Mods / Pipeleaf
Author: Fiacre
Side: Both
Created: Sep 24th 2023 at 12:11 AM
Last modified: Nov 8th at 3:02 AM
Downloads: 92500
Follow Unfollow 802
Recommended download (for Vintage Story 1.21.0, 1.21.1 and 1.21.2 - 1.21.5):
pipeleaf_2.4.1.zip
1-click install
V2 Is Out! Wearable Pipes! New mechanics! New Matches and Lighter items!
Craft customizable smoking pipe shapes and wear them in the Face slot. 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!
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: Herbs and Spices* mod for access to more smokable herbs.
To use pipes:
- Equip in face slot
- Load shag into pipe with shift-RMB (must have 3 to load)
- Light pipe with Match item or craft a new lighter (check handnook for recipes) by selecting in hotbar and holding down RMB for at least 2 seconds.
- Smoke pipe by holding down the Smoking hotkey (default R). If effect cooldown is ready, effects are applied.
- If not smoked, pipe may go out and need to be relit. Once all shag has been burned in pipe it must be reloaded and relit.
Check the pipe tooltips for detailed information.
A pipe can be cleared and reset if dropped in water.
* Herbs and Spices has been out of date for a while, fingers crossed on an update.
| Mod Version | Mod Identifier | For Game version | Downloads | Released | Changelog | Download | 1-click mod install* |
|---|---|---|---|---|---|---|---|
| 2.4.1 | pipeleaf | 7237 | Nov 8th at 3:02 AM | pipeleaf_2.4.1.zip | 1-click install | ||
|
- Fix bug that spawned smoke particles even when the pipe wasn't lit | |||||||
| 2.4.0 | pipeleaf | 1526 | Nov 4th at 10:38 PM | pipeleaf_2.4.0.zip | 1-click install | ||
| |||||||
| 2.3.0 | pipeleaf | 12678 | Oct 2nd at 11:32 PM | pipeleaf_2.3.0.zip | 1-click install | ||
| |||||||
| 2.2.0 | pipeleaf | 3034 | Sep 29th at 4:13 AM | pipeleaf_2.2.0.zip | 1-click install | ||
| |||||||
| 2.1.0 | pipeleaf | 2182 | Sep 24th at 5:01 PM | pipeleaf_2.1.0.zip | 1-click install | ||
|
Mostly just particle tweaks. | |||||||
| 2.0.0 | pipeleaf | 1065 | Sep 22nd at 6:37 PM | pipeleaf_2.0.0.zip | 1-click install | ||
|
Here it is folks: WEARABLE PIPES!
To use:
Check the pipe tooltips for detailed information. A pipe can be cleared and reset if dropped in water.
Enjoy! Let me know if there are any compatibility issues with the previous version. It worked fine for me in some old saves but a lot changed under the hood. | |||||||
| 1.11.0 | pipeleaf | 7750 | Aug 18th at 5:02 AM | pipeleaf_1.11.0.zip | 1-click install | ||
| |||||||
| 1.10.0 | pipeleaf | 29378 | Jan 18th at 11:52 PM | pipeleaf_1.10.0.zip | 1-click install | ||
|
1.20 compatibility release plus more!
| |||||||
| 1.9.0 | pipeleaf | 1286 | Dec 30th 2024 at 4:08 AM | pipeleaf_1.9.0.zip | 1-click install | ||
|
Back for some overdue bugfixes and things. Will look into updating for the 1.20 version after this release.
| |||||||
| 1.8.0 | pipeleaf | 8730 | Jun 27th 2024 at 11:07 PM | pipeleaf_1.8.0.zip | 1-click install | ||
| |||||||
| 1.7.0 | pipeleaf | 1157 | Jun 16th 2024 at 4:49 AM | pipeleaf_1.7.0.zip | 1-click install | ||
| |||||||
| 1.6.0 | pipeleaf | 5663 | Apr 23rd 2024 at 4:00 AM | pipeleaf_1.6.0.zip | 1-click install | ||
| |||||||
| 1.5.1 | pipeleaf | 946 | Feb 28th 2024 at 4:24 AM | pipeleaf_1.5.1.zip | 1-click install | ||
|
No really, catmint is curable. | |||||||
| 1.5.0 | pipeleaf | 2505 | Feb 24th 2024 at 9:50 PM | pipeleaf_1.5.0.zip | 1-click install | ||
|
Small follow up tweaks:
| |||||||
| 1.4.0 | pipeleaf | 1097 | Feb 16th 2024 at 6:33 AM | pipeleaf_1.4.0.zip | 1-click install | ||
|
Finally! v 1.4.0!
