Rimworld smokeleaf.

Unzip the downloaded archive and place the contents in your RimWorld/Mods folder. Then, activate the mod in the mod menu in-game. Load order shouldn't matter, but, if you have Architect Sense installed, put Smokeleaf Industry after it. If you want to install mid-game, make sure you have no bills for making Smokeleaf joints …

Rimworld smokeleaf. Things To Know About Rimworld smokeleaf.

Input for both recipes is only psychoid leaves. 8 of them have total base value of 15.2. From those material you can make either single unit of Yayo worth 21 silver or two units of flake worth 28 silver total. Value added from the above comes down to 5.8 silver for Yayo and 12.8 for Flake. Total work needed is 350 and 500 ticks respectively.smokeleaf is okey. the name makes "sense". :D. wakeup is also okey for speed/amphetamines. go-juice for a combat enhancing drug is a good name. Luciferium the name also makes alot of sense. but flake and yayo wtf is this? i know this is crack and cocain, but the fantasy names have no resemblance.When will a smokeleaf dependence end? I've had a colonist with a smokeleaf dependence and withdrawal 100% for over a year now. The permanent -20 mood debuff kind of sucks tbh and I'm wondering when she'll finally get over that dependence. If she has the Stoner trait from Vanilla Traits Expanded, she won't ever lose it. Smokeleaf isn’t bad, occasionally I’ll administer a few joints if someone is severely wounded. Helps with mood I use any other that raiders drop by administering it back to them before I let them go. Someone drops 2 wake up, I send two raiders off with peg legs, no arms, and no eyes while addicted to it. Same with lucithis is 1.3 mu/s for smokeleaf , 1.6 mu/s for hops, .71 mu/s for Psychoid for flake, and 1.42 mu/s for Psychoid for yayo. This is using 11 leafs per spot for smokeleaf, 8 for hops, and 10 for Psychoid. next I divided the mu/s by the growing time for each plant.

RimWorld. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews ... And a Smokeleaf joint only makes it go up to -6, so it looks like they need a pretty constant stream of drugs to get rid of that debuff. In 1.0 I used the Snap Out! mod to mitigate mental breaks to some extent, without getting rid of them …RimWorld. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews ... And a Smokeleaf joint only makes it go up to -6, so it looks like they need a pretty constant stream of drugs to get rid of that debuff. In 1.0 I used the Snap Out! mod to mitigate mental breaks to some extent, without getting rid of them …

An automatic smokeleaf-burning device which generates a smoke cloud around itself. Anyone in the cloud will become high on smokeleaf over time. Base Stats Type Building - Misc HP 80 Flammability 0% Path Cost 42 Building Size 2 × 2 Minifiable False Placeable True Passability pass through only Cover Effectiveness 20% Terrain Affordance Light Power

Input for both recipes is only psychoid leaves. 8 of them have total base value of 15.2. From those material you can make either single unit of Yayo worth 21 silver or two units of flake worth 28 silver total. Value added from the above comes down to 5.8 silver for Yayo and 12.8 for Flake. Total work needed is 350 and 500 ticks respectively. Version history []. Alpha 16, it was known as the Equipment rack and could only store apparel, mortar shells, or weapons.; 0.17.1546 - renamed from Equipment rack to Shelf, can now store anything instead of only apparel, mortar shells, and weapons; 1.1.0 - Shelves were given a path cost. This made them slower to move on top of, but also …Version history []. Alpha 16, it was known as the Equipment rack and could only store apparel, mortar shells, or weapons.; 0.17.1546 - renamed from Equipment rack to Shelf, can now store anything instead of only apparel, mortar shells, and weapons; 1.1.0 - Shelves were given a path cost. This made them slower to move on top of, but also …Anyway, yes: smokeleaf that hasn't been rolled does eventually spoil, even if stored indoors. Possibly keeping them in a freezer will stop them from spoiling--never tested that. But when stored at room temp, yes: they will spoil. #1. brian_va Feb 22, 2020 @ 12:11pm. the leaves will need to be in a freezer to last forever, the joints just need ...

