Fractal Softworks Forum

Starsector => Mods => Topic started by: SirHartley on April 04, 2022, 09:01:33 AM

Title: [0.97a] Substance.Abuse 1.1.b - Consumable Alcohol
Post by: SirHartley on April 04, 2022, 09:01:33 AM
(https://i.imgur.com/Za6K9hE.png)


Save Compatible


Download (https://bitbucket.org/SirHartley/substance.abuse/downloads/Substance.Abuse1.1.b.zip)
Pairs well with Industrial.Evolution (https://fractalsoftworks.com/forum/index.php?topic=18011.0)



Short Summary
DRINK! DRINK! DRINK!
Drink responsibly. Liver failure is no joke.

Long Summary
This mod adds 10 drinkable alcoholic beverages to the game. Each has their own effect when consumed - but beware the withdrawal!

All vanilla Factions get their own, unique alcohol with full economy integration including price fluctuation and shortages. Buy cheap, get high!
A new industry - the Brewery - is included - but it can only make alcohol with a recipe, which the other factions are unlikely to part with willingly.

(https://i.imgur.com/4Gr8HSl.png)



To install the mod, simply download the .zip file from the link above, unzip it in your Starsector mods directory, and enable it in the launcher.

This can be added to ongoing games and it will break saves if removed.


There are currently no known compatibility issues with other mods.


Additional Information:
FAQ

Is this a shitpost?
The topic might seem that way, but no, it is not. It fits seamlessly into vanilla and is implemented to my usual, very high standards. I do hope you'll have as much fun using the mod as I had making it!

How do I use this?
You buy alcohol from market. You go to your inventory. You click alcohol to drink it. It's quite simple, really.

How does this work?
When activated, the alcohol in your inventory gets consumed over time - the amount per day depends on your skeleton crew level and your current effect percentage. The effect (and the consumption!) increase each day until it is 100%. While active, it applies a hullmod to all your ships, which "does stuff" depending on the effect strength percentage.

What effect does the alcohol have?
This is different for each alcohol. They can increase your speed, decrease the OP cost of weapons, improve shields, fighters, missiles...

Is the effect worth it?
Yes. It might actually be on the slightly OP side, to be honest, but the cost of opportunity allows for that.

How long until I have 100% effect?
Depends on the alcohol. The item tooltip will tell you how fast the alcohol reaches maximum effect strength, but be aware - a faster buildup also quickly causes a higher consumption. Average time to 100% ranges from 3 to 9 months.

How much do I need, approximately?
Around 200 units of alcohol per 1000 crew per month. Might be less, might be more - depends on the alcohol and effect strength.

How does the effect (and consumption) scale?
addiction = alcoholSpecificFactor * sqrt{(BaseAddictionPerDay * daysAddicted)/2}. This is a root function, Google it to see how it looks. Alcohol factor ranges from 1.2 to 1.8.

What happens when I run out?
You go into withdrawal. You will experience negative effects which also scale with your effect% - if you had 100% effect, you now have 100% withdrawal. The effect decays at the same speed that it built up.

How do I make Withdrawal go away faster?
Drink hangover cure. I take zero responsibility for the health of your internal organs.

How do I make the Brewery produce something?
You'll have to take a recipe from another facton. Find a planet with a brewery and raid it. It's like how you have to beat old ladies on the street to get their cookie recipes - they never seem to part with them willingly.

Can I drink all alcohols at the same time?
Didn't your Mom teach you that mixing too much alcohol is bad?

How can you be so incredibly based?
I was born this way.

Can you give me tips on beard care?
Use beard oil and wash your beard every day or it'll get gross. Have it trimmed professionally once, then cut along the lines for upkeep.

Will that fix my ugly face?
Nope. But alcohol might!
[close]
Effects
(https://i.imgur.com/kWRfi72.png)(https://i.imgur.com/Aq9TOPc.png)
(https://i.imgur.com/pjCKfPM.png)(https://i.imgur.com/RwxFFz1.png)
(https://i.imgur.com/t3E6xd0.png)(https://i.imgur.com/cLmbRwg.png)
(https://i.imgur.com/1jGhiD4.png)(https://i.imgur.com/zGmEko3.png)
(https://i.imgur.com/QFthxAD.png)(https://i.imgur.com/m7Qioee.png)
[close]
Change Log
1.1.b
  • Adjusted - Compatibility patch

1.1.a
  • Adjusted - Compatibility patch

1.0.k
  • Added - Phaged Darjeeling - incredibly balanced psychoactive tea for shields and phase
  • Added - Tea Brewery on Ailmar or whatever the name is
  • Adjusted - Factions can now have multiple alcohols and you can assign vanilla alcohol to modded factions
  • Fixed - Rare bug that could result in player losing all skills in return for a free brewery and fullerene spool
  • Fixed - 4 new crashes related to adding a new alcohol, fixed at least 3 of them

1.0.j
  • Added - Setting to disable auto-OP adjustments for Abysnth withdrawal
  • Adjusted - Drunk Fleet intel should now be marked important by default
  • Fixed - File paths for Linux (Case Sensitivity was a Mistake)
  • Fixed - Crash on new game when playing with improperly made modded systems (Missing the Population industry...)

1.0.i
  • Adjusted - Hangover Cure demand now only applies to player colonies if there is an active brewery
  • Adjusted - No longer re-sorts your inventory (Alcohol will still change position, sorry!)
  • Fixed - Prom. Gift Tooltip maneuverability mult now shows correct value
  • Fixed - Crash with OP stripper (thanks Wisp!)

1.0.h
  • Added - Version Checker support
  • Added - Variable to set dynamic supply and demand (Mod integration)
  • Adjusted - Blackout now retains your cargo if you only have one ship
  • Adjusted - Blackout now stops all alcohol consumption to avoid instantly falling unconscious again
  • Adjusted - Lost fleet now discoverable at greater distance
  • Adjusted - Recipes no longer show lore text in selection menu
  • Fixed - Blackout now properly gives you 3 months worth of supplies instead of filling up your cargo
  • Fixed - Ludds Tears officer XP gain no longer levels up officers without being able to choose abilities

1.0.g
  • Added - more actually helpful tips
  • Added - some settings
  • Adjusted - reduced alcohol consumption per month by 25%
  • Adjusted - Blackout popup window explanation should now be clearer
  • Adjusted - "Drunk Fleet" intel entry should now be easier to find
  • Fixed - Prometheus gift withdrawal no longer makes you unable to move
  • Fixed - Absynth withdrawal effects now properly apply
  • Fixed - crash when playing nex random mode
  • Fixed - the minumum consumption is now 1 unit/day. this means that crews < 300 will drink more than needed

1.0.e
  • Added - Recipe Books (can merge recipes, install in a brewery to make all stored recipes at once)
  • Adjusted - All alcohol now takes half the cargo space (2 alcohol per 1 space!)
  • Adjusted - Player colonies now import alcohol types produced by an in-faction brewery
  • Fixed - Alcohol hullmods now apply to modules
  • Fixed - Alcohol demands now properly unapply from population and infrastructure
  • Fixed - Endless loop when blacking out (now actually works)

1.0.d
  • General
  • Added - Initial Release
[close]
Want to add custom booze to your mod?
You need, at the minimum, a custom modplugin for this to work. If you do not have that, please read up on how to install an IDE and set up your mod - there's plenty of guides about!
As for Substance.Abuse integration, here is a full template with instructions on how to add your own alcohol to your faction: download (https://bitbucket.org/SirHartley/substance.abuse/downloads/Custom_Alcohol_Template_1.0.a.zip)
[close]
Attribution / Acknowledgement
Anton Juntunen     Paid commission - Icon for the Brewery. Check out his stuff (and contact) here: https://www.artstation.com/antonjuntunen
David Baumgart     Item Sprites - Bought and modified, https://assetstore.unity.com/publishers/13841
SilverLight     Feedback and beta testing.
Avanitia     Contributed some tips, text and beta testing.
[close]


(https://i.creativecommons.org/l/by-nc-nd/4.0/88x31.png) (http://creativecommons.org/licenses/by-nc-nd/4.0/)
Ask before using my code. Do not reuse or modify my images.