Overview: Discover and grow your own cultivatable Pipeleaf crop to produce Pipeleaf Shag. Pipeleaf Shag can be used as a base to make blends of two herbs. Blends allow you to combine some of the effects of each herb into one smokable shag. Check the handbook entries for recipes. Other additions:
I haven't tested on 1.18 but it should be functional.
| |||||||
| 1.3.0 | pipeleaf | 3055 | Oct 21st 2023 at 5:15 AM | pipeleaf_1.3.0.zip | 1-click install | ||
| |||||||
| 1.2.2 | pipeleaf | 1314 | Oct 6th 2023 at 3:24 AM | pipeleaf_1.2.2.zip | 1-click install | ||
|
- Fix effect reset timers. | |||||||
| 1.2.1 | pipeleaf | 453 | Oct 4th 2023 at 5:00 PM | pipeleaf_1.2.1.zip | 1-click install | ||
|
Fixed compatibility issues, tested with:
Added support weaversweed buds to be processed into shag. yw Barjuh. I changed the modid to be all lowercase, I hope that doesn't mess with anything. | |||||||
| 1.2.0 | PipeLeaf | 599 | Sep 28th 2023 at 4:46 AM | PipeLeaf_1.2.0.zip | 1-click install | ||
|
New smokable item recipe change introduce! You must now fire-cure in a firepit and grind your herbs and flowers to make them smokable shag. Different plants now have some different effects. Will expand on this in the future. Vanilla cornflower, goldenpoppy and orangemallow are all smokable. Herbs from Wildcraft can also be processed into shag but the list of available herbs has been narrowed down to be realistic. Long term use debuff effect in place and should be working. You will lose some max health if you smoke too many times (>20% of all hours in a 24 hour lookback window). Debuff dissipates after one IRL play hour. Removed Wildcraft dependency as you can now use limited vanilla flowers. For modders, I made the effects of smoking configurable similar to the potion system in the Alchemy mod. I've borrowed heavily from Alchemy and Wildcraft so thanks be to them! I hope you're enjoying this project. I go back to work next week so may not have much time for more updates after that. Cheers! | |||||||
| 1.1.0 | PipeLeaf | 448 | Sep 26th 2023 at 12:36 AM | PipeLeaf_1.1.0.zip | 1-click install | ||
|
Various minor improvements:
Upcoming:
Known bugs:
| |||||||
| 1.0.0 | PipeLeaf | 390 | Sep 24th 2023 at 1:48 AM | PipeLeaf_1.0.0.zip | 1-click install | ||
|
Initial stable release. | |||||||
247 Comments (oldest first | newest first)
Avatarious Naw I probably won't do that. I'm fine with it taking up the face slot.
mortember There are some subtle sounds, but.. pipe smoking doesn't really sound like anything. The lighter makes a little striking sound. Maybe try that one.
is there supposed to be no sound effects or is it just not working for me? :(
Is there any way to give this its own unique slot?
could it be possible to maybe have one of the traders have shag available to buy maybe some belnds or just the plain pipeleaf. it got me most the way through a rough winter and running low.it would be nice to possibly get some from the lux trader lets say.
Fiacre
Posted the log that showed up 99,930 times.
would it ever be possible to have the pipe show on the screen? on some rv there yet shit
LilianaXolkiyr Yikes! You can put it in the issue tracker on the github page, or even just drop it in the comments here and I can take a look.
Do you happen to have a place where error logs can be placed? Server I'm helping with just got roughly 99,930 Object Reference not set to an item errors in the span of about 4 minutes relating to the ItemLighter.
I wish there were config for this. I run a server and sometimes my players want to use their smokes for 'recreation'. The intoxication shags plus the Slowtox mod make for a fun mix allowing folks to get high... however this latest version throttles how offen you can get effects from puffing. Even if things don't numerically stack, the intoxication effect is what we desire.
Bonnieshroom I intent to add some as special trader buys. If vanilla doesn't have the scales then ya it can't be crafted.
I figure the Uranium lighter is a joke/admin aquired item only since you cant make uranium scales
But how do you get the cupronickel lighter? is it also unobtainable by normal means?
MetallicGal The Herbs and Spices is what has the expanded set of smokable/blendable herbs. However it's been out of date for a while now and doesn't spawn anything (for me at least).. I hope they update it soon. There's a "temp fix" fork mod out there for it but I have not tried it.
For vanilla, look for Cornflower, Goldenpoppy, Catmint, and Orangemallow.
what Wildcraft mod should i use ther is alot
I am using biomes! I will try that debug command the next time i venture out and let you know what I find...
