Mods / Pipeleaf
Author: Fiacre
Side: Both
Created: Sep 24th 2023 at 12:11 AM
Last modified: Jun 27th at 11:07 PM
Downloads: 23678
Follow Unfollow 243
Latest file for Various v1.19.x:
pipeleaf_1.8.0.zip
1-click install
WARNING! Known bug in 1.7.0 version. Use 1.8.0 if you having crashing issues.
Craft customizable smoking pipe shapes. Some special pipe textures only available from the luxuries trader. Create smokable Shag material out of flowers and herbs. Check the handbook for which items produce which effects. Cultivate Pipeleaf plants to harvest their leaves. Use Pipeleaf Shag as a base to create blends with two herbs and combine some of their effects!
Hold right click to draw. Must either mouse focus on a fire source, or have a fire source in your offhand. Shag is produced by finding the right plants, fire-curing them in a firepit, then grinding in a quern.
Only goldenpoppy, cornflower, catmint, and orangemallow are smoked in vanilla. Use the Wildcraft mod for access to more smokable herbs.
Version | For Game version | Downloads | Release date | Changelog | Download | 1-click mod install* |
---|---|---|---|---|---|---|
v1.8.0 | 8050 | Jun 27th at 11:07 PM | Show | pipeleaf_1.8.0.zip | Install now | |
v1.7.0 | 995 | Jun 16th at 4:49 AM | Show | pipeleaf_1.7.0.zip | Install now | |
v1.6.0 | 5380 | Apr 23rd at 4:00 AM | Show | pipeleaf_1.6.0.zip | Install now | |
v1.5.0 | 2308 | Feb 24th at 9:50 PM | Show | pipeleaf_1.5.0.zip | Install now | |
v1.4.0 | 915 | Feb 16th at 6:33 AM | Show | pipeleaf_1.4.0.zip | Install now | |
v1.5.1 | 718 | Feb 28th at 4:24 AM | Show | pipeleaf_1.5.1.zip | Install now | |
v1.3.0 | 2850 | Oct 21st 2023 at 5:15 AM | Show | pipeleaf_1.3.0.zip | Install now | |
v1.2.2 | 1153 | Oct 6th 2023 at 3:24 AM | Show | pipeleaf_1.2.2.zip | Install now | |
v1.2.1 | 302 | Oct 4th 2023 at 5:00 PM | Show | pipeleaf_1.2.1.zip | Install now | |
v1.2.0 | 461 | Sep 28th 2023 at 4:46 AM | Show | PipeLeaf_1.2.0.zip | Install now | |
v1.1.0 | 306 | Sep 26th 2023 at 12:36 AM | Show | PipeLeaf_1.1.0.zip | Install now | |
v1.0.0 | 240 | Sep 24th 2023 at 1:48 AM | Show | PipeLeaf_1.0.0.zip | Install now |
117 Comments (oldest first | newest first)
Hey folks, been a busy season and haven't had time to keep up on here. I'll definitely dedicate some time early next year to try getting some updates released and address some of the recent comments. Glad lots of people are enjoying the mod though, cheers! (smoking MacBaren Stockon spun cut this morning.)
will this be updated to 1.20?
The wilcraft herb "Marjoram" currently can not be fired. Making all Marjoram combinations impossible.
Also there is no combination for Orangemallow that gives hungerate bonus without intoxication, making it impossible to make a "non-toxic" hungerrate blend.
When trying to ignite the pipe with placed canles, it does only optically consume the shag.
When I klick on the remaining shag in my hotbar, the 4 "smoked" ones magically reappear.
This is not the case when I have the candle in my off hand.
Hello, could you update the appearance of the "seeds-pipleaf" item to look like other seeds, in a 3D pouch? 🍃
have you considered adding weed lol
Having an issue where I can't smoke with 4 of the same shag in my inventory, just keeps saying you need 4. If I bump it up to 8 or 12 it works fine, using 4 of the item each time until it gets back down to having 4 left where it stops working again. Not sure why you have to have 4 in the first place instead of just using 1 at a time, tobacco pipes usually aren't particularly large.
Fiacre you are totally right, I was just doing it wrong! Thank you. I feel a bit supid now.
That makes a lot more sense now. I don't see any tweaks necessary on that from your side.
Only the one thing I'm hoping for: Can we have a config for how much shag is needed for smoking?
Screwy Hm, I'll take a look, but you should only be recieving damage under two conditions: If you are holding down the right mouse button too long (I think over 6 seconds) or you are smoking something dangerous like poison oak. The first case is sort of a simulation of coughing after smoking too much at once. There is a sort of secret safe zone for smoking where you receive the effects of the herbs but don't take damage: hold down RMB for at least 2.5 seconds but under 6 and you shouldn't take damage. Let me know if that helps or if its happening no matter what, maybe there is a tweak worth making.
Fiacre I don't know if it is intentional, but every time I smoke (anything) I get a little bit of damage.
That's not a big deal, as I assume this is the price for inhaling ignited herbs.
But for some reason, this small amout triggers the poison effect of "Nat's Survival Expanded" (mod by Nateonus )
I very much like both of your mods, but having them installed together makes smoking a little more uncomfortable than it shoud be.
Is there any way one of you two could help me find a solution to this very specific problem?
Fiacre
Awesome! That's gotta be annoying having a bug last that long, hope something crops to up help figure out whats causing it
CassMerry I'll take a look this weekend. I might have knocked something out of whack with some recent changes. Although the bug about shag stacks replenishing when you drop them has been plaguing this mod since the beginning and it has frustrated me. I might have to open a forum question about it and get a consultation.
FYI, I fixed the marjoram bug so that will be in the next release.