I very much appreciate feedback or suggestions, for both current and future content.

(https://i.imgur.com/15oHa68.png) (https://ko-fi.com/sirhartley)
Title: Re: [0.95.1a] Substance.Abuse - Consumable Alcohol - Liver Failure Edition
Post by: Harmful Mechanic on April 04, 2022, 09:33:00 AM
This is appalling, you should be ashamed of yourself, and I'm going to install this immediately and enjoy the hell out of it.
Title: Re: [0.95.1a] Substance.Abuse - Consumable Alcohol - Liver Failure Edition
Post by: Daynen on April 04, 2022, 09:51:04 AM
LOLWTF.
Title: Re: [0.95.1a] Substance.Abuse - Consumable Alcohol - Liver Failure Edition
Post by: Thaago on April 04, 2022, 09:51:48 AM
Huh, well its not april 1st so... huh. Nice icons!
Title: Re: [0.95.1a] Substance.Abuse - Consumable Alcohol - Liver Failure Edition
Post by: Helldiver on April 04, 2022, 09:55:59 AM
Pirate playthroughs will never be the same
Title: Re: [0.95.1a] Substance.Abuse - Consumable Alcohol - Liver Failure Edition
Post by: Jakro on April 04, 2022, 10:53:48 AM
You truly are incredibly based
Title: Re: [0.95.1a] Substance.Abuse - Consumable Alcohol - Liver Failure Edition
Post by: Algoul on April 04, 2022, 11:29:47 AM
This one of most disgusting for any high moral player and offensive for any true gym maniac mod!!!  I install it immediately bcs
 
Fifteen men on the dead man's chest—
...Yo-ho-ho, and a bottle of rum!
Drink and the devil had done for the rest—
...Yo-ho-ho, and a bottle of rum!

and other reasons beyond sane reasons including mass crew alcoholism and offending size of lucre by bootlegging
Title: Re: [0.95.1a] Substance.Abuse 1.0.d - Consumable Alcohol - Liver Failure Edition
Post by: Bulletkin on April 04, 2022, 02:16:07 PM
A true masterpiece.
Title: Re: [0.95.1a] Substance.Abuse - Consumable Alcohol - Liver Failure Edition
Post by: SirHartley on April 05, 2022, 06:14:46 AM
Huh, well its not april 1st so... huh. Nice icons!
It was supposed to release on April 1st but I didn't get it done in time. Sad day :|

You truly are incredibly based
ikr
Title: Re: [0.95.1a] Substance.Abuse 1.0.d - Consumable Alcohol - Liver Failure Edition
Post by: Superharem on April 05, 2022, 06:45:25 AM
Another must-have for me it seems.
Title: Re: [0.95.1a] Substance.Abuse 1.0.e - Consumable Alcohol - Liver Failure Edition
Post by: SirHartley on April 05, 2022, 03:36:41 PM
(https://i.imgur.com/Za6K9hE.png)


Save Compatible


Download (https://bitbucket.org/SirHartley/substance.abuse/downloads/Substance.Abuse_1.0.e.zip)
Pairs well with Industrial.Evolution (https://fractalsoftworks.com/forum/index.php?topic=18011.0)



Fixed an endless loop - and added recipe books! Also, alcohol now weighs 50% less, so you can carry around more of it with the same capacity.
Should lighten the load a bit, you could say.

(https://i.imgur.com/8VHeCPg.gif)


Change Log
1.0.e
  • Added - Recipe Books (can merge recipes, install in a brewery to make all stored recipes at once)
  • Adjusted - All alcohol now takes half the cargo space (2 alcohol per 1 space!)
  • Adjusted - Player colonies now import alcohol types produced by an in-faction brewery
  • Fixed - Alcohol hullmods now apply to modules
  • Fixed - Alcohol demands now properly unapply from population and infrastructure
  • Fixed - Endless loop when blacking out (now actually works)
[close]
Title: Re: [0.95.1a] Substance.Abuse 1.0.e - Consumable Alcohol - Liver Failure Edition
Post by: David on April 05, 2022, 06:48:15 PM
"Absynth" is so, so good. I'm going to be kicking myself forever for not coming up with that one.

Edit: And it's a delight seeing my icons recontextualized like this :D
Title: Re: [0.95.1a] Substance.Abuse 1.0.e - Consumable Alcohol - Liver Failure Edition
Post by: SirHartley on April 06, 2022, 01:22:57 AM
Feel free to steal it, I'd be honored :P

I had a lot of fun coming up with names, but the other ones are not quite as good as that one - though calling distilled fuel in a rusty can "Prometheus Gift" is also kinda funny imo.

Very thankful that you made so many icons in the first place - it's a real blessing for anyone looking to create additional items for this game.
Title: Re: [0.95.1a] Substance.Abuse 1.0.e - Consumable Alcohol - Liver Failure Edition
Post by: ParaNautic on April 06, 2022, 12:01:15 PM
Did you get the idea from galaxy on fire 2? each race there has its own drink :] A food component to this would be sweet
Title: Re: [0.95.1a] Substance.Abuse 1.0.e - Consumable Alcohol - Liver Failure Edition
Post by: SirHartley on April 06, 2022, 12:43:43 PM
Did you get the idea from galaxy on fire 2? each race there has its own drink :] A food component to this would be sweet
I got the idea from an errant discussion on ageing alcohol commodities to trade on discord - I have never played galaxy on fire.
The main issue with adding any more stuff to this mod is that I have no idea what the effect would be! I usually don't touch combat modding, and already had a hard time coming up with the effects that are currently in.

However, this mod offers a framework.
Adding a new alcohol is literally one line of code and a Hullmod Effect.
In theory, I could make recreational drugs (or any other vanilla commodity) a usable item with 5 minutes of work, but I wouldn't know what effect to give them :P

So, anyone is free to make drinks, or food consumables for their own creations! This mod makes that really, really easy.
Title: Re: [0.95.1a] Substance.Abuse 1.0.e - Consumable Alcohol - Liver Failure Edition
Post by: ParaNautic on April 06, 2022, 01:07:04 PM
Ah, I see, I do love seeing more tradeable items on the market, for example "food" is kind of boring, we know that the blue lobsters are OP versions of normal lobsters, so would they not do the same with cows? idk, they do not have to have a combat effected, I just want more stuff for trading and selling.
Title: Re: [0.95.1a] Substance.Abuse 1.0.e - Consumable Alcohol - Liver Failure Edition
Post by: Sunnyko on April 06, 2022, 03:09:45 PM
Is there a consumption floor for if you have some how managed to get a skeleton crew of zero, or can you just run around on the same booze forever.
Title: Re: [0.95.1a] Substance.Abuse 1.0.e - Consumable Alcohol - Liver Failure Edition
Post by: rabbistern on April 06, 2022, 08:45:52 PM
thank you for supporting spaceship operation under influence, my glutemic acid is catalyzed and my GGT levels are going to the moon. unfathomably based mod
Title: Re: [0.95.1a] Substance.Abuse 1.0.e - Consumable Alcohol - Liver Failure Edition
Post by: SakuraMai_Enka on April 07, 2022, 01:05:30 AM
emmm.... I seem to understand why you said you can't quote multiple wines at the same time...my fleet...my last save was 3 hours ago.

Hahahahahahahaha
I am stupid
Title: Re: [0.95.1a] Substance.Abuse 1.0.e - Consumable Alcohol - Liver Failure Edition
Post by: SirHartley on April 07, 2022, 02:52:47 AM
emmm.... I seem to understand why you said you can't quote multiple wines at the same time...my fleet...my last save was 3 hours ago.

