Custom spore syringes now work in mushroom spawn stations built after the mix was synthesized, not just stations that were already placed
The mushroom spawn station no longer carries a previous save's custom syringes into the next one
Custom coca leaves can be put in any cauldron, including cauldrons built after the mix was synthesized
Custom coca leaves can be dried on a drying rack, and botanists will load them into one
Fixed a game bug that hid the Clear button on a chemistry station's recipe field, which left a station stuck on whichever recipe it already had. Picking the station up and placing it again is no longer necessary to switch to a custom recipe
Version 2.0.0
Custom seeds are no longer weed only: synthesize custom shroom syringes, coca seeds and pseudo (meth) from your discovered mixes
New supplier hooks for each drug: Albert (weed), Phil (shrooms), Salvador (coca) and Shirley (pseudo)
Custom seed quests load and save for the new drug types
Albert's chat option is now "Synthesize Weed" to match the other suppliers
Supplier stashes show a status line while open: units and cash against the requirement, plus warnings for a wrong drug type, more than one mix, a base strain, or a mix that has already been synthesized
Packaged product counts correctly in every stash (baggie 1, jar 5, brick 20) and the right number of packages is taken
Fixed supplier stashes sometimes not reacting when closed after loading a save
Botanists can use custom seeds when a pot's seed is set to "Any", and custom seeds no longer show twice in the pot menu
Custom seed prices are calculated from the mix's additives plus the base strain's seed price
Added a custom icon for coca seeds
Custom icon generation
Cooking in progress (cauldron and chemistry stations) now survives saving and loading
Multiplayer: custom items, quests and cooking state now sync to joining clients for all drug types
Multiplayer: fixed several bugs where items arrived before their definitions and were lost on clients
Save file structure changed to store the drug type with each mix. Existing 1.x saves are migrated automatically
Added DebugLogging as a MelonPreferences setting for verbose logging to assist with debugging errors and bugs
Version 1.1.2
Updated AssetBundle loader to cache the bundle to prevent bundles not loading on game boot
Lumahex updated the mod to work with version 0.4.6f13
Updated price calculation for custom seeds to be more fair and balanced
Updated save file structure to support the addition of future drugs
Version 1.1.1
Fixed bug where createseed method crashes when trying to update delivery list
Version 1.1.0
Multiplayer!
Seed icons appear in the product manager app to show what seeds have already been synthesized
Seed quest can be saved and loaded in both singleplayer and multiplayer
Albert not taking weed mixes should be fixed
Can order seeds through the deaddrop menu
Custom seeds can be delivered by albert
Version 1.0.1
Added mod dll's to the zip file.
Version 1.0.0
Albert Hoover will message player about sythesizing seeds if they already have a good enough relationship with him
When player unlocks shop, Albert Hoover will send a message about synthesizing seeds
The syntheszie seed option exists in Albert's text chain that will start the synthesize seed quest
Player can use Alberts Stash to complete the synthesize seed quest
When quest is complete new seeds appear in Alberts Shop, the pot configuration menu, and are available in a deaddrop
Botanist's are able to pickup and use custom seeds
Weed plant color for custom seeds matches the color for the weed mix
Custom seed vials have different color gradients based on the weed mix
Custom seed vial objects appear correctly when planting seeds
Custom seeds are saved with the current save game data and are unique to each save game
Custom Seeds can be loaded when the players game loads no matter where they are stored(players inventory, storage rack, dropbox, weed pot)
Thunderstore development is made possible with ads. Please consider making an exception to your adblock.