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RimWorld => Releases => Mods => Outdated => Topic started by: ToastyBuns on January 05, 2015, 06:45:43 PM

Title: [Mod] (Alpha 8) 'Making Coffee' Mod by Toasty
Post by: ToastyBuns on January 05, 2015, 06:45:43 PM
Coffee Farming!

Have you ever wondered how those hard working crash-ees get up so early in the morning? Well now you know! It's with this coffee mod!

General Coffee Factory setup (i dunno how they got to sleep...):

(http://i1255.photobucket.com/albums/hh637/Crumps/screenshot1_zpsa7230757.png)

Coffee Storage for later usage of said Coffee:

(http://i1255.photobucket.com/albums/hh637/Crumps/screenshot2_zps9d7c70c3.png)

Growing the special ingredient (BTW it's Coffee!):

(http://i1255.photobucket.com/albums/hh637/Crumps/screenshot4_zpsdb72e20d.png)

Taking names and filling mugs

(http://i1255.photobucket.com/albums/hh637/Crumps/screenshot6_zps4976fb7f.png)




Information

Features:
- Consumable Coffee
- Coffee Beans
- Coffee planting
- Coffee machine

Plans:
- Add a Coffee that has caffeine which increases rest but gives bad mood
- More production steps for Coffee

Change Log:
V 1.0 - Released mod


Download links:

        Mega
(http://sevilla.abc.es/mobility/wp-content/uploads/2013/04/Mega.png) (https://mega.co.nz/#!ikdTwQqS!tkTXqiBkzpQFTdJvflF3NUifMWOPbND3RHO1b0Aptts)

[attachment deleted due to age]
Title: Re: [Mod] (Alpha 8) 'Making Coffee' Mod by Toasty
Post by: ToastyBuns on January 05, 2015, 06:47:36 PM
BTW if anyone can tell me how an item can increase rest then tell me and I will put it in this mod :)
Title: Re: [Mod] (Alpha 8) 'Making Coffee' Mod by Toasty
Post by: Iwillbenicetou on January 05, 2015, 06:48:05 PM
Sweet!  8) looks amazing 10/10 would drink coffee again.
Title: Re: [Mod] (Alpha 8) 'Making Coffee' Mod by Toasty
Post by: ctgill on January 05, 2015, 07:43:24 PM
As I sit here drinking coffee looking to continue playing "Mod it til it crashes" seeing this was great. Downloading now. Looks awesome. Thanks.
Title: Re: [Mod] (Alpha 8) 'Making Coffee' Mod by Toasty
Post by: TheSilencedScream on January 05, 2015, 09:36:22 PM
Very unrealistic.

Who gets a negative mood from drinking coffee? ;)
Title: Re: [Mod] (Alpha 8) 'Making Coffee' Mod by Toasty
Post by: Jaxxa on January 05, 2015, 09:55:33 PM
Quote from: TheSilencedScream on January 05, 2015, 09:36:22 PM
Very unrealistic.

Who gets a negative mood from drinking coffee? ;)

What it needs is after initially drinking coffee for a while you get a negative mood when you go without coffee.
Title: Re: [Mod] (Alpha 8) 'Making Coffee' Mod by Toasty
Post by: Khrysanth on January 05, 2015, 11:42:04 PM
Quote from: Jaxxa on January 05, 2015, 09:55:33 PM
Quote from: TheSilencedScream on January 05, 2015, 09:36:22 PM
Very unrealistic.

Who gets a negative mood from drinking coffee? ;)

What it needs is after initially drinking coffee for a while you get a negative mood when you go without coffee.
Addiction and withdrawal effects could be useful (for more than just caffeine).

As for making a coffee production chain, there doesn't really need to be anything beyond what's here for standard coffee... Decaffeinating it would take more, of course.
Title: Re: [Mod] (Alpha 8) 'Making Coffee' Mod by Toasty
Post by: Loki88 on January 06, 2015, 03:34:49 AM
Someone just had to go and make a coffee mod... There's gotta be a way to add some kind of "coffee addiction" so I can make my colonists feel my pain! (I really do love coffee, some days I may have more coffee in my system than blood I swear [sleeping for 3 hours a day might have something to do with it...] )
Title: Re: [Mod] (Alpha 8) 'Making Coffee' Mod by Toasty
Post by: Romi on January 06, 2015, 04:08:14 AM
White night! :D
Title: Re: [Mod] (Alpha 8) 'Making Coffee' Mod by Toasty
Post by: DarknessEyes on January 06, 2015, 10:38:15 AM
Nice, I suggested it few days ago in another thread :D

I dont agree with a bad mood effect.

Other option to the bad mood could be:

* Each unit can only drink coffee one or two times per day (not sure if possible or easy to do).
* Drinking coffee reduces sleep time in 50% (units rest 50% faster)
Title: Re: [Mod] (Alpha 8) 'Making Coffee' Mod by Toasty
Post by: Khrysanth on January 06, 2015, 03:14:51 PM
Some thoughts on how it could work:
Drinking coffee has an immediate effect that makes you less tired, and slows down becoming tired for a period of time (this portion does not stack.)
After that period, the second stage begins (the crash) - You become more tired faster for a period of time. Drinking more coffee during this stage can counter it (but this stage should stack, more coffee means you crash harder.)
Title: Re: [Mod] (Alpha 8) 'Making Coffee' Mod by Toasty
Post by: TheSilencedScream on January 06, 2015, 04:08:26 PM
I should've mentioned this in my original post, but I bet if you'd named it 'Hot Coffee' mod, you'd have about triple the readers. :)
Title: Re: [Mod] (Alpha 8) 'Making Coffee' Mod by Toasty
Post by: Professor Cupcake on January 06, 2015, 06:48:25 PM
Quote from: TheSilencedScream on January 05, 2015, 09:36:22 PM
Very unrealistic.