SpacedInvader Are you using the Biomes mod? They may be a compatibility issue with that mod although the author says they added compatibility patch for me a while ago. You could run ".debug find pipeleaf" now and then while running around just for sanities sake to see if the block exists anywhere. Alternatively, the agri traders sell the seeds I believe. I will be taking a second look at the trader inventory stuff I did to do some fine tuning soon. Let me know if you are using Biomes though. I can take a pass at play testing that. Do you ever find Treeheath for making briar pipes in the tropical climates?
going on 100 hours in my game in tropical climate and no pipeleaf yet. i'm starting to consider cheating but i REALLY don't want to.
HaMeRoN Do let me know if my recent changes eliaviate your server issues. I removed the debug logging and I also throttled the server ticking on updateburn.
_Spy_ I'll take a look at the flower picking mod when I get a chance but its low priority. Thanks for raising the flag. Also, the soaked briar burl is best dried in open air but it does take like a week in game. I reduced the time by a bit in the latest release but its meant to take a long time for realism's sake.
Also, for everyone else looking for the Pipeleaf plant in the wild, yes it is only available in tropical climates. I have found it while testing but I've never made it that far south myself in survival. It's supposed to be hard to get and I wanted it to encourage trade in multiplayer servers. HOWEVER, you can buy the seeds from agri traders and they do show up in tree hollows.
VulcanNV Good question. I know the vanilla crops still drop seeds when dead, though this is kinda a break with realism imo. I'll take a look at how it works as see what I think.
Ok! Put out a new version today:
- disabled lazy debug messages (sorry!)
- increase time it takes for pipe to go out by a bit
- puff away, yw!
- and server tick throttling, hopefully cleans up load on multiplayer
Any chance we could expose the config? I'd love to be able to change how often the smoke comes out when puffing, or how frequently the effects are applied. I'd love the ability to change how long before a pipe goes out.
Thanks!
Hi! First of all — thanks for the great mod, we really enjoy it. We’ve hit a performance issue on a dedicated server with 25+ concurrent players.
When players use the smoking pipe, the server console gets flooded with Notification-level logs like:
LitUntil=14930.513955519167,
Remaining=0.3980083345013554,
TotalLit=4.468316653470538,
NextEffectIn=0.45904166769469157s,
Now=14930.115947184666
3.11.2025 01:04:23 [Notification] [PipeDebug:UpdateBurn-Start]
LitUntil=14930.513955519167,
Remaining=0.38959166783388355,
TotalLit=4.47676665344261,
NextEffectIn=0.4506250010272197s,
Now=14930.124363851333
When several players smoke at the same time, the tick rate drops noticeably. It looks related to frequent checks and logging.
**Requests/Suggestions:**
1) Disable this debug output by default or move it to Debug/Verbose instead of Notification, and add a config switch to enable it:
- `PipeDebugLogging: false`
2) Reduce the burn/update check frequency by at least 2× (or add debounce/throttling, e.g. `PipeUpdateIntervalMs: ***`).
Happy to test a fix/pre-release on our live server and provide feedback. Thanks!
My server console is being constantly spammed with debug messages. Can you disable them?
2.11.2025 19:41:52 [Server Notification] [PipeDebug:UpdateBurn-Start]
LitUntil=146860.79270231433,
Remaining=0.21405332704307511,
TotalLit=3.1537533518567216,
NextEffectIn=0.23903332717600279s,
Now=146860.57864898728
2.11.2025 19:41:53 [Server Notification] [PipeDebug:UpdateBurn-Start]
LitUntil=146860.79270231433,
Remaining=0.20621999364811927,
TotalLit=3.1604733519488946,
NextEffectIn=0.23119999378104694s,
Now=146860.58648232068
Alo Fiacre, two things, the burl obtaining mechanic seems to conflict with Pick the flowers mod (where the mod makes it so you can right click flowers to pick them up, but also break them normally) However with the mod installed tree hath does not drop burls when broken with a shovel
the other thing, what container is the burl sopussed to be dried on ? I've left it in the open, in reed baskets outside, inside, on the ground inside and outside, and it just doesn't dry anywhere at any reasonable rate.
Holding the smoke key seems to consume the shag, but no smoke is happening or effects beign applied and it doesnt change from "effect ready now". is there some other animation that is supposed to happen as well?
Edit: Ok nevermind, the R button was bound to something else that was interfering. I notice the big cloud only happens when effect is ready. any chance it could happen when its not ready too just so we can do big puffs visually between effects?
I started my game in a tropical climate and never saw a single pipeleaf plant there either.
I tend to only find pipe leaf in tropical/jungle areas. so its a warmer climate plant for sure. makes it hard for temperate starts which is the "default".
Been playing for 50+ hours and yet to see any pipeleaf anywhere. Just me and my friends running around with pipes and not a morsal to smoke. In a temparate climate, too. Is this incompatible with biomes mod, maybe?
when i learn to mod vs im adding the funny plant to this so fast (or maybe just a stand alone that's compatable?)
