Rimworld smokeleaf. Smokeleaf, 30 I do it this way in order to use drugs with the...

If you have a comms station you can request caravans from other factio

9 Fighting addictions 9.1 Keeping the pawn from drugs 9.2 Keeping drugs from reach 10 Recipes However, drugs come with multiple downsides. A majority of drugs can cause addiction, creating a demand …Joywire. A brain implant that stimulates the brain's pleasure centers. While it dramatically improves a user's mood, the blanket of happiness makes it hard to concentrate on anything real. Joywires are illegal on many worlds, and are known for destroying whole cultures. The joywire brain implant grants a permanent +30 mood boost.20 Apr 2022 ... The Classification Review Board (the Review Board) unanimously classified the computer game. RimWorld ... “smokeleaf” and other terminologies. In ...When hovering stats it only says "affected by Smokeleaf dependency (withdrawal x%)". But it doesn't tell how much. And if movement is affected by several conditions, like withdrawal and wound, it will be quite unclear how much each condition influences movement. This is my how to make beer Rimworld guide or Rimworld tutorial, this is for beginner's that have completed the beer brewing research and are stuck or anyone...A quick and complete guide on everything Smokeleaf in Rimworld. Smokeleaf joints can be a powerful tool in managing colonist mood and understanding …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.Psycite tea every 2 days 35%. Ambrosia every 2 days 35%. Smokeleaf every 2 days 35% (optional, lowers consciousness by a bunch and thus reduces productivity) Wake-up every 2 days, 1 in inventory (increases productivity but stacks with psycite tea, which can lead to overdose/addictions) No longer it's the case, provides no psycite tolerance and ... I'm doing a medieval run with a pawn that is addicted to alcohol. I didn't give her any so she went into a withdrawal state for quite sometime. I thought the withdrawal would go away after reaching 100%. As of now, it's been over 15 days since 100% was reached and the withdrawal and mood debuff is still there so I'm certain it's a bug.Smokeleaf, 30 I do it this way in order to use drugs with the lowest impact on productivity first. Ambrosia and tea also provide a lot of recreation, which can cause an additional mood boost. Beer has a minor effect on manipulation, and smokeleaf can make a pawn borderline useless, so it should only be used as a last resort.)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 ...Smokeleaf means I don't need to worry about my skilled cooks over-brewing tea. Psychite addictions are also awful to get over. Smokeleaf addictions are painless by comparison. But you aren't wrong. Psychite tea is very strong. Also, Note to self: Adjust your drug policy so happy pawns light up less. 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.This is not a replacement mod. Smokeleaf and all other drugs are unchanged. Tobacco actually has a chemical effect called 'Nicotine' that has very minor effects on colonists; Tobacco's other differences --Higher addiction rate than smokeleaf (closer to Go-Juice) Lesser market value for tobacco leaves than smokeleaf (the market is flooded with ...Smokeleaf Guide 10 3 comments Add a Comment One_Hunch_Man Chemical Enthusiast • 2 yr. ago Simple smokeleaf guide for anyone curious about the effects, addiction chance and profit. Hope it helps and converts someone to the green side~! 'Cause Wood is the most underrated resource in the Game! • 2 yr. ago Cool guide.Note that growing the psychoid plant requires a Plants skill of 6, and creating flake requires the Psychite refining research. Smokeleaf is flake's biggest competitor. Compared to flake, smokeleaf only gives 88% the silver per unit of planter work ( +12.5% more drug/plant, but −21.5% value/drug).If you have a comms station you can request caravans from other factions by opening their tab in the comms station. It costs about 600 silver and you get to pick which kind of trader they'll send, and then they'll reach your colony in some time (it used to just be a few days, but now I don't know if it matters where they are on the world map ... 170 ticks ( 2.83 secs) Work to Harvest 200 ticks ( 3.33 secs) Base Harvest Yield 9 Min Skill 4 Plants Min Fertility 70% Fertility Sensitivity 100%Sep 26, 2019 · Yes, you can manage their depression with a shorter work schedule, longer rest & recreation and nice environment, and a regular regimen of smokeleaf, but expect a regular downtime due to inevitable smokeleaf binging and possible withdrawal. All of this results in a very unproductive pawn and if you're short manned, that's a liability. 25 Mei 2021 ... Ezoic Growing Drugs in Rimworld · Smokeleaf Plant: These types of plants are grown to create smokeleaf joints, useful for reducing pain on a ...iirc basic drug making (ie rolling leaves in paper) counts towards cooking, and is like that in Vanilla. Other drug production such as psychite/go-juice (think making heroin or meth) counts as an intellectual job. Dictator_Bob plasteel • 4 yr. ago. levels up eating skill too. Smokeleaf is a great moneymaker as it grows fairly quickly, costs nothing to produce, stacks well, sells for a decent amount per joint and can provide advantages (mood boosts) to a colony with a large stockpile of it. When the climate permits, I also craft devilstrand clothes for my colonists.If a Xenotype has a dependency on a drug, it should be considered medical. Just as the title says. I was doing a custom Xenotype that has a smokeleaf dependency, and my Ideology I didn't notice that it allowed medical only. Well, now my people in order to live, are in a constant state of stress because of this. Jun 19, 2017 · In the current game version, taking one smokeleaf joint every two days will not cause dependency. Pawns with the chemical interest or related traits will however override regulations to smoke, giving it an addiction risk. In addition to the stat changes, colonists gain a mellow +15 mood buff while stoned. Jul 25, 2021 · 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 ... Mar 9, 2020 · Description: Smokeleaf Industry Reborn 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. 