That means they are 2% into withdrawal. To get them off of smokeleaf, that number needs to reach 100%. If they take the drug they are withdrawaling from, that goes away, and it says high on smokeleaf. As soon as smokeleaf hits 0 in their needs tab, they will start withdrawal again. So let's say you have someone addicted to yayo.

SmokeLeaf dependence. What does it do/mean. Showing 1 - 2 of 2 comments. ZugZug Nov 13, 2016 @ 10:33am. Means they now have a need to smoke smokeleaf. Causes withdrawals with a lack of it. #1. Hillius Nov 13, 2016 @ 10:38am. They basically get really unhappy for a long time until they get over the withdrawal, or you just …

RimWorld > Genel Tartışmalar > Konu Detayları. Mustacha · Profili Görüntüle ... smokeleaf stockpile near the station, and selecting "drop on floor" in the ...That means they are 2% into withdrawal. To get them off of smokeleaf, that number needs to reach 100%. If they take the drug they are withdrawaling from, that goes away, and it says high on smokeleaf. As soon as smokeleaf hits 0 in their needs tab, they will start withdrawal again. So let's say you have someone addicted to yayo.Beer and Smokeleaf are actually quite efficient for profit. One hop is 2.1122 silver per day, one smokeleaf is 1.8145 silver per day and one psychoid is 1.2836 for Yayo, 1.7115 for Flake. Beer does require some hauling work (but it's the fastest to craft) while Smokeleaf has a huge work required compared to the others.Smokeleaf leaves. Raw cut leaves of a smokeleaf plant. Can be rolled into smokeable joint at a crafting spot. Smokeleaf leaves are harvested from a smokeleaf plant. They can be processed by crafters at a crafting spot or drug lab to produce smokeleaf joints .Welcome back to some more Rimworld, this time we play with Smokeleaf and Napalm, next week might be dropping a mount and blade video so get hyped for that.- ...Smokeleaf Joint is a drug in RimWorld, and typically the first drug a player can create in-game, as it requires no penoxycyline. To make a smokeleaf joint, a colonist plants a Smokeleaf Plant, and once it is harvested, the Smokeleaf Leaves can be turned into Smokeleaf joints in a crafting spot Smokeleaf tolerance can cause Carcinoma in the lungs.Originally posted by Halasterb: Beer makes a good profit. Also Smokeleaf joints turn a good profit depending on your social skill usually in the $6 per range. Flake uses 4 psychoid leaf vs the 8 for yayo and sells for $7 and change vs the $13 yayo sells for.

The Smokeleaf Industry Mod adds various new drugs, food, medicines, building materials and more all based around the Smokeleaf cultivation and processing. All items added by the mod are based on real world applications of "smokeleaf" and it's byproducts. Medicinal, recreational and industrial uses are all included.Smokeleaf is a wierd one. It is done at the crafting spot, or at a drug lab bench. Your pawn used the "crafting" skill to determine the job priority. The speed of execution is governed by the "cooking" skill. The other drugs at the drug lab bench are scheduled by "crafting", but use "Intellectual" to execute. Except psychite tea, which is Done ...RimWorld. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews ... Make smokeleaf joint (original as reference) 450. 450. 100%. 0%--Make smokeleaf joints in bulk (5) 2175. 435. 100%. 0%-3. Make smokeleaf joints in bulk (10) 4050. 405. 102%. 2%-4. Make smokeleaf joints in bulk (20)Makinga smokeleaf joint utilizes cooking skill? So I noticed one of my best crafters making a smokeleaf joint was getting cooking experience instead of crafting experience. Am I crazy? Is this a cooking skill? Or is this an effect of some mod I have? iirc basic drug making (ie rolling leaves in paper) counts towards cooking, and is like that in ...5. Riconquer2 • 2 yr. ago. First, farm cotton, tons of cotton. Second, set up a bill for each of the main articles of clothing, such as "Make Dusters until you have 5". Restrict your colonists from wearing anything under 50% condition. On your furnace, make a bill that burns any clothes under 50% condition.20 Apr 2022 ... The Classification Review Board (the Review Board) unanimously classified the computer game. RimWorld ... “smokeleaf” and other terminologies. In ...

