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RimWorld => Releases => Mods => Outdated => Topic started by: alonerhapsody on January 21, 2015, 12:47:49 PM

Title: [MOD](Alpha 8) Vegetarian Mod (0.2) 23/01/2015
Post by: alonerhapsody on January 21, 2015, 12:47:49 PM
Vegetarian Mod

Description:
adding soy, soybean, Soy slurry,2 types of soy milk and tofu...
which can be used as a substitute for meat.

preview
(https://ludeon.com/forums/index.php?action=dlattach;topic=9510.0;attach=6088;image)
(https://ludeon.com/forums/index.php?action=dlattach;topic=9510.0;attach=6091;image)
(https://ludeon.com/forums/index.php?action=dlattach;topic=9510.0;attach=6124;image)
bugs
the tofu cannot be stored in the stockpile.
i don't know hoe to fix this...
fixed
i don't know force the recipe to use only berries.
and how to uses spoiler.

Next
soy milk, berry flavored soy milk and recipe balance. done
more balance?

Author/Mod Team
Alone Rhapsody

Download
http://www.mediafire.com/download/91nfc337o3q3cwz/Vegetarian_Mod_0.2.rar

How to install:
- Unzip the contents and place them in your RimWorld/Mods folder.
- Activate the mod in the mod menu in the game.


[attachment deleted due to age]
Title: Re: [MOD](Alpha 8) Vegetarian Mod (0.1) 21/01/2015
Post by: Epyk on January 21, 2015, 12:56:23 PM
Neat mod.
Title: Re: [MOD](Alpha 8) Vegetarian Mod (0.1) 21/01/2015
Post by: TheSilencedScream on January 21, 2015, 07:13:42 PM
Neat. Hopefully someone can help you with the stockpile problem.
Title: Re: [MOD](Alpha 8) Vegetarian Mod (0.1) 21/01/2015
Post by: olvido on January 21, 2015, 07:33:39 PM
the tofu its a meal or a ingridient to do meals???
Title: Re: [MOD](Alpha 8) Vegetarian Mod (0.1) 21/01/2015
Post by: Ironvos on January 21, 2015, 09:39:10 PM
Nice mod.
To fix your stockpile problem:

You forgot to add

<thingCategories>
    <li>tofu</li>
</thingCategories>

To the tofu section in VegetarianModMeals.xml
Title: Re: [MOD](Alpha 8) Vegetarian Mod (0.1) 21/01/2015
Post by: alonerhapsody on January 23, 2015, 03:22:26 PM
olvido
both he is a food MealAwful nutrition>15 and has a tag rawmeat, so you can use in recipes to substitute meat.

Ironvos
tanks bro...
Title: Re: [MOD](Alpha 8) Vegetarian Mod (0.2) 23/01/2015
Post by: MyNameIsSpyder on January 24, 2015, 01:55:07 AM
Cool mod, but I feel that mods like this with realistic textures don't fit the art style very well...
Title: Re: [MOD](Alpha 8) Vegetarian Mod (0.2) 23/01/2015
Post by: omniessence on January 24, 2015, 05:00:08 PM
It may be a problem on my end as I have alot of mods active but, when I added your mod into the list of what I had, my colonists stopped cooking anything at all on the cooking stove.
Title: Re: [MOD](Alpha 8) Vegetarian Mod (0.2) 23/01/2015
Post by: 7H3LaughingMan on January 24, 2015, 09:22:08 PM
Quote from: omniessence on January 24, 2015, 05:00:08 PM
It may be a problem on my end as I have alot of mods active but, when I added your mod into the list of what I had, my colonists stopped cooking anything at all on the cooking stove.

Well that isn't good, I think it might be the result of the mod overwriting the cook stove. No idea why it does this since it doesn't add anything extra.
Title: Re: [MOD](Alpha 8) Vegetarian Mod (0.2) 23/01/2015
Post by: chaotix14 on January 25, 2015, 06:21:27 AM
Quote from: 7H3LaughingMan on January 24, 2015, 09:22:08 PM
Quote from: omniessence on January 24, 2015, 05:00:08 PM
It may be a problem on my end as I have alot of mods active but, when I added your mod into the list of what I had, my colonists stopped cooking anything at all on the cooking stove.

Well that isn't good, I think it might be the result of the mod overwriting the cook stove. No idea why it does this since it doesn't add anything extra.