Does anyone know what's causing the 4 shag not being enough and shag stacks being replenished after clicking the stack bugs? getting both and it's a bit annoying
Jenpai Thanks for reporting. I'll take a look this weekend. Was it working before?
marjoram not fire-curing ):
https://prnt.sc/S-BWQlLa4ftx
Fiacre I found another small issue with the smoking procedure:
If I got exactly 4 shag in my inventory, the pipe still gives me the text "Must have at least four shag in inventory" and won't ignite the smokable.
I always need at least 5 shag actually. No big issue, but I think you shoud have heard of it.
Also, would it be possible to give a config option on how many shag is needed for smoking once?
In the hand book it shows there are fire and blue clay smoking pipes, but also pipies where the clays are swaped, however there are no recipies for the swaped verisons. (for example a fireclay bowl, with a blue clay stem)
Jenpai curious issue about extinct briar burls. I wonder is that because there are no undiscovered chunks to load on the map so it doesn't have a chance to become part of the fauna when chunks are generated. I also wonder if there's a console command that could reload chunks without doing any harm. Either way, I could add the raw briar burl itself to the trader, that would make sense. I also had the thought to have a few things show up in tree hollows.
Also, are you refering to clay from the bricklayers mod?
Ran into an issue where on some severs "Tree Heath" has gone extinct; making the crafting of non-clay pipes impossible. Maybe include "Tree Hearth" plants/seeds to the merchants so older/restricted maps can have acess to it?
Also the ability to crafted Mixed clay pipes, doesn't seem to be working.
Screwy awesome, thanks for confirming. I am glad you enjoy it!
Fiacre Works perfectly fine now, thanks for fixing it! Now I can truely admire your work as intended. Really well thought concept and lovingly designed, I really like those kinds of additions.
@Fiacre I had a bug on 1.7 where it would crash everytime I would try to smoke. I just installed latest 1.8 but now its like the mod doesn't exist. All the pipeleaf plants I had planted were now squares with ? inside them. my inventory items of the pipe and the shag were also messed up. I triple checked that I had the mod installed and enabled, but for some reason it can't find any of the items like the pipe molds.
Scratch that was my mistake. I am no longer getting the bug in 1.8
OofsterScrewyTrundle Please help me confirm the crashing bug is fixed in 1.8.0
Oofster Thanks for trying the posted version. I'll give it a good effort tonight and see if I can replicate myself. In the mean time, at this point, anyone hitting the bug should probably just back out to 1.6.0 until I figure it out.
AHA! I think I figured it out. Thanks again Oofster, your comment about looking at the sky is what gave me the hint I needed.
Fiacre I personally tried the version of the mod you uploaded, and the currently available one (1.7.1, 1.7.0), and I got this error upon trying to use a pipe.
I believe it's because I used the pipe with shag in my inventory, while my cursor was on nothing. While looking at a block, in the bottom of the screen it says "Must have a fire source in frame or in your left hand. As soon as I look at the sky and try to use the pipe, it crashes and gives me the log below.
Running on 64 bit Windows 10.0.19045.0 with 32691 MB RAM
Game Version: v1.19.8 (Stable)
27/06/2024 5:42:54 PM: Critical error occurred in the following mod: pipeleaf@1.7.1
Loaded Mods: aculinaryartillery@1.1.5, ancientarmory@1.0.1, chiseltools@1.12.3, decor@1.1.1, DrystoneParity@1.0.0, indappledgroves@0.5.1-dev.1, magellan1k@1.0.1, natshumanskin@1.0.0, naturalclay@1.1.0, pipeleaf@1.7.1, primitivesurvival@3.5.5, sortablestorage@2.2.6, litbrig@0.5.0, game@1.19.8, altmapiconrenderer@1.2.2, animationmanagerlib@0.8.8, flags@0.28.0, betterruins@0.3.5, butchering@1.6.1, doubleslabs@0.1.1, expandedfoods@1.6.9, hudclock@3.4.0, lib2d@1.0.0, meteoricexpansion@1.2.5, petai@2.2.5, rivers@3.1.0, sailboat@1.3.1, versionchecker@1.0.0, creative@1.19.8, vsimgui@1.1.5, vsinstruments@1.2.7, survival@1.19.8, cats@2.0.2, configlib@1.3.13, em@2.6.1, feverstonewilds@1.5.0-rc.2, fsmlib@0.4.5, simplewinddirection@1.0.2, wolftaming@2.1.2, bricklayers@2.5.4, maltiezfirearms@0.5.4
System.NullReferenceException: Object reference not set to an instance of an object.
at PipeLeaf.SmokingItem.OnHeldInteractStart(ItemSlot slot, EntityAgent byEntity, BlockSelection blockSel, EntitySelection entitySel, Boolean firstEvent, EnumHandHandling& handling) in C:\Users\trist\vintage_mods\pipeleaf\PipeLeaf\SmokingItem.cs:line 100
at Vintagestory.API.Common.CollectibleObject.OnHeldUseStart(ItemSlot slot, EntityAgent byEntity, BlockSelection blockSel, EntitySelection entitySel, EnumHandInteract useType, Boolean firstEvent, EnumHandHandling& handling) in VintagestoryApi\Common\Collectible\Collectible.cs:line 1106
at Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.TryBeginUseActiveSlotItem(BlockSelection blockSel, EntitySelection entitySel, EnumHandInteract useType, EnumHandHandling& handling) in VintagestoryLib\Client\Systems\Player\MouseInWorldInteractions.cs:line 831
at Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.HandleMouseInteractionsNoBlockSelected(Single dt) in VintagestoryLib\Client\Systems\Player\MouseInWorldInteractions.cs:line 386
at Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.OnFinalizeFrame(Single dt) in VintagestoryLib\Client\Systems\Player\MouseInWorldInteractions.cs:line 89
at Vintagestory.Client.NoObf.ClientEventManager.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\Util\ClientEventManager.cs:line 186
at Vintagestory.Client.NoObf.ClientMain.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\ClientMain.cs:line 809
at Vintagestory.Client.NoObf.ClientMain.RenderToDefaultFramebuffer(Single dt) in VintagestoryLib\Client\ClientMain.cs:line 1013
at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 676
at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 651
at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 88
at OpenTK.Windowing.Desktop.GameWindow.Run()
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 324
at Vintagestory.Client.ClientProgram.<>c__DisplayClass9_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 128
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 93
Screwy I'll try a few more things to replicate the crash but it's simply not happening on my set up. Would you mind trying the version at the link below and see if that fixes it?