Hahahahahahahaha
I am stupid
you will find your fleet alive and well where you left it :)

Check your intel, you'll find a new entry there.
Title: Re: [0.95.1a] Substance.Abuse 1.0.e - Consumable Alcohol - Liver Failure Edition
Post by: SakuraMai_Enka on April 07, 2022, 10:24:48 AM
emmm.... I seem to understand why you said you can't quote multiple wines at the same time...my fleet...my last save was 3 hours ago.

Hahahahahahahaha
I am stupid
you will find your fleet alive and well where you left it :)

Check your intel, you'll find a new entry there.

Well...maybe I got a bug and I didn't confirm any new entries, but...well, that's okay.

I'll try to go back and find my fleet, but for now, I've got a new recipe for my brewery, which isn't bad is it?
Title: Re: [0.95.1a] Substance.Abuse 1.0.e - Consumable Alcohol - Liver Failure Edition
Post by: MechaRauser on April 10, 2022, 10:20:31 AM
Ah, hi!
Umm...As I understand the withdrawals are supposed to be quite harsh, which is why there is the  hangover cure and all, but, well...uhhh

I'm not sure if I underestimated what harsh was supposed to mean here, or if something is going wrong, but my fleet is basically completely crippled in terms of movement after prometheus gift withdrawal.

It seems like instead of applying a -2 on burn level, it applies it multiple times...to each ship. Is this working as intended? If so, then that's aight, was just wondering...

https://imgur.com/a/mhG7Ytf
Title: Re: [0.95.1a] Substance.Abuse 1.0.e - Consumable Alcohol - Liver Failure Edition
Post by: SirHartley on April 10, 2022, 01:40:39 PM
oh no that is absolutely not supposed to happen!
I'll fix it, but I might need until tomorrow evening - it's a bit hectic atm.

Very sorry!
Title: Re: [0.95.1a] Substance.Abuse 1.0.e - Consumable Alcohol - Liver Failure Edition
Post by: Farya on April 13, 2022, 01:15:42 AM
Might the Population production be added in less hacky way? Like adding some market condition to affected markets - that's how lobsters and bizantynum wine are handled. This would also make it easier to add modded faction planets like ones from Luddic Enchancement into booze economy.
Also what about franchising feature with Indevo? If you are friendly with some faction and have their working embassy on your planet, you could purchase franchise from the ambassador to produce small amount of their faction alcohol on that planet. For as long as they remain on planet and some monthly fee is payed. Oh and there could be some kind of cheap beer produced by modular manufactories with lesser effect of hangover cure - merely suppressing it's effects for as long as you got some cheap booze to consume.
Title: Re: [0.95.1a] Substance.Abuse 1.0.e - Consumable Alcohol - Liver Failure Edition
Post by: SirHartley on April 13, 2022, 04:25:42 AM
The population production is not hacky at all - it is handled in the cleanest way possible, via an automatically applied hidden condition. The difference to wine and lobster is that it is not visible, gets auto-applied to all planets, and handles all alcohol demands/supply instead of just a specific one.

It also auto-works on any faction planet added by mods. If a planet belongs to a specific faction, it will produce the alcohol belonging to that faction, regardless of mod-added or not.

Your suggestion reg. Hangover Beer doesn't work, as all addictions and withdrawals are handled seperately. Don't think of the substances as alcohol, think "Meth" and "MDMA" - you can use one and have withdrawal for the other at the same time - that is how this mod works.

I will return to develop this mod when my current roadmap for IndEvo is done. Thank you for the suggestions! :)
Title: Re: [0.95.1a] Substance.Abuse 1.0.e - Consumable Alcohol - Liver Failure Edition
Post by: Drazan on April 14, 2022, 05:02:29 AM
Awesome mod will use it in my every run :D
Only one problem. As a beer enjoyer and brewer it causes me physical pain that the phoenix STOUT is not brown in colour. Pls either change the name or the colour.
Title: Re: [0.95.1a] Substance.Abuse 1.0.e - Consumable Alcohol - Liver Failure Edition
Post by: Hotpics on April 14, 2022, 05:49:37 AM
I will return to develop this mod when my current roadmap for IndEvo is done. Thank you for the suggestions! :)

Your Idea or rather the concept I have in my conversion of the game.

The Orc's have their "Fungus Beer" which increases combat ability, is used when ships are deployed, but recovery takes bit longer after combat.
The organic Aliens raid for minerals and population, the latter is tunred into Biomass.
(Yes .. Human or Alien Meat is available on the Blackmarket)


Lets look for a Jungle / Waterworld / Continental World
Lets assume that world has a condition "Monster Presence" or "Vast Mountain Ranges" or "Versitile Fauna".("Krakeninfested"/ "Seamonsters" / "Dinosaurs").
So one can build a "Hunting Industry" in addition. It will generate normal food too but with the occasional rare meats, or only rare meats with a low rate.
However every now and then your Agent will inform you that the "Hunting Season" begins and one can go hunting.
One should bring alot of military personal to do so, similar like a ground operation.

Of course .. this could be done in a similar fasion for the Redacted .. lets say that Industries that uses AI Cores generate "Scrap Code", every now and then, that Errors out if used.
Maybe the Redacted gets addicted to those Errors and will pay top dollar to get thos scrapcodes and "consume" them.

Or even you could add an Indstury that mutates the Fauna on a Planet to be these abhorent creatures.

PS:
Its fun to see a "Mutated Raptor" to shred through 10k Marines / 4 Dreadnoughts / 2 Warhound Titans, even thoe my winnig chance was around 99.9%.
:/ Maybe i should have never introduced Genelabs into my Planet. :/
Title: Re: [0.95.1a] Substance.Abuse 1.0.e - Consumable Alcohol - Liver Failure Edition
Post by: SirHartley on April 14, 2022, 09:55:11 AM
Awesome mod will use it in my every run :D
Only one problem. As a beer enjoyer and brewer it causes me physical pain that the phoenix STOUT is not brown in colour. Pls either change the name or the colour.
oh no! But it has to be gold, and Phoenix Stout is such a good name for a hegemony beer :(
I'll change it if you beat me in a drinking contest!

mad ramblings
hwat
maybe lay off the drugs juuuust a tad
Title: Re: [0.95.1a] Substance.Abuse 1.0.e - Consumable Alcohol - Liver Failure Edition
Post by: jlrperkins on April 14, 2022, 10:11:05 AM
right mate, so where's the tricked-out Prometheus with the fuel tanks repurposed for booze transportation? And a unique booze-related hullmod to go with it...
Title: Re: [0.95.1a] Substance.Abuse 1.0.e - Consumable Alcohol - Liver Failure Edition
Post by: Kaokasalis on April 14, 2022, 05:05:56 PM
Does the remnants also get a drink variant? If it needs a lore reason then it could be that its a diluted cooling fluid or that Tri-Tachyon were just wealthy enough to make their war machines also be capable enough to serve drinks.
Title: Re: [0.95.1a] Substance.Abuse 1.0.e - Consumable Alcohol - Liver Failure Edition
Post by: Hotpics on April 14, 2022, 10:23:32 PM
.... that Tri-Tachyon were just wealthy enough to make their war machines also be capable  enough to serve drinks.

So ... Vending Machines are not considered [Redacted]?
Title: Re: [0.95.1a] Substance.Abuse 1.0.e - Consumable Alcohol - Liver Failure Edition
Post by: Kaokasalis on April 17, 2022, 11:21:21 AM
So ... Vending Machines are not considered [Redacted]?