Would you be interested in being commissioned for a variant of this mod that does cigarettes instead of pipes? If so please add me on discord @cherrydonuts
Fiacre I had my bind set on mouse 5 and it wasn't working
when the pipeleaf dies from cold is it not supposed to drop seed?im playing in a server using 1.11.0
bloody666guts Are you seeing the small smoke particles coming out when you hold down the hotkey?
Unh0lyPriest Hah, I guess you can't. Although bismuth scales technically exist in the game I don't think they are craftable. Same for brass scales actually. So you can only craft that lighter by using creative mode to get the scales.
How the hell do I smoke this thing? I'm using the keybing, I've got at least 3 shag in my pipe, and it's lit. I feel like no matter how long I hold down the smoke button for I never actually get the effect... What am I doing wrong here?
I just wanted to ask, is the bismuth pipe lighter possible to make? I can't seem to make the bismuth scales for it, as when I have bismuth ingots/plates the only option is to make a pipe stem. Scales don't seem to appear as an option. Sorry if I'm missing something!
DragonLord42 That is probably a shag from the Wildcraft: Herbs and Spices mod which is currently not working. In vanilla we have Catmint, Cornflower, GoldenPoppy, Orangemallow and Marjoram.
I don't know if this is a bug or not, but there does not apear to be a plant for Sage shag
AlyssiaMadameJojo You're gunna gunk up those beautiful briar pipes with that resinous weed or yours. I'll look into it.
I second what Alyssia said!! Would be great!
Bunga_FPG It should be safe on a server but I've never tested it specifically for that. I'm pretty sure other ppl have been using it on servers.
Nubbs I'll look into how to set up a config file. There might a be a few things worth throwing in there.
Chumber I may have been sloppy removing my debugging stuff. I'll take a look and make sure to comment everything out in the next release.
Digger_Joe & Clausemonaut You can keep smoking (and producing particles) as long as the pipe is lit but you only get the big puff when the effect triggers. I kind of like that as a signal of the effect. But I was thinking of making the normal smoking particles more dynamic. Some bigger puffs thrown it and such. I'll play with it. (wonder if theres a way to simulate smoke rings..)
stzys Haha thats a funny idea. I hadn't thought that the material might have an effect or that different pipes might have special effects. I'm going to keep my eye's open for new effects to add that make sense. Let me know if anything comes to mind. The body temp and the temporal stability buffs have been really fun to play with. Not totally sure hunger rate buff is even working tbh.
Using lead pipes or lighters should slightly decrease sanity lol. Maybe a super rare material could give you niche buffs. love the mod btw.
i wanna also agree with Digger_Joe. Being able to just puff and blow would be cool. ALSO do you think you could make it so the lighter can craft Lit matches from unlit ones??
Is there a way to turn off the debug output? My server console is absolutely flooded with debug
Fiacre Hey, I love the mod so far!
Have you considered making the effect timer configurable? Also, as an aside: I would love for the ability to draw and blow smoke despite not having the effect ready, and just not recieve the buff. Taking a single drag every 60s is a little slow for activly smoking imo.
Loving the progress of the mod thus far and hope for more(keeping the lighter as a firestarter has been a lifesaver).
Big fan of the mod! Thanks for letting us enjoy it. I have a question. Will you be adding any configs? We run a hardcore server and one of the mods is https://news.kalataka.ru/firestarters and we noticed that your matches and lighter being able to light fires is negating this mod and the challenge it provides. But dang it we are potheads who want this mod lol. If sometime in the future we can either toggle the ability to light fires with the lighter/matches, or a compatibilty patch would be awesome. Until then this mod will be greatly enjoyed on our single player worlds :) Cheers
Is this mod safe to run on a server? I remember it having issues with temporal stability. P.S. thank you for this wonderful mod. I love the new 2.0!
Clausemonaut Yes, but you have to "dig" it up. Break with shovel. It used to be in the handbook guide. Might have inadvertently removed it recently. I'll double check.
edit: ya its not explicitly stated in the handbook, but it you backtrack from the "raw briar burl" page you can see that it comes from breaking Treetheath with a shovel.
so is there a possibility of a briar dropping just from breaking tree heath? The guide isnt very clear on how to get a briar.
thx!
purple8cloud Latest verstion 2.2.0 does just that. Works with SHIFT-RMB.
can u make pipe lighter to lit things up like torch?
Gah, there's bugs in the lit/unlit/total-lit logic. Result: Infinite bowl! You're welcome, but I'll be patching tonight most likely.
El_Neuman Thank you! I'm happy you like it. ITs been fun to work on but I've been "play testing" way to much this past month...
