Smokeleaf Industry! Rimworld Mod Showcase. Create Your Own Weed Empire

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Published on ● Video Link: https://www.youtube.com/watch?v=qOBlQgKHin4



RimWorld
Game:
RimWorld (2018)
Category:
Let's Play
Duration: 9:08
17,403 views
327


The Smokeleaf Industry mod for Rimworld Alpha 17 is here! You've all been requesting it, I've gone ahead and done it and we're all super happy now yay..

'Smokeleaf Industry is a mod that adds various new drugs, foods, medicines, building materials and more all based around 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. Research must be conducted in order to unlock the various items and their uses.

Note: Some aspects of the vanilla smokeleaf joint have been changed.
The recipe now requires 2 smokeleaf buds and may only be rolled at a Drug Lab or Cultivation Bench
after researching Smokeleaf Cultivation.

For more detailed descriptions, pics, bug reports, questions or suggestions please visit the forum:
https://ludeon.com/forums/index.php?topic=35747.0

Additions

Smokeleaf Production - New work benches, generator and growing machinery added.

Cultivation Bench
Medicinals Lab
Smokeleaf Autotrimmer
Hempoline Generator
Grow Lamp
Space Bucket

Smokeleaf Byproducts - Obtained by processing smokeleaf leaves at a Drug Lab, Cultivation Bench, or Autotrimmer.

Smokeleaf Hemp Fibers
Smokeleaf Seeds
Smokeleaf Buds

Recreational Drugs - Created by processing smokeleaf buds and other drugs at a Drug Lab, Cultivation Bench or Medicinals Lab.

Smokeleaf Hash
Chemfuel Hash Oil
Smokeleaf Distillate

Edibles - Cooked/crafted at a Fueled or Electric Stove.

Hemp Flour
Smokeleaf Butter
Smokeleaf Cookies
Smokeleaf Brownies
Smokeleaf Smoothie
Smokeleaf De-Energy Drink
Smokeleaf Infused Meal

Medicines - Crafted at a Drug Lab or Medicinals Lab.

Smokeleaf Tincture
Smokeleaf Pills
Smokeleaf Lotion
CBD
Smokeleaf Infused Medicine

Other Stuff - Crafted at a Stonecutter's Table, either Tailoring Bench and the Refinery, respectively.

Hempcrete Blocks
Hemp Fabric
Hempoline'

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Mod Link: http://steamcommunity.com/sharedfiles/filedetails/?id=1140051385

'RimWorld is a sci-fi colony sim driven by an intelligent AI storyteller. Inspired by Dwarf Fortress, Firefly, and Dune.

You begin with three survivors of a shipwreck on a distant world.
Manage colonists' moods, needs, wounds, and illnesses.
Fashion structures, weapons, and apparel from metal, wood, stone, cloth, or futuristic materials.
Tame and train cute pets, productive farm animals, and deadly attack beasts.
Watch colonists develop and break relationships with family members, lovers, and spouses.
Fight pirate raiders, hostile tribes, rampaging animals, giant tunnelling insects and ancient killing machines.
Trade with passing ships and trade caravans.
Decorate your colony to make it into a pleasurable space.
Dig through snow, weather storms, and fight fires.
Capture refugees or prisoners and turn them to your side or sell them into slavery.
Discover a new generated world each time you play.
Build colonies in the desert, jungle, tundra, and more.
Learn to play easily with the help of an intelligent and unobtrusive AI tutor.

RimWorld is a story generator. It’s designed to co-author tragic, twisted, and triumphant stories about imprisoned pirates, desperate colonists, starvation and survival. It works by controlling the “random” events that the world throws at you. Every thunderstorm, pirate raid, and traveling salesman is a card dealt into your story by the AI Storyteller. There are several storytellers to choose from. Randy Random does crazy stuff, Cassandra Classic goes for rising tension, and Phoebe Chillax likes to relax.

Your colonists are not professional settlers – they’re crash-landed survivors from a passenger liner destroyed in orbit. You can end up with a nobleman, an accountant, and a housewife. You’ll acquire more colonists by capturing them in combat and turning them to your side, buying them from slave traders, or taking in refugees. So your colony will always be a motley crew.

Each person’s background is tracked and affects how they play. A nobleman will be great at social skills (recruiting prisoners, negotiating trade prices), but refuse to do physical work.'







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