Only if they can fire cans with enough force to destroy starships. I think.
Title: Re: [0.95.1a] Substance.Abuse 1.0.e - Consumable Alcohol - Liver Failure Edition
Post by: User_862 on April 17, 2022, 07:01:29 PM
Great Mod, I always like mods that add new commodities to the market. But I've run into a problem where the console commands for the recipes give me the drinks instead.
Title: Re: [0.95.1a] Substance.Abuse 1.0.g - Consumable Alcohol - Liver Failure Edition
Post by: SirHartley on April 19, 2022, 01:40:02 PM
(https://i.imgur.com/Za6K9hE.png)


Save Compatible


Download (https://bitbucket.org/SirHartley/substance.abuse/downloads/Substance.Abuse_1.0.g.zip)
Pairs well with Industrial.Evolution (https://fractalsoftworks.com/forum/index.php?topic=18011.0)


Reduced consumption by 25% across the board, added settings so you can play the way you want, fixed bugs, clarified the blackout effects, and added a minimum consumption because people kept cheesing it with eternal alcohol. Which would be neat, but isn't really realistic.


Change Log
1.0.g
  • Added - more actually helpful tips
  • Added - some settings
  • Adjusted - reduced alcohol consumption per month by 25%
  • Adjusted - Blackout popup window explanation should now be clearer
  • Adjusted - "Drunk Fleet" intel entry should now be easier to find
  • Fixed - Prometheus gift withdrawal no longer makes you unable to move
  • Fixed - Absynth withdrawal effects now properly apply
  • Fixed - crash when playing nex random mode
  • Fixed - the minumum consumption is now 1 unit/day. this means that crews < 300 will drink more than needed
[close]
Title: Re: [0.95.1a] Substance.Abuse 1.0.g - Consumable Alcohol - Liver Failure Edition
Post by: Bastion.Systems on April 23, 2022, 09:35:34 AM
Prost!

Honestly, with what a state the sector is in you would assume most anyone is a raging alcoholic.
Title: Re: [0.95.1a] Substance.Abuse 1.0.g - Consumable Alcohol - Liver Failure Edition
Post by: Phantasia on April 23, 2022, 03:18:42 PM
"absynth_item.PNG" should be "absynth_item.png" otherwise every time there's an update Linux users that do clean install of mod updates will have to remember to rename this file.
Title: Re: [0.95.1a] Substance.Abuse 1.0.h - Consumable Alcohol - Liver Failure Edition
Post by: SirHartley on April 29, 2022, 12:49:19 PM
(https://i.imgur.com/Za6K9hE.png)


Save Compatible


Download (https://bitbucket.org/SirHartley/substance.abuse/downloads/Substance.Abuse1.0.h.zip)
Pairs well with Industrial.Evolution (https://fractalsoftworks.com/forum/index.php?topic=18011.0)


Version checker support, blackout fixes, polish and a fix for the tears of ludd level up problem.
and I forgot the linux thing again, sorry!

Change Log
1.0.h
  • Added - Version Checker support
  • Added - Variable to set dynamic supply and demand (Mod integration)
  • Adjusted - Blackout now retains your cargo if you only have one ship
  • Adjusted - Blackout now stops all alcohol consumption to avoid instantly falling unconscious again
  • Adjusted - Lost fleet now discoverable at greater distance
  • Adjusted - Recipes no longer show lore text in selection menu
  • Fixed - Blackout now properly gives you 3 months worth of supplies instead of filling up your cargo
  • Fixed - Tears of Ludd officer XP gain no longer levels up officers without being able to choose abilities
[close]
Title: Re: [0.95.1a] Substance.Abuse 1.0.h - Consumable Alcohol
Post by: Mira Lendin on April 30, 2022, 03:30:11 AM
Can we get "Gasoline" next update ? lol
Title: Re: [0.95.1a] Substance.Abuse 1.0.e - Consumable Alcohol - Liver Failure Edition
Post by: IonDragonX on April 30, 2022, 02:44:36 PM
Awesome mod will use it in my every run :D
Only one problem. As a beer enjoyer and brewer it causes me physical pain that the phoenix STOUT is not brown in colour. Pls either change the name or the colour.
oh no! But it has to be gold, and Phoenix Stout is such a good name for a hegemony beer :(
I'll change it if you beat me in a drinking contest!
Blasphemer! You can't do-oo that to beer lovers! Just check out this link : https://draftmag.com/beer-color
The color of that Phoenix "Stout" is quite literally the opposite of what makes a stout a stout!
That icon is also in a big mug, which multiplies the opacity of the drink in it. Its practically an IPA.
...
Either run your icon through a filter until it is brown and be done with it, OR, call it Phoenix Ale.
Title: Re: [0.95.1a] Substance.Abuse 1.0.h - Consumable Alcohol
Post by: SirHartley on May 01, 2022, 12:38:35 AM
Either run your icon through a filter until it is brown and be done with it, OR, call it Phoenix Ale.

Great argument, however,
Your Mother.

(I couldn't get the meme to upload on here, just imagine megamind in a chair, thx)

Title: Re: [0.95.1a] Substance.Abuse 1.0.h - Consumable Alcohol
Post by: IonDragonX on May 01, 2022, 06:35:36 AM
Great argument, however,
Your Mother.
Philistine. Your willful ignorance is your own testament to your hubris. You have brought ruin upon yourself.
Title: Re: [0.95.1a] Substance.Abuse 1.0.h - Consumable Alcohol
Post by: Droll on May 01, 2022, 09:33:43 AM
Guyguysguys you dont understand. Phoenix Stout isn't just any Stout, its space Stout, that's why it looks different.
Title: Re: [0.95.1a] Substance.Abuse 1.0.h - Consumable Alcohol
Post by: LinWasTaken on May 01, 2022, 10:06:04 AM
Guyguysguys you dont understand. Phoenix Stout isn't just any Stout, its space Stout, that's why it looks different.
just like space Australia... its Australia jsut in space.
Title: Re: [0.95.1a] Substance.Abuse 1.0.h - Consumable Alcohol
Post by: SirHartley on May 01, 2022, 10:16:25 AM
It's quadruple defiltered and reverse phase-aged in Q-vats, then fermented again. Also, the high hegemon got a glass and thought "it should be called stout cause that's what we are" and declared an edict.

Now, dark beer is called Dunkel, and all golden beer is called Stout, because the high hegemon said so and because I really don't know where I am going with this.
Title: Re: [0.95.1a] Substance.Abuse 1.0.h - Consumable Alcohol
Post by: IonDragonX on May 01, 2022, 12:57:45 PM
Guyguysguys you dont understand. Phoenix Stout isn't just any Stout, its space Stout, that's why it looks different.
just like space Australia... its Australia jsut in space.
I actually got that reference.  ;D
Title: Re: [0.95.1a] Substance.Abuse 1.0.h - Consumable Alcohol
Post by: Droll on May 04, 2022, 11:45:33 AM
How can I get my faction to produce hangover cure? Does the brewery start doing that itself once built and operational or do I need something else?

I ask because some factions can produce hangover cure through their light industry and I'm jelly as mine don't and it's annoying cuz population centers still demand it.

As a suggestion, it would be cool if population center's demanded alcohol that your breweries produce, with fulfilled demand having bonuses on the colony depending on alcohol that's available. (Prometheus gift gives small accessibility bonus cuz everyone's gassed up, or phoenix stout adds +1 stability or whatever you feel like doing).


Edit: The brewery does not produce its own cure so idk how I'm supposed to make hangover cure locally.
Title: Re: [0.95.1a] Substance.Abuse 1.0.h - Consumable Alcohol
Post by: ThatFolfy on May 11, 2022, 12:14:41 PM
It seems like I've found a bug, but I'm not entirely sure.

I have raided some planets for their booze, and that seems to have worked fine, however stealing the recipe from Sindrian Diktat and the Luddic Path resulted in their breweries no longer working.

I have also raided their spaceports immediately afterwards, so I thought that might be the reason, but about a cycle later they still don't make their booze. Some is still being made by the population, but 530 available vs a demand of 2000 isn't exactly healthy.