Who gets a negative mood from drinking coffee? ;)
Everyone?
Just maybe not straight away.
Taking caffeine is essentially just stealing waking hours from the future.
Gotta make up the time somehow.
Title: Re: [Mod] (Alpha 8) 'Making Coffee' Mod by Toasty
Post by: Ramsis on January 12, 2015, 11:57:40 AM
I also must agree that Toasty needs to fix the system where coffee becomes required after a certain period or the negative effect happens.
Title: Re: [Mod] (Alpha 8) 'Making Coffee' Mod by Toasty
Post by: Winter Hermit on January 14, 2015, 08:42:18 AM
Hello ToastyBuns (cool name btw)

I may have found a problem with your mod. You replace the BoBillsCook WorkGiver def file. By replacing this file there is no longer a BoBillsCook for the cook stove and therefore the colonists no longer use the cook stove to make meals.

I would suggest you simply change the def name to BoBillsMakeCoffee, then there shouldn't be a problem anymore.
Title: Re: [Mod] (Alpha 8) 'Making Coffee' Mod by Toasty
Post by: S4NDBE4R on January 14, 2015, 01:11:48 PM
Adding my two cents, you should think about developing a "hot coffee" bill and an "ice coffee" bill. Respectively, hot coffee would need a non-frozen temp to stay unspoiled, while the iced coffee would need the freezer.
Title: Re: [Mod] (Alpha 8) 'Making Coffee' Mod by Toasty
Post by: Evul on January 14, 2015, 03:22:22 PM
This is simple amazing O.O Coffee...

here are 2 mugs to be used with it! ^^

(http://dev.evul.nu/rimworld/misc/cupRW.png)(http://dev.evul.nu/rimworld/misc/cupPA.png)

EDIT: Had the empty mug template laying around ^^
Just cooked them together now ^^
Title: Re: [Mod] (Alpha 8) 'Making Coffee' Mod by Toasty
Post by: StorymasterQ on January 14, 2015, 09:14:20 PM
"Can I get a tall Caramel Mocha Frappuccino with a dash of hazelnut?"
"......Here, have a Coffee."
Title: Re: [Mod] (Alpha 8) 'Making Coffee' Mod by Toasty
Post by: DarknessEyes on January 17, 2015, 01:23:13 PM
When i suggested the mod i was thinking more about:
Planting coffee and then move the grains to expresso machine, but with mugs looks good to.
You just need to add the sleep/resting bonus.


Title: Re: [Mod] (Alpha 8) 'Making Coffee' Mod by Toasty
Post by: ToastyBuns on January 17, 2015, 01:35:03 PM
Yer putting rest bonuses in would be good but I don't have the skill or patience to make this mod decent so if anyone wants to take over / contribute to the mod I will gladly do that.

Plus from what I have seen I think to add those rest bonuses you need to make .dll files :(
Title: Re: [Mod] (Alpha 8) 'Making Coffee' Mod by Toasty
Post by: 123nick on January 19, 2015, 10:15:08 PM
i have noticed a pretty major bug with this mod: when i have this mod installed, my colonist cant craft meals in the cooking stove, nor use the nutrient paste dispenser. when i tried testing my modded rimworld without the coffee mod, my colonist could cook fine, along with using the dispenser.
Title: Re: [Mod] (Alpha 8) 'Making Coffee' Mod by Toasty
Post by: DieselpunkCyborg on January 22, 2015, 07:15:10 AM
As a caffeine addict I like this mod. It would be great if the colonists had a little inventory to store it in, they could drink it on long treks across the map. My colony just failed because it took to long to cross the ludemungous map to kill a crashed ship lol.
Title: Re: [Mod] (Alpha 8) 'Making Coffee' Mod by Toasty
Post by: Legnad on January 27, 2015, 12:10:04 PM
Quote from: 123nick on January 19, 2015, 10:15:08 PM
i have noticed a pretty major bug with this mod: when i have this mod installed, my colonist cant craft meals in the cooking stove, nor use the nutrient paste dispenser. when i tried testing my modded rimworld without the coffee mod, my colonist could cook fine, along with using the dispenser.
+1
Title: Re: [Mod] (Alpha 8) 'Making Coffee' Mod by Toasty
Post by: Sekmeth on February 15, 2015, 10:38:05 AM
Quote from: 123nick on January 19, 2015, 10:15:08 PM
i have noticed a pretty major bug with this mod: when i have this mod installed, my colonist cant craft meals in the cooking stove, nor use the nutrient paste dispenser. when i tried testing my modded rimworld without the coffee mod, my colonist could cook fine, along with using the dispenser.
+1
Same here (https://ludeon.com/forums/index.php?topic=10419.0)