Omg, that's so immersive and comfortable mod!!
Thank you very much!))
Egil_Raud Ya apparently. Haha, I'll add the text to the main mod description.
I thought I also had similar explainations in the handbook page. I'll have to double check what I wrote.
ToxicJuju You're not blind, it's unfortunately not explained here or in the handbook anywhere. There's a new hotkey specifically for smoking the pipe once it's packed and lit - I think the default is "R", but that was already bound for me, so I changed it xD
The new pipeline:
- Put pipe in mouth slot (unfortunately this means you can't wear any other masks while using it 😞)
- Put at least 3 prepared shag in your hotbar and crouch + right click with it to load the pipe
- Use the lighter or match(es) item until you get the notification that the pipe has been lit
- Then you can click and hold the hotkey to smoke
EDIT: Forgot to say: you can visually puff as much as you want (for RP reasons I assume), but you can only get the effects every few seconds, I'm not sure how many. Your pipe can also sometimes go out between puffs, so if you're sucking that shit down and not getting any effects, open your character menu with C and hover over the pipe to see if it's gone out
Are there instructions anywhere on how to use the pipe? I'm a bit blind or maybe I'm not understanding something. I see no way to interact with it once its "lit" in your mouth.
Fiacre I'm happy to hear it! The lighter model turned out especially lovely IMO, so I look forward to maybe making it a staple on my hotbar someday! :D
blueblynd Glad you like it! I'm really happy how it turned out. I did have that thought while I was play testing about using lighters/matches to light fires. It makes too much sense not to do. I'll look into it.
Extremely cool update! Would it be possible to make it to where the new lighter and matches can work as regular firestarters too, not just to light the pipe? I'd really love to dedicate an inventory slot to just a single fire-starting item that I can use for everything, especially since the new models are so cool
EDIT: also the "slow down cowboy" message surprised a laugh out of me, love that xDD
Tisma You're right! It is kinda wonky. I just played around with it and make some improvements. I'll have an update up later tonight. Thanks!
Hey ! Thanks for your work Fiacre ! I love this new update !
Found a bug with particule axis ! I post it on github Bug tracker !
Alexstien You have to select the shag you want to smoke in the hotbar (main hand) and this shift right click. You should see the stack decrement by -3. Also, read the release notes as well as the handbook pages. The entire mechanic has changed.
having trouble getting the leaf in the pipe and smoking it, when i hold right click it just equips the pipe on my face slot (where glasses would go)
EyangKodok Yes, but the problem will be that treeheath plants used to make the briar bowl will only spawn in new chunks. Same goes for the Pipeleaf plant itself. I think there's a way to force chunks to reload and thus getting the new plants to spawn, but I've never tried it myself.
Can this be added mid game?
RASpootn I just confirmed this yesterday while testing, the actual pipeleaf plants that can be harvested for seeds are found in rain forest type biomes. Similar to where you would find pineapple and cassava. But you can also find the seeds at agri traders as well as in tree hollows if you're using the Primitive Survival mod. FYI, the Treeheath spawn (where you get the briar burl) is currently broken due to recent vanilla changes but I'll have a big update hopeful by next week. Just doing some playtesting and finishing touches this week.
Does anyone know exactly where you can find the pipe-leaf plants? do they come in ruins or do you have to find them in the wild?
Exciting! This mod is an esoteric addition but I really enjoy it. We will be awaiting patiently but eagerly.
Birnenbombe Yup, been playing a solo world trying to see what might be broken. Seems the treeheath doesn't spawn anymore because they moved the files around in worldgen. Probably another week and I'll have a patch for the update.
Spiridon It will be more tropical places where you might find stuff like Cassava and Pineapple. Alternatively, some traders sell the seeds and I think they can be found in tree hollows sometimes.
Are there any plans on updating this to 1.21 stable ?
where can i find pieleafs? i search my map but idk in what biome should i search
Fefa Oh I'll take a look at their source code and see what I can glean. Thanks!
wael6 I did work on that a while ago but ran into some problems. Don't remember what. I'll give it another try.
YokieWartooth I'll take a look for sure.
wael6 Usually herbs or tobacco is not ground but cut into fine strips for smoking in pipes. But for gameplay purpouse if cutting is not available, grinding could be an option at least.
Any plans to make a patch for https://news.kalataka.ru/foodshelves to store the various plants in things like ceiling jars, baskets, etc?
would be nice if you added compat to ancient tools so you need to use a pestle and mortar to grind the plants
maybe a workaround for the pipe as wereable and tool could be like another mod that adds Quivers and stuff, you wear em as cloth and press a key to move it toy our hand and use, press the key again to wear it back
Finally got around to looking at the mod again! I really haven't been playing many games this year specially not ones as time consuming as VS so sorry for the abandonment! It's still fun the work on so I will be around.