I assume that is not the intended behaviour, in which case would anyone be willing to help me with some sort of a workaround before it gets properly patched? I think that selling the recipe on the open market would just result in the recipe being lost forever, so haven't tried that. I'm using Console Commands and am willing to edit the save-file if need be, but I could use some directions.

If that is the intended behaviour, however, I would strongly argue for making this into a togglable setting - the vision of an entire production line for Phoenix Stout going ooga-booga because some spacer nobody stole the copyright-protected recipe, and the whole process was so bureaucratized that no-one actually knew how to make it is incredibly funny and par for the course in the Sector, but also incredibly dumb - you'd think that at least the Luddic Church would have a couple of old cooters keeping their recipe memorized, and overall it doesn't make much sense for the whole process to stop just because a copy of the recipe was stolen, even if it was the only one.
Title: Re: [0.95.1a] Substance.Abuse 1.0.h - Consumable Alcohol
Post by: Farya on May 11, 2022, 02:43:41 PM
It seems like I've found a bug, but I'm not entirely sure.

I have raided some planets for their booze, and that seems to have worked fine, however stealing the recipe from Sindrian Diktat and the Luddic Path resulted in their breweries no longer working.

I have also raided their spaceports immediately afterwards, so I thought that might be the reason, but about a cycle later they still don't make their booze. Some is still being made by the population, but 530 available vs a demand of 2000 isn't exactly healthy.

I assume that is not the intended behaviour, in which case would anyone be willing to help me with some sort of a workaround before it gets properly patched? I think that selling the recipe on the open market would just result in the recipe being lost forever, so haven't tried that. I'm using Console Commands and am willing to edit the save-file if need be, but I could use some directions.

If that is the intended behaviour, however, I would strongly argue for making this into a togglable setting - the vision of an entire production line for Phoenix Stout going ooga-booga because some spacer nobody stole the copyright-protected recipe, and the whole process was so bureaucratized that no-one actually knew how to make it is incredibly funny and par for the course in the Sector, but also incredibly dumb - you'd think that at least the Luddic Church would have a couple of old cooters keeping their recipe memorized, and overall it doesn't make much sense for the whole process to stop just because a copy of the recipe was stolen, even if it was the only one.
Recipies work just any other colony items - if you sell them on the open or military market of the colony that has a structure/industry that could use it, it would do so immediately after transaction. So you could sell these back on the markets with empty brewery to make them operate again.
Title: Re: [0.95.1a] Substance.Abuse 1.0.h - Consumable Alcohol
Post by: ThatFolfy on May 12, 2022, 09:13:40 AM
Recipies work just any other colony items - if you sell them on the open or military market of the colony that has a structure/industry that could use it, it would do so immediately after transaction. So you could sell these back on the markets with empty brewery to make them operate again.

Alright, yeah, that actually works. Wasn't sure if those recipes were implemented in the same way as nanoforges and such, since you can right-click on them like a blueprint. So I can raid a planet with brewery for their recipe, then sell it back to the suckers and give myself the recipe through Console Commands for now, I suppose. Not exactly an ideal solution, especially for dealing with hostile factions, but it will do for now, thanks ;)
Title: Re: [0.95.1a] Substance.Abuse 1.0.h - Consumable Alcohol
Post by: LordKhorne on May 12, 2022, 04:24:25 PM
great mod, incredible fun to play with but wheres is the "orbital bombardment" it's the one in lore drink we know of and it's absence is noted 0/10 do not download
Title: Re: [0.95.1a] Substance.Abuse 1.0.h - Consumable Alcohol
Post by: S7 on May 16, 2022, 11:57:04 AM
I'd also like to know how to acquire the production capability for Hangover Cures on Light Industries.
I almost glassed a small population to patch up the small upkeep hole on my colonies.


Edit: Oddly enough, the colonies that I have given autonomy (with Light Industry built) produce Hangover Cures (4 units at Size 6, no items or cores).
Title: Re: [0.95.1a] Substance.Abuse 1.0.h - Consumable Alcohol
Post by: TheHZDev on May 24, 2022, 10:02:22 PM
Sir, could you allow me to translate this mod into Chinese and update it to the Chinese Starsector Forum(https://fossic.org) with your author infomation?
I wish to get source code by email from you.
My email is [email protected] .
Title: Re: [0.95.1a] Substance.Abuse 1.0.i - Consumable Alcohol
Post by: SirHartley on May 28, 2022, 08:38:39 AM
(https://i.imgur.com/Za6K9hE.png)


Save Compatible


Download (https://bitbucket.org/SirHartley/substance.abuse/downloads/Substance.Abuse1.0.i.zip)
Pairs well with Industrial.Evolution (https://fractalsoftworks.com/forum/index.php?topic=18011.0)



No longer re-sorts your entire inventory when opening it, and also fixed a crash.
There was a dude complaining about the hangover cure demand that this added to a player colony - it now only applies when an active brewery is present in the player faction.

But I really gotta say, if that's the thing that breaks the camels back for you...



Change Log
1.0.i
  • Adjusted - Hangover Cure demand now only applies to player colonies if there is an active brewery
  • Adjusted - No longer re-sorts your inventory (Alcohol will still change position, sorry!)
  • Fixed - Prom. Gift Tooltip maneuverability mult now shows correct value
  • Fixed - Crash with OP stripper (thanks Wisp!)
[close]
Title: Re: [0.95.1a] Substance.Abuse 1.0.i - Consumable Alcohol
Post by: e on June 09, 2022, 10:58:02 AM
what happens if the world that contains a recipe gets decivilized? is the recipe lost forever?
Title: Re: [0.95.1a] Substance.Abuse 1.0.i - Consumable Alcohol
Post by: SirHartley on June 09, 2022, 11:38:13 AM
yup, it gets lost!
Title: Re: [0.95.1a] Substance.Abuse 1.0.i - Consumable Alcohol
Post by: e on June 09, 2022, 11:43:54 AM
yup, it gets lost!
awesome
Title: Re: [0.95.1a] Substance.Abuse 1.0.i - Consumable Alcohol
Post by: SakuraMai_Enka on June 14, 2022, 11:41:37 PM
Hmmm...I tried changing the settings file so I can use 2 types of alcohol at the same time but it seems the settings file is not taking effect?
After I drank both alcohols I still lost my location and there is still no message to indicate where my fleet is.
Fortunately I at least remembered where I was before I got drunk.
I was able to retrieve my fleet
Title: Re: [0.95.1a] Substance.Abuse 1.0.i - Consumable Alcohol
Post by: Zuthal on June 20, 2022, 04:04:40 PM
what happens if the world that contains a recipe gets decivilized? is the recipe lost forever?

