  [author] 19 Jul @ 5:48pm 
@Codemonkey3 I was thinking of making a mod for food and alcohol, the framework of this mod would handle most of it already but I don't have much free time these days to mod or game
Codemonkey3 19 Jul @ 5:44pm 
I love how you can pace out a long smoke. Kind of makes me wish we could eat and drink that way as well. Hang out with your friends in MP and sip on a beer, or all sit around a table and take bites of a meal instead of eating it all in 5 seconds.
Ratamus  [author] 19 Jul @ 12:27pm 
@Maybenotjoker when loading the save game you have to click Mods and enable Truesmoking for that save before loading in
MaybeNotJoker 19 Jul @ 12:17pm 
How do I make this mod work with my existing save? I enabled it and set it up the way I would like in the options but when I load up my solo game this mode is not recognized as an active mod
Ratamus  [author] 18 Jul @ 7:40pm 
@KuBo[ITA] This mod is B42 only and Smoker is still only for B41 as far as I know. The B41 version of this mod should work with Smoker
KuBo[ITA] 17 Jul @ 5:44pm 
Does this also work with Smoker?
Ratamus  [author] 14 Jul @ 6:25pm 
@Manterok I think i see the issue in the code, the line that calls for idle puffing is not checking if the smoke is lit I think, I'll look into this on Friday when I'm back home, thanks for the feedback :)
Ratamus  [author] 14 Jul @ 6:21pm 
@Manterok Some mods that add weed pipes and such are tuned to go out after lighting/puffing

For normal smokes this isn't intended, sounds like maybe an issue with the automatic puffing but I'm not sure.

I can take a look into this but I'm working out of town without my laptop so I'll have to investigate over the weekend

Glad to hear you enjoy the mod though, it's what makes working on it worth it to know other people enjoy it :praisesun:
Manterok 14 Jul @ 2:34pm 
Hey bro, I really love this mod. I will never play without it. Sometimes my guy will put the smoke out, but he'll still take hits off of it, as if it were still lit. It seems to be random. I won't know it's out until I look at the moodle, because he keeps hitting it ever so often. I thought to check it, because his stress wasn't going down. I'll hit "K" to relight it, and it might stay lit until the smoke is finished, or it might go out as soon as he's done taking the hit. IDK if anyone else has had that issue, or if it's something intentional, and he's just doing something that is meant to put the smoke out for that action. It doesn't seem to be anything in particular though.