I think I addressed the Pipeleaf crop growth issue but I didn't figure out what the actually problem was so its an iffy solution. I modified the cold limit slightly and it appeared to me to fix the warnings. I tested it by planting seeds in June and skipping ahead month by month and I was able to grow so fingers crossed.
I do still really like the idea of equipping the pipes so you can walk around smoking and stuff. But, like I said before, after a few hours of poking around, it did feel like a bit of an overhaul to get it to work. I can't think of anything else in the game that works like that: that is both equippable like clothing and usable like a tool. I'll have to give it some more thought when I have the time. If anyone is interested in picking up the mantle send me a message. Maybe we can collaborate or just fork the project and try stuff out.
Enjoy the minor update! Cheers.
(smoking Rattray's Bagpipers Dream this evening)
we need update of this so much....i want to smoke some old tobby i need that in my life...if we can help you somehow please tell us i am good at programing but never created any mods
So... any news? Either on the suggested ideas or on my issue about pipeleaf immediately dying when planted?
Smoking Shagblend Yarrow (Yarrow) seems to crash us, does it for you too?
Hjupii Lots of good ideas, thank you and I'm glad you enjoy it.
Maybe I can just change it to one piece instead of four so a stack last longer?
Single use match sticks could be cool and relatively easy to add.
I stepped in to trying to make a more equippable experience but quickly ran into parts of the code that I found very challenging and I haven't had the time this year to really sit with it. We'll see what the summer brings.
If anyone out there wants to make contributions I'm certainly open to collaboration as I have less time to work on this atm.
- Cheers!
(smoking some Turkish Izmir mixed with 5 brothers burley atm)
Add me as another supporter of the idea of somehow equipping the pipe on your character somewhere.
Also would certainly love if the 4 pieces of shag would last a good bit longer. Gotta have time to enjoy the bowl, ya know. Otherwise I need to farm industrial amounts of the stuff to be able to afford a smoke every now and then.
Another addition that I think would make sense is perhaps matchsticks. Maybe crafted with some sticks and sulfur? Using a torch just feels a little silly, but this isn't a massive gripe for me or anything.
Last possible addition which might be less popular but maybe adding a smithable little pipe multitool could be fun for the people really wishing to rp this stuff of tamping the shag down and cleaning out the pipe from ash.
That's about all. Thank you for the great mod. Really a big fan. Keep up the good work!
Edit: Another cool addition - aromatic tobacco! Say you have some machine to coat your tobacco with honey, brandy, berries, fruit etc.
Why does catmint drive you mad! It has soothing effects in real life and when smoked has a similar effect to antidepressants. Am sad i cant smoke the funky flower without summoning the h o r r o r s. No need to fix tho, Fantastic mod ^-^
Smothing catmint causes the effects of temporal instability, and if that happens to be turned off on the server it seems like it never recovers and you are left with broken enemies for a very very long time. It's hard to say if that's a bug with this mod, or a result of taking instability drugs in a world that isn't supposed to have those effects. But I can confirm that if you smoke catmint on a server without temporal stability enabled, you are gonna have a bad time. What's odd is you get none of the other effects, just the invisible enemies.
Unable to actually grow pipeleaf. It's 66F and whenever I plant the seeds, it immediately says the crop growth is stunted due to the cold and eventually (with Extra Info installed) the growth timer goes into the negatives and it just straight refuses to grow. According to the handbook it should not be outside of its growth range until the temperature drops below 46.4F.
Does smoking catmint shag cause enemies to turn slightly invisible? Or is this a unrelated bug? How long does this effect last?
OK! I'll give some time to equipping a lit pipe somehow. I like the idea. First thought is just in the offhand with some key/mouse combo to smoke it.
Viceroy It basically has the same conditions as the vanilla purple Heather flower. Are you using the Biomes mod? I'm not convinced that integration is working right yet. To be sure you aren't getting any spawns go to the same environments you find Heather and run `.debug find treeheath` to see if you can find any.
I could imagine this mod playing nice with combat overhaul if you stick the lit pipe in one of your head slots :)
What are the conditions for the tree heath to spawn in the world? I juts can not find any for some reason.
Thirded. As an actual pipe smoker, this is the way. Light your pipe and smoke with your hands free.
Would like to second the desire to leave the pipe in me mouth - we just finished our sailboat and it would be an absolutely perfect touch!