I assume you should be able to recover it via the console commands mod, using addItem, and looking in data/campaing/special_items.csv to see the internal names of the recipes.
Title: Re: [0.95.1a] Substance.Abuse 1.0.i - Consumable Alcohol
Post by: ptcon23 on June 20, 2022, 11:22:29 PM
I found an incompatibility between this mod and the Gundam UC mod.  When creating or loading a save, the game crashes with an error:

92470 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.api.alcoholism.conditions.AlcoholResourceCondition.unapplyNPC(AlcoholResourceCondition.java:61)
   at com.fs.starfarer.api.alcoholism.conditions.AlcoholResourceCondition.unapply(AlcoholResourceCondition.java:41)
   at com.fs.starfarer.campaign.econ.Market.reapplyConditions(Unknown Source)
   at com.fs.starfarer.api.impl.campaign.CoreLifecyclePluginImpl.econPostSaveRestore(CoreLifecyclePluginImpl.java:1061)
   at com.fs.starfarer.api.impl.campaign.CoreLifecyclePluginImpl.afterGameSave(CoreLifecyclePluginImpl.java:1069)
   at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
   at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
   at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
   at com.fs.starfarer.ui.N.dismiss(Unknown Source)
   at com.fs.starfarer.ui.impl.K.dismiss(Unknown Source)
   at com.fs.starfarer.campaign.save.if.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.OoO0.buttonPressed(Unknown Source)
   at com.fs.starfarer.ui.oooO.xD20000(Unknown Source)
   at com.fs.starfarer.ui.oooO.processInput(Unknown Source)
   at com.fs.starfarer.ui.V.o00000(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:748)

This seems to occur right after the sound manager stops the main menu music.  I have been able to reproduce this with just these mods and their dependencies.
Title: Re: [0.95.1a] Substance.Abuse 1.0.i - Consumable Alcohol
Post by: Ibudoto on July 06, 2022, 01:30:28 AM
This mod randomly remove my hullmods when I load game saying my ships are OP deficit despite none of my ships in over OP or even has any alcohol. I'm playing with Fair S mods and UNGP.
Title: Re: [0.95.1a] Substance.Abuse 1.0.j - Consumable Alcohol
Post by: SirHartley on July 14, 2022, 01:30:08 AM
(https://i.imgur.com/Za6K9hE.png)


Save Compatible


Download (https://bitbucket.org/SirHartley/substance.abuse/downloads/Substance.Abuse_1.0.k.zip)
Pairs well with Industrial.Evolution (https://fractalsoftworks.com/forum/index.php?topic=18011.0)


Fixed the crash that recently popped up, and added a toggle for the OP adjuster for people that like cheating or have issues with UNGP.


Change Log
1.0.j
  • Added - Setting to disable auto-OP adjustments for Abysnth withdrawal
  • Adjusted - Drunk Fleet intel should now be marked important by default
  • Fixed - File paths for Linux (Case Sensitivity was a Mistake)
  • Fixed - Crash on new game when playing with improperly made modded systems (Missing the Population industry...)
[close]
Title: Re: [0.95.1a] Substance.Abuse 1.0.k - Consumable Alcohol
Post by: SirHartley on August 15, 2022, 05:09:09 AM
(https://i.imgur.com/Za6K9hE.png)


Save Compatible


Download (https://bitbucket.org/SirHartley/substance.abuse/downloads/Substance.Abuse_1.0.k.zip)
Pairs well with Industrial.Evolution (https://fractalsoftworks.com/forum/index.php?topic=18011.0)


Added tea, changed some technical stuff so Tim stops complaining, fixed some crashes.


Change Log
1.0.k
  • Added - Phaged Darjeeling - incredibly balanced psychoactive tea for shields and phase
  • Added - Tea Brewery on Ailmar or whatever the name is
  • Adjusted - Factions can now have multiple alcohols and you can assign vanilla alcohol to modded factions
  • Fixed - Rare bug that could result in player losing all skills in return for a free brewery and fullerene spool
  • Fixed - 4 new crashes related to adding a new alcohol, fixed at least 3 of them
[close]
Title: Re: [0.95.1a] Substance.Abuse 1.0.k - Consumable Alcohol
Post by: ParaNautic on August 16, 2022, 08:45:09 AM
Love these, have you thought on making a drink for the custom factions such as Magellan Protectorate, and dassault-mikoyan engineering? I would be willing to commission them, if you are up for that.
Title: Re: [0.95.1a] Substance.Abuse 1.0.k - Consumable Alcohol
Post by: ShpunkY on August 16, 2022, 11:24:40 AM
i don't think harmful mechanic would like that
since he's pretty anal about nothing made by him being modified
Title: Re: [0.95.1a] Substance.Abuse 1.0.k - Consumable Alcohol
Post by: Harmful Mechanic on August 16, 2022, 11:29:05 AM
i don't think harmful mechanic would like that
Hartley and I have discussed it - only reason they aren't in yet is how much other stuff I'm doing.

since he's pretty anal about nothing made by him being modified
My issue is with people grabbing stuff out of my mods, or creating confusion by integrating my content with other mods in ways I have no knowledge of or control over. Absolutely none of this is or ever has been a problem for polite people who asked first.
Title: Re: [0.95.1a] Substance.Abuse 1.0.k - Consumable Alcohol
Post by: SCC on August 16, 2022, 12:30:35 PM
Great argument, however,
I am inside your house
asking
how do you even distil anti-matter? How do you even fit it in the sugar molecule, how do you make it take part in the fermentation process? Does the anti-matter gets used in the production, or can drinking it put you through an accidental x-ray?

It's quadruple defiltered and reverse phase-aged in Q-vats, then fermented again. Also, the high hegemon got a glass and thought "it should be called stout cause that's what we are" and declared an edict.

Now, dark beer is called Dunkel, and all golden beer is called Stout, because the high hegemon said so and because I really don't know where I am going with this.
You could have just gone with the reliable and boring answer of "language drift". No Hegemon's gonna tell me what to call my beer. Mostly because I simply don't drink...
Title: Re: [0.95.1a] Substance.Abuse 1.0.k - Consumable Alcohol
Post by: robepriority on August 16, 2022, 02:09:35 PM
Can't wait to see this extended to other factions like Commissioned Crews
Title: Re: [0.95.1a] Substance.Abuse 1.0.k - Consumable Alcohol
Post by: yesman on August 28, 2022, 11:04:03 AM
is there a list of every planet where their faction's recipe is made? it would make recipes easier to find.
Title: Re: [0.95.1a] Substance.Abuse 1.0.k - Consumable Alcohol
Post by: power12359 on September 06, 2022, 07:38:46 PM
How do I add my own drinks to this mod?
Title: Re: [0.95.1a] Substance.Abuse 1.0.k - Consumable Alcohol
Post by: ParaNautic on December 24, 2022, 06:02:51 PM
Would you mind if I commission these for rimworld? will give credit to you and artist of course.
Title: Re: [0.95.1a] Substance.Abuse 1.0.k - Consumable Alcohol
Post by: SirHartley on December 25, 2022, 04:32:17 AM
Hi, I can give permission for the general mod theme, names ect, but as for the art, that is bought and licensed from David via the Unity Asset Store, so please buy a copy of Davids Icon Packs before using them anywhere else!

I wish you the best~
Title: Re: [0.95.1a] Substance.Abuse 1.0.k - Consumable Alcohol
Post by: DracoDravias on February 12, 2023, 07:35:17 AM
Is phaged darjeeling and sweet freedom supposed to be working? Sweet freedom is in the game but has no effect and phaged darjeeling straight up isnt in the game?
Title: Re: [0.95.1a] Substance.Abuse 1.0.k - Consumable Alcohol
Post by: Michael00181 on February 21, 2023, 04:36:57 PM
I right clicked my tears of ludd recipe not knowing it added it to the book, however I don't have the recipe book so how do I spawn it in? I've been messing around with console commands to no avail. I tried entering the ID listen for the tears book to spawn it but it just spawns a variant of the booze itself. When I found the id for the recipe book it just spawns a unit of sweet freedom.


ok addendum, I decided to take a stab in the dark and modify the name of the books in the mod files. The issue comes from how the console commands mod works. Using reapers blood as an example since it's something I have yet to modify in my files

alcoholism_blood   is the ID for the booze

alcoholism_blood_item  is the id for the book.


the problem seems to be that the console command mod   reads the words alcoholism_blood   and matches it to the drink without reading further, however once I changed the name of the books in the mod files to

book_blood
book_tears
book_recipe   

they all spawned in after I restarted my game and attempted to spawn them via those names.


ok second addendum that was a bad idea, after I tried to add the spawned tears of ludd recipe to my spawned recipe book so I could put it in my brewery I got a null error and the game CDT'd




Title: Re: [0.95.1a] Substance.Abuse 1.0.k - Consumable Alcohol
Post by: SirHartley on February 22, 2023, 02:26:51 AM
I... What?