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. Smoking a Smokeleaf Joint causes the user to ... I think out of all the drugs it is the best one. Smokeleaf and psychite tea aren't bad either. Beer really isn't addictive in moderation. Your colonists only drink one beer per sitting so they are very unlikely to binge on it outside of a mental break. The debuff from one beer is insignificant and short lived.15. Technical. defName. PsychoidLeaves. Psychoid leaves are harvested from psychoid plants to craft flake or yayo at a drug lab, or Psychite tea at a campfire, fueled stove or electric stove .eMYNOCK Jun 7, 2020 @ 4:24am. highlight the small tolerance and it will be around 99 - 98 %. that only means they have consumed it recently and almost get the full effect. problems like addiction occure when the tolerance level reaches medium - high. one of my oldest pawn has to use any kind of drug every now and than because she is …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.this 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.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.Jul 2, 2023 · Compared to smokeleaf joints, flake takes less work to harvest, flake takes much less work to synthesize, and flake is worth more per unit. Smokeleaf's major advantage is that smokeleaf plants grow faster than psychoid. If colonist work time doesn't matter, then smokeleaf can be worthwhile. Apr 8, 2020 · Description: Smokeleaf Industry Reborn 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. Taking Drugs safely. The way addiction works is that every time a pawn takes a drug, he builds up tolerance. Once he has built up a certain amount of tolerance he has a risk to get addicted. The tolerance reduces at a small amount per day. So if the paws does not take the drug before his tolerance is gone, there is no risk of getting addicted.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 …If you don't give them the drug, the % will slowly grow. It does take a while, but when it reaches 100% addiction will go away completely. I don't think there is other way to remove addictions in vanilla. Works the same way for every drug, except luceferium - it can't ever go away. As for keeping her happy, give her the best bed, make all of ...Today I learnt: It's possible to die because of withdrawal. Drug withdrawals come with a hit to consciousness. If consciousness dropped to 0 then the pawn dies. Its not uncommon for people to have pawns drop dead due to smoking smokeleaf. It's only use is to chill them out for emergencies.I farm smokeleaf in most of my games and have to shuffle the finished joints around, too. Check that your desired stockpile has joints allowed and not just the leaves and that it has room for them. Next, increase the desired stockpile's priority higher than the stockpile the joints are currently in. Once this is done, give a haul order for the ...Beer and smokeleaf are also good but smokeleaf is about the same work as yayo but less value and beer takes longer to produce and also not worth as much. If you have lots of neutro to use you can even use the yayo to produce go juice and sell that, but I prefer to just sell the yayo. #4.iirc basic drug making (ie rolling leaves in paper) counts towards cooking, and is like that in Vanilla. Other drug production such as psychite/go-juice (think making heroin or meth) counts as an intellectual job. Dictator_Bob plasteel • 4 yr. ago. levels up eating skill too.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.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.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 means I don't need to worry about my skilled cooks over-brewing tea. Psychite addictions are also awful to get over. Smokeleaf addictions are painless by comparison. But you aren't wrong. Psychite tea is very strong. Also, Note to self: Adjust your drug policy so happy pawns light up less. 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.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 Plant: These types of plants are grown to create smokeleaf joints, useful for reducing pain on a colonist. Hop Plant: Used in the process of creating beer in Rimworld. Psychoid Plant : This is the main ingredient in most drugs that can be crafted in Rimworld.Jul 9, 2023 · Beer is more or less equal to smokeleaf joints. Beer takes +40.6% more planter work per item for −44.4% less cook work per item. Beer is worth +9.1% more silver, but it takes longer to load. Therefore, smokeleaf can be better with a better cook, and beer better with a better planter. Smokeleaf is probably the quickest withdrawal process, best of luck. I had a wanderer join early on, who had quite useful skills (Crafting >10 and affinity, also liked mining), but had a psychite addition at 24% and I had no drugs for him. ... but in the end he beat his addiction and