Thank you for this absolutely lovely mod one way or another
i have clay and i have the mod installed and i can see the ricipe in the guide but when i try to craft it using clay no pipe bowl or stem in clay menu
Fiacre You're a legend! Thank you for the quick update
RIVVION Hm, no I hadn't thought of it really. I had been thinking about making the pipe stay lit for a few minutes after lighting it once. Maybe then you could put it in offhand slot to keep it in your mouth and smoke. Or just for cosmetic purposes at least use the offhand slot to equip it in you mouth.
Crabb Thanks! I'll try a little testing when I get the chance.
Malikyte I'm not 100% sure how it works but my guess is that the worldgen is resepecting both configs. So i has to be in the named biomes and it has to be the correct climate. I'm wondering if this may cause problems if those two things never match up thus making it impossible to spawn. I'm not sure I know enough about Biomes to say for sure.
Fiacre I'm from the German community "Tal der Zeit". We are currently running on 1.19 with a huge modset and our own server mod.
Our community is German, but most of us also speek english. The server has a heavy focus on economy and civilisation sim.
I have successfully implemented cannabis as smokable shag and blends. And we use custom herbs like "mint" (made from crotons) to regulate tiredness.
Because of OneBedSleeping, not everyone needs to sleep (night will skip if 2/3 of players go to bed).
The tiredness system from Survival Expanded gives a speed boost (walk- and miningspeed) for the ones who sleep and a debuff for the ones who don't.
We use smoking, besides other things, to regulate energy in both directions, so if you don't sleep, you can always smoke mint shag or a sativa weed.
Or if you log in and have full enery, you can't sleep and need to smoke some camomile first.
At the moment we are even planning to build a drug store in our spawn town, so every seraph has easy access to those features.
We're not ready yet, as mass production of flowery products is quite a challange for our young economy, but we are on it xD
Edit: Feel free to drop by anytime you like, you can find us on the public server list. Ingame you get the invite to the discord server.
Fiacre
Biomes mod already patched this mod based on the Tobacco plant. If you want them to change it you should contact their mod page or on the offfical VS discord.
EDIT: Nevermind iot just looks like they are crediting you for your chanaes as a mod that supports the Biomes mod.
"Does this look right? github.com/TT-Perotti/PipeLeaf/pull/15"
Yeah looks good.
Ahh yes time to smoke alittle Old Toby~
If you'd rather manage the integration on your side, let me know Fiacre
I've added support for this mod directly to Biomes.
Relevant config is
"pipeleaf:crop-pipeleaf-*": { "biorealm": [ "pacific nearctic", "atlantic nearctic", "pacific neotropic", "atlantic neotropic" ], "bioriver": "both" },
and
"*-treeheath-*": { "biorealm": [ "atlantic palearctic", "central palearctic", "eastern afrotropic" ], "bioriver": "both" },
I haven't been able to test properly. If either of those items aren't spawning properly, let me know and I'll fix it in a week or so.
How does this play with modded biomes? Does it draw from a set list of biome names, or is it climate-based? Just wondering since I'm using several of the Floral Zones series of mods.
Hydromancerx
I feel like I've done the right patching but I can't seem to get either Pipeleaf crop or treeheath flower to spawn. Does this look right? https://github.com/TT-Perotti/PipeLeaf/pull/15
Fiacre
it only affects where it spawns. But default anything not on the list will be blocked form spawning.It cuts the whole map into 8 sections. 4 in the nothern hemisphere and 4 in the suothern hemisphere. The temperature, elevation, etc is not changed from what you set it at.For instance the penguin mod sets the penguins all to regions in the soutern hemisphere. And their own specific setting in their mod make them spawn in the cold polar temperatures. Without the biomes mod they could spawn at the north pole too. But with the biomes mod they only spawn at ths south pole.
If you ant an example of a simple plant mod that uses the Biomes mod system check out the Real Grapes mod.
Hydromancerx looks simple enough, I'll see what I can do! Does biomes also effect flowers? In which case I would want to patch the treeheath flower in my mod. *edit: I tried adding the required attributes but I not sure how to test it out. Teleporting around to different biomes and checking for pipeleaf plants didn't yeild any spawn. I'm wondering if the biome conditions are themselves are not compatible with the average temp/rainfall setting I already was using to control spawn. I'll play with it some more, but we'll see.
Screwy Glad you guys like the mod. What server are you on? Maybe I'll drop by. I do like to get feedback in game. I'll take a look at Survival Expanded when I get the chance. Not sure I'd want to integrate such a large mechanic overhaul for this mod, I'd rather integrate with another mod that does the same thing, better to keep things compartmentalized. But the tiredness this does seem intriguing since I had already included that as an effect. Are there any mods ppl use that have implemented any of the Survival Expanded stuff? I'm surprised to see relatively few downloads of it.
Fiacre huge thanks for the quick update! I'm looking forward to update my server soon and your mod was under the most anticipated in my community.