Smokeleaf once/2 days at mid breakpoint. Psychite Tea once/2 days half way between the two. Psychite Tea is also incredible with Wake-Up after working a pawn to the brink of exhaustion. Beer once/day at minor breakpoint. Smokeleaf once/2 days at mid breakpoint. Psychite Tea once/2 days half way between the two.Drug labs allow you to produce many substances, provided you have the research for them. Go-juice and wake-up are powerful emergency drugs. Flake can be a strong source of income. The drug lab itself is quite affordable; the main cost is the research required for each drug. Smokeleaf joints can be made at a crafting spot rather than a drug lab ...

Weaponizing Smokeleaf — A Guide to Stoned Success. Ideology's High Life precept introduces some interesting buildings and carpets. Among the buildings are the autobong …Aug 22, 2023 · Smokeleaf leaves prepared in small rolls for smoking. The drug improves mood, but also increases appetite, reduces focus and slows movement. Smokeleaf use can produce a dependency. Joints can be produced at a crafting spot without equipment, and are a fixture in many traditional low-industriousness cultures. Base Stats Type Drug – Social drug Smokeleaf (0.67$/work) Note: Go-juice may be more profitable than penoxcyline in cases where you cannot buy Neutroamine for a reasonable price, since go-juice needs one less than penoxcyline. These rankings should not be misconstrued to mean that the less profitable drugs are useless.Drugs in RimWorld are awful. WakeUp is the least safe drug in the game. Every single dose has like a 1% chance to cause a heart attack. Every other drug you are just talking about addiction or tolerances, and the side effects take a while to kick in. WakeUp can just kill your colonists without any warning.STOP MAKING KIBBLE, COWS EAT LESS THAN CHICKENS and CORN > HAYGRASS (Rimworld Animal Efficiency Calculations) TLDR at bottom. As of 1.2.2753: ... Smokeleaf, Psychite Tea) to avoid break risk but just having an impressive rec/dining room, some decent bedrooms and fine meals should be more than enough to keep everyone …Addiction happens when a drug is used by a colonist and said colonist gets an addiction to the drug. Certain drugs have different addiction chances. For example, luciferium has a 100% addiction chance, while ambrosia has a 1% addiction chance. While an addiction is active, a colonist must regularly take the drug they are addicted to or face a mood and health penalty. If an addiction is not fed ...

In RimWorld, if a room is less than 75% roofed, it's considered outdoors. And an outdoors room normalizes its temperature with the outdoor temperature. We abuse that fact, and the fact that coolers can be used as walls to form a "Chimney" of sorts. A single unroofed tile insider the freezer is filled with a barricade and surrounded by Coolers.

Smokeleaf Industry is a mod that adds various new drugs, foods, medicines, building materials and more all based around Smokeleaf cultivation and processing. All …