drive.google.com/file/d/18Qb4ejKvc_vJYNrPFfp5d1RxMXuiBj9M/view?usp=sharing
Fiacre I can confirm, that it is the offhand firesource that crashes the game.
I tried with various shags and pipes, it crashes almost every time.
Also I found out, that shag does not get used while smoking, no matter what.
If you have 5 shag in your hotbar and smoke 4, you just need to drop the remaining item and the 4 smoked ones will reappear.
Also the "healthpoints" effect is not applied when smoking poison oak.
I'm using only this mod and VS 1.19.8 for testing.
I really love the Idea and aesthetics of this mod and already made my own additions in my server mod, so I hope this gets fixed soon.
Trundle Thank you for reporting. I cannot seem to replicate this. Maybe there's some interplay with another mod. On a hunch, would you mind installing the attached version and seeing if it fixes the crash? julia____ Give it a try too if you can.
drive.google.com/file/d/18Qb4ejKvc_vJYNrPFfp5d1RxMXuiBj9M/view?usp=sharing
Hello I've also experienced the crash when trying to smoke regular mint shag. This is what appears when the client crashes
Here is a picture of the clients hotbar imgur.com/a/UzMlZ0x
Running on 64 bit Windows 10.0.19045.0 with 16318 MB RAM
Game Version: v1.19.8 (Stable)
6/18/2024 11:33:25 PM: Critical error occurred in the following mod: pipeleaf@1.7.0
Loaded Mods: aculinaryartillery@1.1.5, ancientarmory@1.0.1, cellardoor@1.4.0, Ceramos@0.5.1, chiseltools@1.12.3, crazyskincustomization@1.0.0, cumanmod@1.3.4, hqzlights@1.1.1, drifterlightlevel1@1.0.0, eumod@0.3.1, floralzonescaperegion@1.0.10, floralzonescaribbeanregion@1.0.7, floralzonescentralaustralianregion@1.0.5, caninae@1.0.16, capreolinae@1.1.5, casuariidae@1.0.6, dinornithidae@0.4.0, machairodontinae@1.0.9, manidae@1.0.2, pantherinae@1.1.9, rhinocerotidae@1.0.3, sirenia@1.0.5, HangingOilLamps@1.0.1, hideandfabric@1.3.0, japanesemod@1.3.5, mannequinstand@1.0.3, millwright@1.1.5, morebanners@1.1.0, pipeleaf@1.7.0, primitivesurvival@3.5.5, rpvoicechat@2.3.9, spyglass@0.5.1, translocatorengineeringredux@1.5.1, game@1.19.8, AgeOfConfession@2.0.4, animationmanagerlib@0.8.8, beartrap@1.1.1, bedspawnv2@1.2.0, beehivekiln@1.6.1, betterfirepit@1.1.4, carryon@1.7.4, chickenfeed@1.1.2, commonlib@2.3.7, electricity@0.0.11, expandedfoods@1.6.9, fromgoldencombs@1.4.31, herbarium@1.2.0, HIT@2.0.0, sailboat@1.3.0, kevinsfurniture@1.2.0, maltiezbows@1.0.4, medievalexpansion@3.13.1, meteoricexpansion@1.2.5, minerz@0.1.2, moreanimals@1.3.5, morepiles@1.5.0, Spear-Expantion-by-Kanahaku@0.1.2, oneroof@0.11.2, simplewinddirectionpelagus@1.0.0, petai@2.2.4, pigfeed@1.0.4, pileful@1.1.5, prospecttogether@1.3.0, rivers@3.1.0, simplefootstepsredux@1.0.0, somethinginthewater@1.2.4, steamandpower@1.5.0, stonebakeoven@1.1.3, thecritterpack@0.9.1, creative@1.19.8, vsimgui@1.1.5, vsinstruments@1.2.7, survival@1.19.8, cats@2.0.2, configlib@1.3.13, electricityaddon@0.0.2, em@2.6.0, feverstonehorses@1.6.1, fsmlib@0.4.5, playercorpse@1.10.1-rc.1, stonequarry@3.2.1, wildcraftherb@0.0.1, bricklayers@2.5.3, entitiesconfiguration@1.0.4, maltiezcrossbows@0.3.11, maltiezfirearms@0.5.4, tailorsdelight@1.5.1, dressmakers@1.1.0
System.NullReferenceException: Object reference not set to an instance of an object.