In case you would like to include some further game mechanics into your mod, have you heard of Survival Expanded? It's unfortunately discontinued by now and the Nat shared his code.
The tiredness mechanic in this mod was a perfect match for Pipeleaf. If you could take a look into Nats code, would this be possible to integrate?
Please patch for the biomes mod!
Looks like it is native to ...
"central palearctic",
"eastern palearctic"
If Cannabis
But if based on Tobacco then ...
"pacific nearctic",
"atlantic nearctic",
"pacific neotropic",
"atlantic neotropic"
Thanks in advance!
DontViolateMe Yessir, just released the 1.20 compatibility update. Looks like wildcraft herbs and spices isn't updated yet and so you may find issues with that. Will make an update if need be once that gets an update. Glad you enjoy Pipeleaf, cheers!
Love the mod. Was wanting to add this to my server but it is currently giving errors. Is there going to be a new update? Thanks for the hard work.
Fiacre
Thank you, it works! Sorry for the trouble, can confirm every part of the mod works as intended on 1.19 without issue. Can't speak on 1.2, will look forward to any updates once stable is out.
Cheers, thanks for everything.
Sell Yes those plants should be spawned with worldgen, so when you enter a new chunk. I haven't tested it but the Pipeleaf plant itself is supposed to respawn like other wild crops do as well. I have not had any problems with treeheath myself. One thing you can do to confirm is to run around different chuncks and run '.debug find treeheath' in creative mode to see for sure if none exist or you just have bad luck finding them. The Pipeleaf plant itself can only be found in sorta rain foresty biomes. I just recently added the briar burl items from tree heath into the luxury trader inventory so you should still have access to that and pipeleaf seeds through them fyi.
Cheers, I'm glad you like the mod.
Really love the mod, astounding work. Pipeleaf and Tree Heath are meant to be generated with worldgen, right? I can't seem to get them to spawn no matter how I generate the world, with and without any mods. I'll check again on my end, but I'm not sure why they can't seem to show up. That aside, please keep up the great work on the mod, it's a great idea and a lovely addition to the game.
Cheers,
Thalius Glad you like my mod! There isn't a shag that slows temporal stability loss exactly but there are some that give you back a small bit of stability when you use them. (There are some that do the opposite too so watch out.) I believe blends with sage or thyme both have the positive stability effect. Try it out! The other effect I was curious if people found interesting was the tiredness buff. Some blends, chamomile for instance, make you sleepy and able to go back to bed for a time even during the day. Only really useful in solo play I would say.
Try out the newest version and let me know of any crashes you experience. I'll have an update for the 1.20 rc but I probably won't release til after Anego releases theres.
Cheers.
Fun little mod you've made here!
Is there a shag that could be made to slow temporal stability loss? If it exists, I did not see it on my last play through with this mod. We were also getting some crashing issues and had to remove it from the server it was on. Glad to see you are updating this!
When we were using it, I could not help but chuckle at the thought of folks lighting up before a temporal storm, or miners puffing away during an extended mining expedition down in the depths.
Not desiring anything seriously strong in that manner, just a slight buff to take the edge of temporal drain. A rare, hard to make in large quantities shag that could accomplish this would be a fun feature.
Awesome to hear, thanks for all your arduous efforts. Happy new year!
Brent_Atticus It might work fine for most usages. The one thing I found so far while testing out 1.20rc was that they moved around the files where the trader inventories are stored. I patch those files to get some of the special pipes in the game (also just added raw briar burls to the lux trader). So any items available from the traders will be not be available anymore. I would think the game would still load fine, just those patches would be broken.
I haven't found anything else that needs updating yet in my play testing.
That said, I've already fixed that locally and will be releasing hopefully within a week or so.
I've encountered a couple mods for 1.19 that work pretty much flawlessly with 1.20, this wouldn't -by any stroke of luck- be one of those?
Excited for the snoop dogg x willie nelson collaboration
Added a bunch of fixes and small tweaks. I think I finished the main compatibility issue with 1.20rc.
Wildcraft and herbarium appear to still need updates so a lot of herbs probably won't be available for a while.. I've got a few more small things I want to release, maybe I'll bundle them up into the 1.20 compatibility release.
Coming soon: Blending cured smokables. Now you can pre-blend the cured plants together before grinding to shag.
Murraya I had added support for the weaver weed mod a while ago, not sure its still working though since I don't actually use it.
looking forward to the update!
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.
Please patch for the Biome mod!
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? 🍃
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.
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.
https://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 https://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
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.
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.
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.
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!
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. :)
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! https://news.kalataka.ru/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.
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://news.kalataka.ru/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://news.kalataka.ru/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.
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.
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
@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