Maybe the overwrite of the cook stove is lacking any additional recipes you may have had from other mods, or it somehow doesn't like the existing cook stove. Have you tried placing a fresh new cook stove after the addition of this mod to see if that fixes the problem, or perhaps started a new colony to see if that may solve it?
Title: Re: [MOD](Alpha 8) Vegetarian Mod (0.2) 23/01/2015
Post by: omniessence on January 26, 2015, 05:37:22 AM
Quote from: chaotix14 on January 25, 2015, 06:21:27 AM
Quote from: 7H3LaughingMan on January 24, 2015, 09:22:08 PM
Quote from: omniessence on January 24, 2015, 05:00:08 PM
It may be a problem on my end as I have alot of mods active but, when I added your mod into the list of what I had, my colonists stopped cooking anything at all on the cooking stove.

Well that isn't good, I think it might be the result of the mod overwriting the cook stove. No idea why it does this since it doesn't add anything extra.

Maybe the overwrite of the cook stove is lacking any additional recipes you may have had from other mods, or it somehow doesn't like the existing cook stove. Have you tried placing a fresh new cook stove after the addition of this mod to see if that fixes the problem, or perhaps started a new colony to see if that may solve it?

For now I have turned off the mod, I'll try in in my next colony and see how it goes.
Title: Re: [MOD](Alpha 8) Vegetarian Mod (0.2) 23/01/2015
Post by: Tebor on January 28, 2015, 02:36:35 AM
Made a fresh install of the Game, then put just this mod in, created a  world and started a new colony.
Sadly it yielded the same result, nobody would use the cooking stove until i deactivated the mod. :(

Edit: Did some more testing and found out, that Pawns have no problem cooking [Simple Meals], with tofu or any other raw cooking ingredient, on the Hobo Stove (https://ludeon.com/forums/index.php?topic=7885), maybe have a look at that.
Title: Re: [MOD](Alpha 8) Vegetarian Mod (0.2) 23/01/2015
Post by: wyattray on January 28, 2015, 11:38:09 AM
Same cook stove doesn't function properly. Sucks I really like the idea of the mod.
Title: Re: [MOD](Alpha 8) Vegetarian Mod (0.2) 23/01/2015
Post by: Avtomatik on January 28, 2015, 12:06:08 PM
vegetarian trait?
Title: Re: [MOD](Alpha 8) Vegetarian Mod (0.2) 23/01/2015
Post by: RedTheHusky on February 05, 2015, 05:04:16 AM
The mode overrides the cooking stove
In the vegetarion mode WorkGiverDefs
Quote<defName>DoBillsCook</defName>
    <giverClass>WorkGiver_DoBill</giverClass>
    <workType>Cooking</workType>
    <priorityInType>100</priorityInType>
    <singleBillGiverDef>soyprocessor</singleBillGiverDef>
    <verb>cook</verb>
    <gerund>cooking</gerund>
    <requiredActivities>
      <li>Manipulation</li>
    </requiredActivities>
  </WorkGiverDef>-->
And in the game core WorkGiverDefs
Quote
<WorkGiverDef>
    <defName>DoBillsCook</defName>
    <giverClass>WorkGiver_DoBill</giverClass>
    <workType>Cooking</workType>
    <priorityInType>100</priorityInType>
    <singleBillGiverDef>CookStove</singleBillGiverDef>
    <verb>cook</verb>
    <gerund>cooking</gerund>
    <requiredActivities>
      <li>Manipulation</li>
    </requiredActivities>
  </WorkGiverDef>
When you have multiple mods, if two mods uses the same defName, the last one will override it.
Thats why when making mods is best to rename defName in such a way that the possibility that another mod dosent override it

The Hobo Stove mod works because
Quote<WorkGiverDef>

<defName>DoBillsHoboStove</defName>

<giverClass>WorkGiver_DoBill</giverClass>

<workType>Cooking</workType>

<priorityInType>10</priorityInType>

<singleBillGiverDef>hobostove</singleBillGiverDef>

<verb>cook</verb>

<gerund>cooking</gerund>

</WorkGiverDef>

</WorkGivers>
It has it's own defName, thats why it works. If you had another mod that had <defName>DoBillsHoboStove</defName>, it would override it if it was loaded last.

Just rename the mod defName and the problem is fixed