is now running my rimworld addiction center where addicts ...Made at the brewery. Smokeleaf Tincture: A tincture of vodka and smokeleaf leaves. Made at the brewery. These other two items are also included with the mod: Fermenting Barrel: Allows alcohol brewing. Coffee plant: A tree for growing coffee beans. Grows rarely in the wild in some biomes. Cupro’s Drinks Mod is compatible with …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.In the current game version, taking one smokeleaf joint every two days will not cause dependency. Pawns with the chemical interest or related traits will however override regulations to smoke, giving it an addiction risk. In addition to the stat changes, colonists gain a mellow +15 mood buff while stoned.This is my how to make beer Rimworld guide or Rimworld tutorial, this is for beginner's that have completed the beer brewing research and are stuck or anyone...If you have a comms station you can request caravans from other factions by opening their tab in the comms station. It costs about 600 silver and you get to pick which kind of trader they'll send, and then they'll reach your colony in some time (it used to just be a few days, but now I don't know if it matters where they are on the world map ... RimWorld. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews ... Be warned though, while smokeleaf pacifies unrest, alcohol makes people angrier, and though psychoid is the most profitable and happiness inducing option, a village of ̶c̶r̶a̶c̶k̶ flakeheads will beAh yes the newbie rimworld experience is something you wont forget. Leave him be, if I do recall its just a -8 mood debuff ... To make joints you have to grow smokeleaf (place growing zone, select crop to be smokeleaf), then roll them at a crafting spot (place a crafting spot and make a bill for make smokeleaf joints; set to 'drop on floor ...Yes, you can manage their depression with a shorter work schedule, longer rest & recreation and nice environment, and a regular regimen of smokeleaf, but expect a regular downtime due to inevitable smokeleaf binging and possible withdrawal. All of this results in a very unproductive pawn and if you're short manned, that's a liability.Weaponizing Smokeleaf — A Guide to Stoned Success. Ideology's High Life precept introduces some interesting buildings and carpets. Among the buildings are the autobong …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.Cool guide. There's one small thing you overlooked - Smokeleaf also decreases pain by a small amount. If you have a Wimp with mechanites or muscular parasites, they will be downed. Feed them smokeleaf and they're up and about again. Do it once a day in the morning, with less than 12 hours to go before bedtime, and the colonist puts in the ...Ancient shrines, commonly referred to as ancient dangers due to the event card, are large structures that spawn on the map upon generation. They take the form of a massive, unexplored room. though they may be damaged somehow after map generation. If they spawn damaged, they are most likely ruins.. Having a colonist walk by the walls of …its not even a mood problem anymore. more than 5 of my colonists have the "chemical fascination" trait which sets them on drug binges day after day. i have sold all of the smokeleaf joints and plants in my colony so that they cannot even access the drug. however my colonists that had previously been binging are still getting lung related …Oct 4, 2023 · Smokeleaf circle: Headwrap: Relaxed Broadwrap: Relaxed Christian origin: This is a variant of the abstract theist structure. This ideoligion is a descendant of ancient Christianity. It may have very different precepts than those of thousands of years ago, but its symbols are similar. Christian: Christmas tree party: Headwrap: Relaxed Broadwrap ... You can use recreational drugs (Beer, 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 happy.Using Smokeleaf should be able to be used by multiple colonists at once; and it has medicial properties (i'd say weaker than tribal medicine, and most focused on numbing pain rather than being any real substitute for better medicines). However every now and then it causes colonists to fail a task, wasting some resources like a regular failure.Description: Smokeleaf Industry Reborn 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.Pemmican can be cooked at a Campfire, Fueled stove, or Electric stove once the Pemmican research project has been completed. There is no Cooking skill requirement, though it does use the cooking skill. Each batch of 16 requires a mixture of 0.25 nutrition from meat and 0.25 nutrition from vegetables and 700 ticks ( 11.67 secs) of work.Wort and hops both need to be refrigerated just like smokeleaf leaves, so overplanting hops and smokeleaf can quickly eat up a ton of cooler space. Everyone says beer is a slow process, but while fermenting does indeed take a while, rolling joints has a huge labor cost. Rolling does at least increase crafting, so that's nice.Vanilla Brewing Expanded - Coffee and Tea is another sub-module to the new Vanilla Cuisine Expanded mod series. This particular mod introduces 8 new types of coffee and 9 new types of tea, with ties in to other Vanilla Cuisine Expanded mods, with each coffee and tea granting unique effects! From regular lattes and pumpkin spiced coffee, to ...It's something you don't really think about when you line up in your sunday costume to munch on the jeesus loaf and drink it down with some jeesus juice. It's just the thing your parents make you do. Now I