at PipeLeaf.SmokingItem.OnHeldInteractStart(ItemSlot slot, EntityAgent byEntity, BlockSelection blockSel, EntitySelection entitySel, Boolean firstEvent, EnumHandHandling& handling) in C:\Users\trist\vintage_mods\pipeleaf\PipeLeaf\SmokingItem.cs:line 100
at Vintagestory.API.Common.CollectibleObject.OnHeldUseStart(ItemSlot slot, EntityAgent byEntity, BlockSelection blockSel, EntitySelection entitySel, EnumHandInteract useType, Boolean firstEvent, EnumHandHandling& handling) in VintagestoryApi\Common\Collectible\Collectible.cs:line 1106
at Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.TryBeginUseActiveSlotItem(BlockSelection blockSel, EntitySelection entitySel, EnumHandInteract useType, EnumHandHandling& handling) in VintagestoryLib\Client\Systems\Player\MouseInWorldInteractions.cs:line 831
at Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.HandleMouseInteractionsNoBlockSelected(Single dt) in VintagestoryLib\Client\Systems\Player\MouseInWorldInteractions.cs:line 386
at Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.OnFinalizeFrame(Single dt) in VintagestoryLib\Client\Systems\Player\MouseInWorldInteractions.cs:line 89
at Vintagestory.Client.NoObf.ClientEventManager.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\Util\ClientEventManager.cs:line 186
at Vintagestory.Client.NoObf.ClientMain.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\ClientMain.cs:line 809
at Vintagestory.Client.NoObf.ClientMain.RenderToDefaultFramebuffer(Single dt) in VintagestoryLib\Client\ClientMain.cs:line 1013
at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 676
at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 651
at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 88
at OpenTK.Windowing.Desktop.GameWindow.Run()
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 324
at Vintagestory.Client.ClientProgram.<>c__DisplayClass9_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 128
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 93
Event Log entries for Vintagestory.exe, the latest 2
==================================
{ TimeGenerated = 6/18/2024 11:24:57 PM, Site = , Source = Application Error, Message = Faulting application name: Vintagestory.exe, version: 1.19.8.0, time stamp: 0x661e0000
Faulting module name: openal32.dll, version: 1.23.0.0, time stamp: 0x63dd31ad
Exception code: 0x40000015
Fault offset: 0x00000000000df046
Faulting process id: 0x46d8
Faulting application start time: 0x01dac1f74fdac95d
Faulting application path: C:\Games\Vintagestory\Vintagestory.exe
Faulting module path: C:\Games\Vintagestory\Lib\openal32.dll
Report Id: 5a327e78-ce3b-442b-8622-d53a810547d4
Faulting package full name:
Faulting package-relative application ID: }
--------------
{ TimeGenerated = 6/18/2024 10:42:13 PM, Site = , Source = Application Error, Message = Faulting application name: Vintagestory.exe, version: 1.19.8.0, time stamp: 0x661e0000
Faulting module name: openal32.dll, version: 1.23.0.0, time stamp: 0x63dd31ad
Exception code: 0x40000015
Fault offset: 0x00000000000df046
Faulting process id: 0x26a4
Faulting application start time: 0x01dac1f222bc2709
Faulting application path: C:\Games\Vintagestory\Vintagestory.exe
Faulting module path: C:\Games\Vintagestory\Lib\openal32.dll
Report Id: acac87dc-b9da-4ccd-b8ea-2a70d802a00b
Faulting package full name:
Faulting package-relative application ID: }
julia____ Thanks for reporting. I took a look at the code and have a hunch. Do you have any other info like did it only happen with poison oak shag? It seems more related to the offhand slot. Do you remember what your hotbar looked like at that time?
getting a crash when attempting to smoke poison oak shag in 1.19.8:
17.06.2024 22:59:19: Critical error occurred in the following mod: pipeleaf@1.7.0
Loaded Mods: aculinaryartillery@1.1.5, backpackpack@1.0.3, betterdrifters@2.1.3, Ceramos@0.5.1, chiseltools@1.12.3, decor@1.1.1, dont-place-sticks@1.0.1, hqzlights@1.1.1, easydecor@0.1.1, easysod@0.0.3, eftraders@1.0.2, eldritchcuteclothing@1.0.2, extrachests@1.8.0, fixedpaths@1.0.1, geodesandgemstones@1.1.1, HangingOilLamps@1.0.1, harptechfix@1.2.4, indappledgroves@0.5.0-rc.2, mannequinstand@1.0.3, millwright@1.1.5, moremolds@1.4.2, MoveLikeKaji@0.0.5, pipeleaf@1.7.0, primitivesurvival@3.5.5, richerthandirt@1.2.1, rope-bridges@1.1.0, rpvoicechat@2.3.9, superfuelresumed@2.1.3, thekinginred@6.1.6, translocatorengineeringredux@1.5.1, game@1.19.8, weaponpackalphaunoff@1.5.1, ancienttools@1.5.18, animalcages@3.0.2, animationmanagerlib@0.8.8, flags@0.26.1, beehivekiln@1.6.1, betterbloomeriesreborn@1.0.5, betterfirepit@1.1.4, betterruins@0.3.5, blacksmithenhancements@1.0.5, butchering@1.5.5, carryon@1.7.4, commonlib@2.3.7, danatweaks@2.3.0, decoclock@0.9.3, displaycasewall@1.0.3, divisionoflabor@1.0.8, electricity@0.0.11, expandedfoods@1.6.9, fieldsofsalt@1.2.1, fromgoldencombs@1.4.31, hangingbaskets@1.1.0, heatretention@1.0.2, herbarium@1.2.0, itemizer@1.0.2, jopainting@1.4.0, sailboat@1.3.0, kevinsfurniture@1.2.0, lavoisier@1.3.0, maltiezbows@1.0.4, medievalexpansion@3.13.1, metalsupports@1.0.3, moreanimals@1.3.5, morepiles@1.5.0, passthruchutes@1.0.1, pelaguswinds@1.0.0, petai@2.2.4, claywheel@1.1.1, prospecttogether@1.3.0, rivers@3.1.0, sharablewaypoints@1.5.4, simplestep@1.1.7, stonebakeoven@1.1.3, stonerailings@1.2.2, tablet@0.1.4, th3dungeon@0.2.1, tulepropagation@1.0.0, usefulstuff17@1.3.2, vehicleslib@1.0.1, creative@1.19.8, vsimgui@1.1.5, vsinstruments@1.2.7, vsquest@1.2.0, survival@1.19.8, wildfarmingrevival@1.1.9, xlib@0.8.5-pre.1, metalrecovery@0.1.19-pre.1, bullseye-continued@2.5.8, cats@2.0.2, chemistrylib@1.1.5, configlib@1.3.13, electricityaddon@0.0.2, electricityextensions@0.0.6, em@2.6.1, feverstonewilds@1.5.0-rc.2, fishjenga@1.0.0, fsmlib@0.4.5, gespileslib@1.2.0, helvehammerext@1.6.0, morecandles@1.2.2, playercorpse@1.10.1-rc.1, stonequarry@3.2.1, tpnet@1.14.3, vsradiomod@0.2.0, wildcraftfruit@1.2.1, wildcraftherb@0.0.1, wildcrafttree@1.1.0, wolftaming@2.1.2, xskills@0.8.7, bricklayers@2.5.3, gespilesgran@1.0.1, kosphotography@1.4.3, maltiezcrossbows@0.3.11, maltiezfirearms@0.5.4, moreroads@1.5.7, ropebridgescompatibility@1.0.0, tailorsdelight@1.5.1, banners@0.1.1, dressmakers@1.1.0