Flake is 14 base value for a cost of 4 leaves, thus 3.5 per leaf, while Yayo is 21 base value at a cost of 8 leaves, thus 2.625 per leaf. Yayo's effect lasts twice as long and gives an additional movement bonus, as well as giving more rest immediately upon use, is 5x less likely to cause an addiction (1% vs 5%), and 33% less likely to cause an ...Input for both recipes is only psychoid leaves. 8 of them have total base value of 15.2. From those material you can make either single unit of Yayo worth 21 silver or two units of flake worth 28 silver total. Value added from the above comes down to 5.8 silver for Yayo and 12.8 for Flake. Total work needed is 350 and 500 ticks respectively. Mood is a game mechanic that describes a colonists feelings based on thier environment and experiences, represented by a blue bar in the Needs tab tab ranging from 0 to 100%. Low moods cause mental breaks, while high moods may trigger inspirations.Mood is affected by game difficulty, a colonists traits and environment, and …Smokeleaf Leaves are an inedible Food. They come from Smokeleaf Plants and they can be turned into Smokeleaf Joints . Categories. Community content is available under CC-BY-SA unless otherwise noted.Never safe. Drug Lab Recipe: 8 Psychoid leaves. As you can tell from the table above, only Ambrosia, Beer, Psychite tea, and Smokeleaf are really safe to keep in production for the purposes of satisfying a pawn with drug curiosity. The others are simply too dangerous for regular use.rimworldjunkie • 5 yr. ago. Set your drug policy up something like this. The frequency I used is based on keeping addictions non existent and the joy amount is based on how much joy an item gives. This allows them to have DRUG every X days but only if their joy is below Y.Smokeleaf Leaves are an inedible Food. They come from Smokeleaf Plants and they can be turned into Smokeleaf Joints . Categories. Community content is available under CC-BY-SA unless otherwise noted.RELATED: RimWorld: Tips For Getting Components. Two of these dangerous traits are Chemical Interest and Chemical Fascination. These are two tiers of the same general idea - that the pawn in question has an interest in recreational drugs and will become rather unhappy if they are unable to satisfy this curiosity. ... Smokeleaf. 13. 2 …

Smokeleaf joints are a usually better option. Smokeleaf plants grow faster than psychoid, and give +12.5% more drugs per plant and planter work. Smokeleaf …But it gives you the penalties for smokeleaf without ever having your colonists build up a tolerance, or risk additction.Fixed that for you. :) Smokeleaf is the one drug I never use, even in my High Life colonies. That 30% penalty to Consciousness is never worth it, IMO.Input for both recipes is only psychoid leaves. 8 of them have total base value of 15.2. From those material you can make either single unit of Yayo worth 21 silver or two units of flake worth 28 silver total. Value added from the above comes down to 5.8 silver for Yayo and 12.8 for Flake. Total work needed is 350 and 500 ticks respectively.Instagram:https://instagram. osrs blue dragon taskjcampus natchitoches21 00 cet to esthow much sulfur for 1 satchel Input for both recipes is only psychoid leaves. 8 of them have total base value of 15.2. From those material you can make either single unit of Yayo worth 21 silver or two units of flake worth 28 silver total. Value added from the above comes down to 5.8 silver for Yayo and 12.8 for Flake. Total work needed is 350 and 500 ticks respectively.bring some beers or smokeleaf with you. #2. TwoTonGamer Jan 24, 2020 @ 5:49pm. Chocolate and insect jelly, also. They both give joy (recreation) and have no drug risks/side effects. #3. Morkonan Jan 24, 2020 @ 7:13pm. I always "Juice" my caravans. Everyone is content as much as is possible before they leave. nalc color coded calendarbreak your computer unblocked RimWorld Mods Catalogue. Catalogue · How To Install Mods · About Us · 1.0 / Mod. Smokeleaf Industry – Lite. Uploaded · June 20, 2019. If you liked this item ... littons knoxville tn Smokeleaf lowers consciousness. If a pawn has reduced consciousness already (due to sickness, a brain injury, whatever), then smokeleaf can kill them. #2. 奶小的姑娘 Jul 25, 2021 @ 5:00am. omg, my newest colony is a group of high life tunneler. It's gonna suck if smoking can kill. #3. Diarmuhnd Jul 25, 2021 @ 5:00am. Originally posted by ...The -30% consciousness penalty from smokeleaf is pretty serious, since consciousness shuts down just about everything else, including movement speed. Beer works as a stopgap, but the effect wears off. Art isn't a drug, but it's actually pretty effective if you put it where people are working, eating, playing, or walking by all the time.