The brewery works like this:
- You get a recipe
- If you only have (or want) that one recipe, install it in a brewery and it'll produce your alcohol
- If you want the brewery to split the output between multiple types of alcohol, you must use a recipe book

Recipe book:
- You right click a single recipe
- It turns into a recipe book
- You right click a second recipe
- It gets added to the recipe book that you created in the first step
- You install the recipe book into the brewery
- Congratulations, you did it.

The recipe book is something that is magically created when clicking a recipe without having a book in the inventory.
There is no need for any kind of console commands here.
Please read the tooltips.

Edit- if you want to spawn recipes, you have to use AddSpecial, not AddItem. Also, renaming or changing any files in this mod will net you a crash and not much else.
Title: Re: [0.95.1a] Substance.Abuse 1.0.k - Consumable Alcohol
Post by: Michael00181 on February 22, 2023, 10:42:22 PM
I... What?

The brewery works like this:
- You get a recipe
- If you only have (or want) that one recipe, install it in a brewery and it'll produce your alcohol
- If you want the brewery to split the output between multiple types of alcohol, you must use a recipe book

Recipe book:
- You right click a single recipe
- It turns into a recipe book
- You right click a second recipe
- It gets added to the recipe book that you created in the first step
- You install the recipe book into the brewery
- Congratulations, you did it.

The recipe book is something that is magically created when clicking a recipe without having a book in the inventory.
There is no need for any kind of console commands here.
Please read the tooltips.

Edit- if you want to spawn recipes, you have to use AddSpecial, not AddItem. Also, renaming or changing any files in this mod will net you a crash and not much else.

my problem started when i right clicked a recipe i my inventory and it just up and vanished. I didn't realize the whole "addspecial" thing though for console commands.

I know nothing of modding I am a monkey beating files with a wrench, thank you for helping me.
Title: Re: [0.95.1a] Substance.Abuse 1.0.k - Consumable Alcohol
Post by: SirHartley on February 23, 2023, 06:05:58 AM
Ah, I see - double-check your inventory, it might have just moved itself to the first open slot. Note that recipes will be converted into a recipe book with the relevant content - you can see an example of how they work here:

(https://i.imgur.com/8VHeCPg.gif)
Title: Re: [0.95.1a] Substance.Abuse 1.0.k - Consumable Alcohol
Post by: LinWasTaken on February 24, 2023, 06:48:11 AM
are there any known uncomfortable mods with this one?
i had 3 different types of alcohol and my fleet didn't drink a single drop for over 10 cycles.
Title: Re: [0.95.1a] Substance.Abuse 1.0.k - Consumable Alcohol
Post by: Michael00181 on February 25, 2023, 11:26:57 AM
Ah, I see - double-check your inventory, it might have just moved itself to the first open slot. Note that recipes will be converted into a recipe book with the relevant content - you can see an example of how they work here:

(https://i.imgur.com/8VHeCPg.gif)

I just got a recipe from a raid on my latest save. Right clicking it still just deletes it and doesn't give me the recipe book. No it did not just move it to an open slot that I missed I keep my inventory sorted and combed through it, it's just gone.
Title: Re: [0.95.1a] Substance.Abuse 1.0.k - Consumable Alcohol
Post by: SirHartley on February 25, 2023, 04:25:40 PM
I just downloaded the mod and confirmed on a vanilla install that the mod works exactly as intended - whatever is happening is on your end. Sorry about that!

(https://s9.gifyu.com/images/ezgif-4-51416ed582.gif)
Title: Re: [0.95.1a] Substance.Abuse 1.0.k - Consumable Alcohol
Post by: Michael00181 on February 26, 2023, 06:48:19 AM
The mod is now working as intended for me after I updated two unrelated mods yesterday.

I guess the previous versions Arma Armatura or United Aurora Federation just had some weird hiccup in them that borked this.
Title: Re: [0.95.1a] Substance.Abuse 1.0.k - Consumable Alcohol
Post by: Kris_xK on April 10, 2023, 11:46:10 AM
Slightly off topic, but looks like someone ported this to  Rimworld (https://steamcommunity.com/sharedfiles/filedetails/?id=2960288012&searchtext=Substance).
Title: Re: [0.95.1a] Substance.Abuse 1.0.k - Consumable Alcohol
Post by: Oni on April 10, 2023, 11:55:02 AM
Might be interesting if, someday, there were rare Domain Era recipes you could find while exploring. These you could then sell to factions, and have them make them, or use in your own breweries.

Depending on where you got them there could be powerful, or just plain unusual, effects.
Title: Re: [0.95.1a] Substance.Abuse 1.0.k - Consumable Alcohol
Post by: SirHartley on April 11, 2023, 01:28:54 AM
Slightly off topic, but looks like someone ported this to  Rimworld (https://steamcommunity.com/sharedfiles/filedetails/?id=2960288012&searchtext=Substance).
I heard of this yesterday, it's nice to see that my work is appreciated to this degree :)

Might be interesting if, someday, there were rare Domain Era recipes you could find while exploring. These you could then sell to factions, and have them make them, or use in your own breweries.

Depending on where you got them there could be powerful, or just plain unusual, effects.
The issue with new alcohol is actually that I can't think of any more effects to make that fit the line-up, not the availability :)
Thank you for your suggestion, it's cool, but not feasible in light of me having no idea what that alcohol would even do!
Title: Re: [0.95.1a] Substance.Abuse 1.0.k - Consumable Alcohol
Post by: Oni on April 11, 2023, 02:32:27 PM
.... The issue with new alcohol is actually that I can't think of any more effects to make that fit the line-up, not the availability :)
Thank you for your suggestion, it's cool, but not feasible in light of me having no idea what that alcohol would even do!
Could always see if the audience has any suggestions, might find something interesting... like maybe this:
Synthol
Seems to be the attempt of a malfunctioning AI to create alcohol... for reasons unknown, and perhaps best left unexplained.
Can be drunk by humans and seems to increase cognitive capacity for mathematics, while lowering emotional response when under it's effects.
Comes in Gamma, Beta, and Alpha flavours.
What does that mean regarding how it actually tastes? Ludd only knows.

Increases Auto-targeting of weapons (machine-like targeting solutions), Increases Tariffs (robotic-like crew), etc.
[close]
;)
Title: Re: [0.95.1a] Substance.Abuse 1.0.k - Consumable Alcohol
Post by: ParaNautic on April 14, 2023, 12:40:15 PM
I am the one who commissioned it, I am thinking I will prob make custom drinks for the other factions in rimworld, due to there being way more "effects" there are in there.
Title: Re: [0.95.1a] Substance.Abuse 1.0.k - Consumable Alcohol
Post by: Wuorg on May 05, 2023, 07:12:19 PM
Encountering an odd bug that I am not sure if it is recent or not. When using Reaper's Blood, it actually allows the zero-flux speed boost at any flux level, regardless of substance effect level, skills, officer, hullmods, or anything else as far as I can tell. I even tested it with a new level one character with no skills (and the lowest effect level possible).

Is this the type of thing that might be caused by a mod conflict? Or is there something else possibly at play?

Edit: To be clear, I haven't updated to the new version of vanilla yet.
Title: Re: [0.96a] Substance.Abuse 1.0.k - Consumable Alcohol
Post by: SirHartley on May 06, 2023, 08:20:27 AM
(https://i.imgur.com/Za6K9hE.png)


Save Compatible


Download (https://bitbucket.org/SirHartley/substance.abuse/downloads/Substance.Abuse_1.1.a.zip)
Pairs well with Industrial.Evolution (https://fractalsoftworks.com/forum/index.php?topic=18011.0)



most important mod gets update first, obviously


Change Log
1.1.a
  • Adjusted - Barebones compatibility patch
[close]
Title: Re: [0.96a] Substance.Abuse 1.1.a - Consumable Alcohol
Post by: SpaceDrake on May 06, 2023, 08:30:54 AM
Hartley getting to the priorities first.