System.NullReferenceException: Object reference not set to an instance of an object.
at PipeLeaf.SmokingItem.OnHeldInteractStart(ItemSlot slot, EntityAgent byEntity, BlockSelection blockSel, EntitySelection entitySel, Boolean firstEvent, EnumHandHandling& handling) in C:\Users\trist\vintage_mods\pipeleaf\PipeLeaf\SmokingItem.cs:line 100
at Vintagestory.API.Common.CollectibleObject.OnHeldUseStart(ItemSlot slot, EntityAgent byEntity, BlockSelection blockSel, EntitySelection entitySel, EnumHandInteract useType, Boolean firstEvent, EnumHandHandling& handling) in VintagestoryApi\Common\Collectible\Collectible.cs:line 1106
at Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.TryBeginUseActiveSlotItem(BlockSelection blockSel, EntitySelection entitySel, EnumHandInteract useType, EnumHandHandling& handling) in VintagestoryLib\Client\Systems\Player\MouseInWorldInteractions.cs:line 831
at Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.HandleMouseInteractionsNoBlockSelected(Single dt) in VintagestoryLib\Client\Systems\Player\MouseInWorldInteractions.cs:line 386
at Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.OnFinalizeFrame(Single dt) in VintagestoryLib\Client\Systems\Player\MouseInWorldInteractions.cs:line 89
at Vintagestory.Client.NoObf.ClientEventManager.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\Util\ClientEventManager.cs:line 186
at Vintagestory.Client.NoObf.ClientMain.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\ClientMain.cs:line 809
at Vintagestory.Client.NoObf.ClientMain.RenderToDefaultFramebuffer(Single dt) in VintagestoryLib\Client\ClientMain.cs:line 1013
at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 676
at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 651
at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 88
at OpenTK.Windowing.Desktop.GameWindow.Run()
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 324
at Vintagestory.Client.ClientProgram.<>c__DisplayClass9_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 128
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 93
Oooh, that'd be a great addition!
False_Chicken aw man, I just put a release out yesterday, I could have snuck it in if you had commented like 12 hours earlier. hah. Maybe I can sneak it in and update the current release before too many people download it.
Really like the mod! Thanks! Would it be possible to add support for using the mortar and pestle from Ancient Tools to grind herbs?
Maamessu Thanks for the suggestions! I just added the wax, lard, and beeswax candle support. I'll also take a look at what you said about being able to target a candle, I think it's a great idea. Cheers.
Love the mod! It's a fun little thing to have installed!
A couple suggestions I have after using it for a bit:
- Compatibility with the candles from More Candles, if you could be so kind! 😊
- Being able to light the pipe by targetting a candle, bunch'o'candles, or even a torch while they are placed in world (instead of needing a candle or torch in the off-hand).
SpacemanSpliff You can't smoke pipe tobacco when you work for the government? That what I smoke, not that wacky stuff. And unfortunately, visual effects are a bit outside my wheel house. I spent some time looking into existing effects code and how it works when I first was adding effects but I it ended up feeling like a whole different skill set, so I just reused the existing "intoxication" effect on some of them. If anyone has those openGL skills and want to contribute, be my guest.
Smoking some Captain Earle's Mystic Blend today in my Stanwell billiard pipe while I prepare the next small release.
I look forward to your update, Unfortunately I work in a federal position that regularly screens for this kind of thing so I am unable to partake in the pipeleaf in real life lol. Cheers regardless.
Edit: I'm not sure if you're into taking suggestions, but if its possible and you're willing, some visual effects when under the effects of the various compounds in this mod would be nice and provide some visual feedback to the player. Maybe a higher contrasts or saturation or even slight chromatic aberation when the effects are active.
SpacemanSpliff Hey man, glad you like the mod. I can definitely take a look at those settings. Realistically, they should last a very long time in containers specially when cellared so I'll see if it needs tweaking. Smoking some Hal O' The Wynd myself this morning. Cheers.
I love this mod, but I feel like the cured pipeleaf, or shag blends should last far longer than they do, is there any chance to increase the shelf life of the processed products?