play RimWorld and make cannibal colonies. It all makes so much sense.Smokeleaf Joint $11. Flake $14. Yayo $21. Production. Smokeleaf Joint - 4 leaves => $24.75 per plant harvested. Flake - 4 leaves => $28 per plant harvested. Yayo 9 leaves => $21 per plant harvested. Sun Lamp Hydroponics revenue. Smokeleaf Joint.Acquisition []. Penoxycyline can be crafted at a Drug lab once the Penoxycyline production research project has been completed. Each dose require 2 Neutroamines and 600 ticks (10 secs) of work.Its synthesis speed is dependent on the Intellectual skill, and crafting experience is attributed to Intellectual. Note that …Vanilla does have a mechanic of temperature-based changes, namely CompProperties_TemperatureRuinable - it's used for fertilized eggs (0 to 50 degrees Celsius) and fermenting barrel (-1 to 32). Just permanently stops the progression on them, though. Some mods have their own version of it, e.g. Vanilla Cooking Expanded adds a …Smokeleaf means I don't need to worry about my skilled cooks over-brewing tea. Psychite addictions are also awful to get over. Smokeleaf addictions are painless by comparison. But you aren't wrong. Psychite tea is very strong. Also, Note to self: Adjust your drug policy so happy pawns light up less.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 ...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 ...Smokeleaf means I don't need to worry about my skilled cooks over-brewing tea. Psychite addictions are also awful to get over. Smokeleaf addictions are painless by comparison. But you aren't wrong. Psychite tea is very strong. Also, Note to self: Adjust your drug policy so happy pawns light up less.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 drug17 Apr 2022 ... That is the entire extent of what it looks like for a colonist to use any drug. The only exception to that is in the case of Smokeleaf, where ...Description. Huge thanks to the entire RimWorld modding community for helping me with any issues I faced. Smokeleaf Expanded is a mod which, well, expands on Smokeleaf. This mod adds multiple new drugs, buildings, items and even weapons! This mod is currently under development but is still in a playable state, any feedback/bug reports are much ...I'm doing a medieval run with a pawn that is addicted to alcohol. I didn't give her any so she went into a withdrawal state for quite sometime. I thought the withdrawal would go away after reaching 100%. As of now, it's been over 15 days since 100% was reached and the withdrawal and mood debuff is still there so I'm certain it's a bug.Taking Drugs safely. The way addiction works is that every time a pawn takes a drug, he builds up tolerance. Once he has built up a certain amount of tolerance he has a risk to get addicted. The tolerance reduces at a small amount per day. So if the paws does not take the drug before his tolerance is gone, there is no risk of getting addicted. Smokeleaf Industry Reborn 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.Ah yes the newbie rimworld experience is something you wont forget. Leave him be, if I do recall its just a -8 mood debuff ... To make joints you have to grow smokeleaf (place growing zone, select crop to be smokeleaf), then roll them at a crafting spot (place a crafting spot and make a bill for make smokeleaf joints; set to 'drop on floor ...First, be aware that the cotton plant's raw product is "cloth". There is no intermediary product or process, no bales of raw cotton which then need to be cleaned, spun, woven, etc. - in Rimworld, cloth comes off the plant ready for the tailor, sitting in big piles out in your cotton fields. Cloth has a market value of 1.9 silver.you can build them a t a crafting spot. "Smokeleaf" can be rolled into joints at a crafting spot, which is a step that I don't think is needed because any real life "Smokeleaf" enthusiast can tell you that there are other ways to use than pre-rolling. Using Smokeleaf should be able to be used by multiple colonists at once; and it has medicial ...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 Taking Drugs safely. The way addiction works is that every time a pawn takes a drug, he builds up tolerance. Once he has built up a certain amount of tolerance he has a risk to get addicted. The tolerance reduces at a small amount per day. So if the paws does not take the drug before his tolerance is gone, there is no risk of getting addicted.. Addiction happens when a drug is used by a colonist and sNov 2, 2020 · Vanilla Brewing Expanded - Cof 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 …Smokeleaf is way easier but the fact it gives cancer can be detrimental. On work I haven't noticed much difference between them since both slow you down but give a substantial mood boost. I'd personally go with the beer since it's more "friendly" than smokeleaf even if the production is slower and setting things up cost more. Smokeleaf leaves. Raw cut leaves of a smokeleaf plant. Can be rolled This video covers every rimworld drug and makes a tier list ranking them on their usage. This tier list includes yayo, go-juice, smokeleaf, luciferium, wake-...Jul 9, 2023 · Beer is more or less equal to smokeleaf joints. Beer takes +40.6% more planter work per item for −44.4% less cook work per item. Beer is worth +9.1% more silver, but it takes longer to load. Therefore, smokeleaf can be better with a better cook, and beer better with a better planter. MortalSmurph • Certified RimWorld Pro • 2 yr. ago. The standard plan...

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