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Messages - generalcrusher

#1
I am really glad that this mod is not abandoned. I hate when my colonists get shot around corners and I cant wait to try the new version out!   :D
#2
General Discussion / Re: AI Persona Cores
November 13, 2014, 04:17:34 PM
You can implant it into someones brain to make them insta learn some skills
#3
Outdated / Re: Futter Mod [Alpha 7]
November 10, 2014, 12:52:16 PM
Quote from: harpo99999 on November 10, 2014, 05:00:15 AM
had an issue where the carrots (on ONE hydroponic table) produced so much food in a couple of game days, the three (total 4 colonists) poor farmers were spending all their time harvesting and planting ONE table out of the 10 and 4 large outdoor grow zones till I changed the crop of the carrot table to strawberries.
you might want to check the grow time for the carrots as they seemed to be maturing almost as soon as they were planted
Now fixed. Thanks for telling me.
#4
Outdated / Re: Futter Mod [Alpha 7]
November 10, 2014, 11:57:28 AM
Quote from: MisterLock on November 10, 2014, 07:34:34 AM
Any chance of you making this compatible with T's mod?Pretty sure it adds more food to and I want to try this out but compatibility issues ya know?Don't wanna risk.
There should be no compatibility issues, but the foods of "T's mod" would probably be overpowered, as they would probably grow much quicker than the plants of my mod.
#5
Outdated / Re: Futter Mod [Alpha 7]
November 10, 2014, 05:33:38 AM
Quote from: harpo99999 on November 10, 2014, 05:00:15 AM
had an issue where the carrots (on ONE hydroponic table) produced so much food in a couple of game days, the three (total 4 colonists) poor farmers were spending all their time harvesting and planting ONE table out of the 10 and 4 large outdoor grow zones till I changed the crop of the carrot table to strawberries.
you might want to check the grow time for the carrots as they seemed to be maturing almost as soon as they were planted
Thanks for telling me. Gonna look into that and update accordingly.
#6
Outdated / [Mod] Futter [Alpha 7] Meals Update
November 09, 2014, 01:47:43 PM
 This mod adds 15 new foods to grow and harvest.
All of the food plants now take considerably longer to grow, but also yield considerably more food.
Growing time is 1/4 of real growing time.
The longer the plant takes to grow, the more food it will yield. (Obligatory solution until I have figured the meal recipies out)
The goal of the mod is to provide a more realistic and more difficult food situation.
   Foods added so far:

       
  • Blueberries
  • Beans
  • Broccolie
  • Strawberries
  • Barley
  • Cucumbers
  • Carrots
  • Potatoes
  • Cabbages
  • Corn
  • Rye
  • Lettuce
  • Celery
  • Tomatoes
  • Wheat
  • Onions
Unfortunately I'm not an artist, so the textures for the Foods are just obligatory placeholders. (Im working on the textures for the plants tho)


Changelog:
Version 0.2

       
  • Instead of simple meal order, added salad, meat, and vegetarian meal order. (food stove cooking orders)
  • salad can only be cooked out of lettuce, tomatoes, cucumbers, and paprika for balancing reasons. (lettuce and cucumbers grow so quickly that it would be the ideal food to grow)
  • all 3 new cooking orders produce a simple meal
  • fine and lawish meal tweaked so that they require more food
  • nutrient paste meal nerfed (now -12 bad thought when eating and can stack up to 5 times) to encourage cooking, and to balance out lettuce and cucumbers.


Planned Features:

       
  • Better Meals to Balance out the food.(Done!)
  • Better Traders to make it possible to grow food as a main source of income
  • Better Textures for plants and foods
  • More Foods
  • Realistic nutritional values for the foods
  • Add wild plants

[attachment deleted by admin: too old]
#7
Very nice tool indeed :) cant wait to see some texture packs...
#8
Help / Re: Meat defs
November 04, 2014, 03:26:27 PM
thanks to all of you :D now things are a lot clearer to me
#9
Help / Meat defs
November 04, 2014, 01:20:32 PM
Could someone tell me where the defs for the different kinds of raw meat are located?
#10
Help / Re: fertilityFactorGrowthRate
October 30, 2014, 11:09:35 AM
Thanks  :)
I have one more question.
Is there any way to configure what the plants grow on? So for example, is there a way to make a modded plant that grows on sand instead of soil?
#11
Help / fertilityFactorGrowthRate
October 30, 2014, 09:22:11 AM
So I have one question. What is the fertility factor growth rate modifier for? (in the plants_cultivated.xml)
I understand what growth per 20k ticks is, but I dont know exactly what this does. Thanks in advance.
#12
Video / Re: Lets Play Alpha 7 - Just for fun [FINISHED]
October 26, 2014, 04:06:11 PM
Nice I'm from austria too. In welchem bundesland wohnst du?
#13
Why is this incompatible with the EdB Interface UI Mod?
#14
Are you from austria?  :D
#15
General Discussion / Re: Do you build the ship?
October 25, 2014, 05:12:59 PM
I think it would be cool if you could choose to start a new colony elsewhere, with all the colonists you have rescued, and all the gear that they had.