DeanBro Awesome! Thank you! I'll make a release for it very soon.
Hello! I have translated your mod.
RagondinMan Yes I don't think there will be any issues with that. Although I think you will need to explore new chunks in order to find wild Briar and Pipeleaf plants.
does this work when you add it mid save?
weeviljester pray, tell! I didn't want to break the game with the status effect but I'm definitely open to suggestions and tweaking. I wanted the effects to be somewhat subtle, realistic, but interesting. Like if you are in a deep place mining you can get some extra time by smoking something that increases temporal stability. Or in early game you can handle winter better by smoking something that increases body temp. The tiredness one I thought was interesting because you can sleep through the day if just want some time to pass, but thats only really good for solo play. Regardless, I'm glad you like it!
I really love this mod, but on the multiplayer server I play on, nobody uses it. I wish that some of the status effects were tweaked so that it was worth using.
Hexwitch I think I fixed it in today's release, let me know! Thanks for downloading! Smoking some St. Bruno while I work tonight.
The smoking animation doesn't go away if you try using it without any shag. Actually smoking does fix it, though.
TheRealFlynn I didn't have any problems with crafting the bowl but I did notice the gui icon is misaligned so it looks empty. It should work with basically any knife and dried briar burl. Maybe the missing icon was fooling you? Did you try mousing over the grid output slot to see if the bowl object was in there? I fixed the bowl gui icon so I'll release a bug fix for that when I get the chance.
TheRealFlynn Thanks for the report, I'll try and take a look tonight and see what's up.
there doesnt seem to be a picture for the bowl either. it's just empty space.
1.19.7. I don't seem to be able to make the briar burl bowl from the dried briar burl using a knife in the crafting grid. have tried a few different knives. Any help or is this maybe a bug? I am playing with a few other mods of course.
Fiacre i got it working, just an error on my part, thank you!
Aparlin301 huh, I just updated and its working fine. Did you try using the "1-click install" button? It's the most foolproof I've found. Also, you don't need to unzip. just place the zip file in the correct mods folder and the game should figure it out. If anyone else is having an issue let me know.
seems like this mod doesn't work with 1.19.5, no errors, i just downloaded it, unzip and the stuff to this mod didn't get placed in the game
I'm not sure why its not showing as the latest, but I have released 1.5.1 which finally fixes the catmint bug.
melodelic If I remember correctly that can only be purchased from a luxuries trader.
Do you create the Malachite Smoking Pipe or do you find it?
Wulffhound Should be fixed in latest 1.5.1, thanks for the call out.
yeah i just double checked in creative others work fine but still cant dry catmint on firepit
Wulffhound Oh is it? I'll check tonight, maybe I missed a merge while building the release package.
catmint still bugged?
alright, working on the animation for lighting with a torch then. Got a good one for third person but it looks like crap in fp. Trying to figure out how to use different animations in different contexts.
LarekFlynn Candles make sense. I don't think lamps and lanterns light anything in vanilla.
Sounds great but make sure candles, lamps and lanterns work too!
Ahhh, lighting with a offhand torch is neat. I'd like it.
Would people absolutely hate it if you had to have a torch in your offhand to use a pipe?
Iver Yes it should be compatible with any 1.19 version. I didn't mean to select just the rc version. I have not tested it in 1.18 versions though. I'm sure someone will let me know if it doesn't work. :)
Is it backward compatible with 1.19.3 Fiacre?
Awesome mod, please keep updating. However catmint is still bugged so you can't cure it in the fire.
Yeah! Thanks for your great work!
LarekFlynn Thanks for the heads up, I was unaware they were refactoring the herb implemetation. Hopefully its not too much pain on my side to be compatible. I'll look into including it in the next release.
EDIT: I tried out the new herbs mod with herbarium and it was pretty easy to make compatible. I think I should be able to support both their new mods and the old wildcraft version at the same time if you're still using that.
Looking forward to using this mod with the new Wildraft herbs and spices! mods.vintagestory.at/wildcraftherb
Finally found some time to start working again. Started building cultivatable Pipeleaf crop shapes and thinking about the crop attributes. Excited to put something out there. Time is pretty limited but I'll keep chipping away at it! Stay tuned.
Fiacre
It would be very cool to have a plant that you can grow and even to be able to make a 3d model of the tobacco plant that resembles the real one.
Tunoi Thanks for the suggestions. I'll definitely check out those shapes from Vauen. In regards to adding tobacco, at first I didn't want to introduce it explicitly but I've since changed my mind. I'll give it some though and see what's feasable. Should it be a cultivatable plant? I supposed people would have fun selling shag blends they grew from scratch.
I think the pipe models from the Vauen company that are inspired by LOTR would fit very well. Another suggestion would be to be able to introduce some kind of tobacco like hobbit weed or even tobacco seeds.
Exmortis Someone else did noticed that Catmint wasn't working for curing and curteously made a code change for me. I am hoping to make a small release sometime in the next few weeks to introduce the fix. Are there any other items you have noticed that have problems? Let me know so I can look into it before cutting a release. Thanks!
Hey @Fiarce
I'm running a small server with a few mods, and have found that some items like Catmint can't become Fire Cured Catmint. When placed in a firepit, it properly displays, but always be cold and the progress bar won't progress
Any ideas on this?
Thanks!
Newfie hm, I haven't changed any item ids or anything. If you have to log I would give it a look.
System.Exception: Don't know how to instantiate item of class 'SmokingItem' did you forget to register a mapping?
is this a error from your mod? I have a friend who cant join my server after updating. everyone else can BUT he is on linux Mint while all of us are on Windows?