Thanks for the update, Sir Annoyed Floofball. :D
Title: Re: [0.96a] Substance.Abuse 1.1.a - Consumable Alcohol
Post by: rawkhawklives on May 06, 2023, 08:56:50 AM
thank you thank you for this update, even if I forgot this was a separate mod.
Title: Re: [0.96a] Substance.Abuse 1.1.a - Consumable Alcohol
Post by: Wuorg on May 07, 2023, 01:24:28 PM
Thank you for the update, one of my favorite mods!

Just wanted to give a heads up that I am still encountering that bug with Reaper's Blood, where it allows the zero-flux boost at any flux level, regardless of effect buildup or anything else. It should also be noted that I am working on a fresh install, with only this mod, LazyLib, LunaLib, MagicLib, and Condole Commands mods on top.

I mean, not that I mind my entire fleet getting +50 or more speed 100% of the time in every battle, but surely it isn't intended, right?
Title: Re: [0.96a] Substance.Abuse 1.1.a - Consumable Alcohol
Post by: SirHartley on May 07, 2023, 03:01:08 PM
Hi, ya I know, I didn't fix any bugs since the current dev version is a tad too far gone to be usable as stand-in, so I just ran off the release, which didn't allow for much fixin'

thanks for the report :)

edit - also getting +50 speed for being drunk sounds about right for the spirit of the mod
Title: Re: [0.96a] Substance.Abuse 1.1.a - Consumable Alcohol
Post by: Wuorg on May 07, 2023, 10:08:38 PM
Hi, ya I know, I didn't fix any bugs since the current dev version is a tad too far gone to be usable as stand-in, so I just ran off the release, which didn't allow for much fixin'

thanks for the report :)

edit - also getting +50 speed for being drunk sounds about right for the spirit of the mod

Hah, fair enough. I appreciate all the work you do! In the meantime, yo ho drink up me hearties...
Title: Re: [0.96a] Substance.Abuse 1.1.a - Consumable Alcohol
Post by: SpaceDrake on May 07, 2023, 10:25:21 PM
I was going to say, that's not a bug, that's a feature. (https://i.imgur.com/kcBTfAR.gif) Drink up, me hearties, yo ho!
Title: Re: [0.96a] Substance.Abuse 1.1.a - Consumable Alcohol
Post by: some guy on July 16, 2023, 06:10:59 PM
was reading this thread a bit and noticed you said you had no idea what to give new booze... no clue if this is even doable but why not have it be a semi proc gened recipie from a list of effects both good and bad... makes sense to me the main factions have the safeish recipies they refined whereas you dug up some old recipie that may or may not be just strieght up poison... side note noticed a hint that said i could go bankrupt by drinking tea? where can i find this magical recipe to enjoy impovertea?
Title: Re: [0.96a] Substance.Abuse 1.1.a - Consumable Alcohol
Post by: Texas Redhawk on September 17, 2023, 03:49:59 AM
I noticed that the Brewery[img=https://cdn.discordapp.com/attachments/512356777451323393/1152918969041289266/image.png]http://is tagged as an industrial-type industry[/img] in IndEvo, meaning it can't be placed on a Rural Polity without causing issues. Is that intended?
Title: Re: [0.96a] Substance.Abuse 1.1.a - Consumable Alcohol
Post by: BloodW0lf on November 06, 2023, 05:23:15 PM
do you happen to have a version for 0.95.1 I could download?
Title: Re: [0.96a] Substance.Abuse 1.1.a - Consumable Alcohol
Post by: Ranger Dimitri on November 26, 2023, 09:42:09 AM
Got to say, plenty of fun to be had with this mod! I do wish there was an alternative method to getting the recipes other than just taking them from a faction, however. Not all of us have much of an interest in raiding factions after all. That and I want the other factions to have a chance with being able to compete in the brewery scene. Maybe have an opportunity to pay for an extensive number of credits to buy a copy of the recipe? Or maybe some scavenger or other random person decided to take a copy of the recipe book they have out into the unknown, probably drunk while doing so, and we come across their remains with their copy of the recipe book as well? Just offering ideas for something other than just raid a particular place to get what you want. That or use console commands I suppose. But I wouldn't know which commands to use to get ahold of any one item in that case.
Title: Re: [0.96a] Substance.Abuse 1.1.a - Consumable Alcohol
Post by: SirHartley on November 27, 2023, 09:55:24 AM
Got to say, plenty of fun to be had with this mod! I do wish there was an alternative method to getting the recipes other than just taking them from a faction, however. Not all of us have much of an interest in raiding factions after all. That and I want the other factions to have a chance with being able to compete in the brewery scene. Maybe have an opportunity to pay for an extensive number of credits to buy a copy of the recipe? Or maybe some scavenger or other random person decided to take a copy of the recipe book they have out into the unknown, probably drunk while doing so, and we come across their remains with their copy of the recipe book as well? Just offering ideas for something other than just raid a particular place to get what you want. That or use console commands I suppose. But I wouldn't know which commands to use to get ahold of any one item in that case.
Thank you for taking the time to leave feedback!
Franchising rights, eh? Not a bad call. I'll add it to the ever growing list of stuff that might go into the mod in the future, thank you for the proposal.

I'll post you the console command to spawn the recipes later today.
Title: Re: [0.96a] Substance.Abuse 1.1.a - Consumable Alcohol
Post by: XAHTEP on February 02, 2024, 08:19:25 PM
 i think i found a bug with Sweet Freedom. It doesn't decrease but rather increase sensor profile
Title: Re: [0.97a] Substance.Abuse 1.1.b - Consumable Alcohol
Post by: SirHartley on February 03, 2024, 03:27:11 PM
(https://i.imgur.com/Za6K9hE.png)


Save Compatible


Download (https://bitbucket.org/SirHartley/substance.abuse/downloads/Substance.Abuse1.1.b.zip)
Pairs well with Industrial.Evolution (https://fractalsoftworks.com/forum/index.php?topic=18011.0)



Version change (so creative!)



(https://i.imgur.com/15oHa68.png) (https://ko-fi.com/sirhartley)
Title: Re: [0.96a] Substance.Abuse 1.1.a - Consumable Alcohol
Post by: SirHartley on February 03, 2024, 03:27:51 PM
i think i found a bug with Sweet Freedom. It doesn't decrease but rather increase sensor profile

...I should have checked the thread before updating. Thank you for reporting that bug, it has gone unnoticed for literal years.
Title: Re: [0.97a] Substance.Abuse 1.1.b - Consumable Alcohol
Post by: Brainwright on February 09, 2024, 10:10:29 PM
Hmm...

Any chance that the brewery could not end the Luddic Majority condition?
Title: Re: [0.97a] Substance.Abuse 1.1.b - Consumable Alcohol
Post by: Divreus on February 20, 2024, 07:32:10 PM
I'm also having a bug where right clicking a recipe while it's in my fleet inventory just deletes it instead of creating a recipe book.
Right-clicking while the recipe is in storage creates a recipe book, however.

I have Exotica Technologies installed, maybe it's trying to add the alcohol recipes to the Exotica Crate?
It's the only other mod I have installed that has a container item, I think.
Title: Re: [0.97a] Substance.Abuse 1.1.b - Consumable Alcohol
Post by: Flaming on February 24, 2024, 06:46:06 PM
Is there a way to prevent non fighting ships, or ships you don't want in general to drink from your stash, is there an option to disable them from drinking it?
Title: Re: [0.97a] Substance.Abuse 1.1.b - Consumable Alcohol
Post by: Oxer555 on March 24, 2024, 12:14:26 PM
Is Brewery being industrial instead of rular intentional? Im asking because I was trying to build brewery on luddic majority world and brewery negated the efects of it the same way refinery, heavy industry would do which I found rather odd.