1.3.0 coming soon. Expanding effects to include more plants, more variety of effects, improved shag consumption logic. Also fixed bug in ground storage. After that I want to add a new pipe model.
Lithos Thanks for the feedback!
I will definitely revisit how consumption and effect application works. I have a few tweats I want to do already. In the most recent version, if you inhale for between 3 and 6 seconds you get the effect and consume 6 shag. Less than three seconds nothing happens and you consume nothing. Over 6 seconds and you take damage, you get no effect, and you consume 6 shag. Or at least that how its supposed to work. It kind of doesn't make sense that you don't get the effect in that last case but I see it as kind of a mini-game to get the right window for holding in the drag. I'll test what you said about right clicking repeatedly.
Also, The pipe is placeable on shelves and tables and such, but I think there is a bug in the ground storage config. It works only if another item is on the same block, for some reason. I'll address this for sure.
TSense Thanks for the suggestions! I really like the idea about effecting sleep in different ways. I'm definitely going to look into that.
Working in vanilla now. The ideas I had the other night is the ability to "pack the bowl" with 2-3 shag (enough for 1 effect to activate) so as to pass it to a friend without having to pass them a stack of shag. Other idea is allowing the pipe to be placed on blocks, either in corners or in the center, like a bowl.
I would also like to point out that quickly right clicking without holding the button uses 5-6 shag and produces no effect. Holding the button down uses several and only gives the effect if held for a certain amount of time. A friend didn't know what was happening and burned a whole stack of shag without getting an effect. I've been working around this by taking 1 at a time out of a container and smoking until I get the effect after 2-3 shag. Usage amount overall feels kinda janky.
ideas? Sure. I am not checking which are possible or are balanced, just writing down anything that comes to mind
15min buffs
- when eating any meat, you also heal +1 HP
- Bees can't hurt you
- Hunger drops 50% faster, but your normal HP regens 50% faster
- +50% exp for XSkills mod
- Wolfs can't track you (nonhostile unless attacked)
- Knapping/clay forming does one close by voxel automatically when you do one right
- Drop extra clay while digging clay
- Mining stone has a small chance to drop copper nuggets
- HP regen stops but your Hunger drops 70% slower
- Sleep twice as long
one time - gain 20 exp in a random skill (XSkills)
- fall asleep where you stand
- heal creatures next to you by +2 HP
- +1 max HP permanently (super rare plant? Mix tons of different plants)
TSense I reconfigured the effects cooldowns and they should be functioning as intended in the most recent version (1.2.2).
The body temperature effect add 4 degrees C to your body temp IF you are at or below 33C.
The hunger rate buff applies a -15% to hunger rate and wears off after 15 minutes unless you re-apply it.
The temporal stability buff add 15% stability like a health potion.
If anybody has good ideas for other interesting buffs that make sense for the context I'm open to suggestions. I do want to add some visual "drunk" effect type thing for some plants. I'm thinking of working on that next.
is said bugfix the latest version or is it still on its way?
Lithos Ya I think your right. I may have misconfigured the effect cooldown parameter. Been playing with it today and I think I've got it tuned a bit better. I'll have a bugfix release maybe tonight.
Seems like the last update fixed the compat issues with th3essentials, but I'm noticing that the status effects don't keep for more than a few miliseconds, at least the hungerrate from the orange mallow (not using Wildcraft). I can see it change for a split second and then immediately goes back to where it was, then subsequent tokes have no effect.
5.10.2023 11:08:24 [Server Debug] Setting temp stat: hungerrate, -0.15, 0, pipeleafmod
5.10.2023 11:08:24 [Server Debug] 11789
5.10.2023 11:08:24 [Server Debug] 11789
5.10.2023 11:08:43 [Server Debug] Setting temp stat: hungerrate, -0.15, 0, pipeleafmod
5.10.2023 11:08:43 [Server Debug] 11789
5.10.2023 11:08:43 [Server Debug] 11789
5.10.2023 11:09:31 [Server Debug] Setting temp stat: hungerrate, -0.15, 0, pipeleafmod
5.10.2023 11:09:31 [Server Debug] 11789
5.10.2023 11:09:31 [Server Debug] Culling usages
5.10.2023 11:09:31 [Server Debug] Previous 1, cuurent 1
5.10.2023 11:09:31 [Server Debug] 11789, 11790
5.10.2023 11:09:31 [Server Debug] 11789, 11790
5.10.2023 11:09:36 [Server Debug] Setting temp stat: hungerrate, -0.15, 0, pipeleafmod
5.10.2023 11:09:36 [Server Debug] 11789, 11790
5.10.2023 11:09:36 [Server Debug] 11789, 11790
Fiacre Seems like it, at least with a quick test. But I didn't do too much initial testing either, let alone the logs. I was pretty sure it had looked likethe log from Newfie, but since I wasn't completely sure I didn't want to throw that one out there too. Was mostly putting it out there as another odd scenario and was looking at potentially figuring it out in a new world and mod testing if I needed to at a later point, but that'd take a fair amount of time and I saw that you were doing a lot of changes anyway so it was possible that it was going to be fixed by another bugfix. Thanks and thanks for the response!
jhadred I wasn't able to replicate this so if it happens again grab the traceback for me. I've got an bugfix release coming out pretty soon that should aleviate some of the compatibility issues people have been experiencing so maybe it will help.
ACTUALLY I did replicate, but the bug manifested as an xskills compatibility issue which I believe to have fixed in my latest. Did you have xskills loaded at the time?
*try the latest release, might fix the issue.
Somehow I got a crash reporting an error with pipeleaf when I was putting fillets of fish (raw or cooked) into a cooking pot with https://mods.vintagestory.at/primitivesurvival Unfortunately I don't currently have the log and removed pipeleaf as a mod at the moment but will look at grabbing one at a later time if it can't be replicated easily.
Lithos thanks, I had a hunch about this. Strange though, I borrowed that implementation right from the Alchemy mod. Maybe I missed something. Regardless, I will definitely try to find an alternative solution.
I noticed that this mod prevents Th3Essentials from functioning, and th3dilli took a look at it. The following error is thrown at some point in loading the which locks the OnPlayerNowPlaying system and prevents anything else from accessing it:
[Server Error] Mod exception: OnPlayerNowPlayingSystem.NullReferenceException: Object reference not set to an instance of an object.
at Pipeleaf.TempEffect.ResetAllTempStats(EntityPlayer entity, String effectCode) in C:\Users\trist\vintage_mods\pipeleaf\PipeLeaf\TempEffect.cs:line 114
at PipeLeaf.PipeLeafModSystem.<>c.<StartServerSide>b__1_0(IServerPlayer iServerPlayer) in C:\Users\trist\vintage_mods\pipeleaf\PipeLeaf\PipeLeafModSystem.cs:line 32
at Vintagestory.Server.ServerEventManager.TriggerPlayerNowPlaying(IServerPlayer player) in
C:\Users\Tyron\Documents\vintagestory\game\VintagestoryLib\Server\ServerEventManager.cs:line 649
wildejackson I have a hunch the same thing might be screwing with compatability with xskills so I will definitely be giving a look at alternatives solutions for that, thanks.
I know you have plans for compatability atm so I have another one to add to the list (sorry). Theres a mod called mortal damage https://mods.vintagestory.at/mortaldamage but it overrides the player character like your mod does. I dont have the setup to decompile it so I cant see for myself how exactly your mods conflict but its just something to think about in the future.
Frepo Thanks, I'm glad you like it!
Barjuh Ok, I will give it a try myself when I get a chance. Should be relatively simple. Might be a couple weeks before I put out another release.
a wonderful mod!! fits in very well thematically with the overall mood of the game.
keep up the good work!!
@Fiacre The mod is unfortunely abandoned.
I tried to do it by myself using your wildcraft patch as inspiration but I'm clearly not good enough to succeed.
Barjuh Thanks man, glad you like it. Ya, I could add some support to patch that item for you, although it would probably be better if that mod's developers added the compatibility themselves. Then they could control what effects their items produce. They would just have to add the proper "attributes/smokableEffects" values. I can support it relatively easily in the next release if you don't think they'll do that.
Love your mod.
Possible to make it compatible with the weavebuds of the weavers weed mod?
(workable version in 1.18 here: https://www.vintagestory.at/forums/topic/4185-weavers-weed-0417-new-source-for-reeds-and-fibers/?do=findComment&comment=41733 )
Newfie I'll play around with compatibility for a bit and see whats up.
Broke skeps with Xskills downloaded with the new update
Fiacre maybe just the body of the hookah as a table decoration or a floor decoration and leave the hose as implied?
@Aspendosia That would be nice a block model to work on, the physics for a hose seem.. complicated. Might not get to it. If anyone wants to contribute shapes and such I'm interested.
Love it. Any chance of a hookah for those quiet moments at the end of the day while I'm waiting for leather to cure and bloomeries to bloom?
6.9.2023 07:15:21 [Server Event] Player Newfie got removed. Reason: Threw an exception at the server
26.9.2023 07:15:21 [Server Error] System.NullReferenceException: Object reference not set to an instance of an object.
at PipeLeaf.LongTermUseDebuff.CullUsagesOutsideLookbackWindow(Double curHours) in C:\Users\trist\vintage_mods\pipeleaf\PipeLeaf\SmokingBuffs.cs:line 252
at PipeLeaf.LongTermUseDebuff.OnStack(Buff oldBuff) in C:\Users\trist\vintage_mods\pipeleaf\PipeLeaf\SmokingBuffs.cs:line 208
at BuffStuff.BuffManager.ApplyBuff(Entity entity, Buff buff) in C:\Users\trist\vintage_mods\pipeleaf\PipeLeaf\vsmodlib-BuffStuff\BuffManager.cs:line 194
at BuffStuff.Buff.Apply(Entity entity) in C:\Users\trist\vintage_mods\pipeleaf\PipeLeaf\vsmodlib-BuffStuff\Buff.cs:line 67
at PipeLeaf.SmokingItem.OnHeldInteractStop(Single secondsUsed, ItemSlot slot, EntityAgent byEntity, BlockSelection blockSel, EntitySelection entitySel) in C:\Users\trist\vintage_mods\pipeleaf\PipeLeaf\SmokingItem.cs:line 218
at Vintagestory.Server.ServerSystemInventory.HandleHandInteraction(Packet_Client packet, ConnectedClient client) in C:\Users\Tyron\Documents\vintagestory\game\VintagestoryLib\Server\Systems\Inventory.cs:line 253
at Vintagestory.Server.ServerMain.ProcessNetMessage(NetIncomingMessage msg, NetServer mainSocket) in C:\Users\Tyron\Documents\vintagestory\game\VintagestoryLib\Server\ServerMainNetworking.cs:line 138
Hmmmm. Based?
@wildejackson It works like a bow takes an arrow. You have to have to right material in your inventory and it will detect that and consume based on seconds used. Hold down right mouse button. I'm working on a short handbook page to help a little.
How exactly do I put the herbs in the pipe? I made a mixed clay pipe and I dont really understand how to actually use the dang thing. I assume only some herbs work but I dont know which ones
Smoking weed is finally allowed!