Alpha 13 releases of JuliaEllie's Soylent Green from the Apothecarius (https://ludeon.com/forums/index.php?topic=5450.0).
Alpha 17 :
PhileasFogg's release of Soylent Production:
A more advance version of the mod.
- There aren't Soylent Cola and Soylent Medicine anymore. You can produce "Soylent Blue" (Animal Meat), "Soylent Purple" (Insect Meat), "Soylent Red" (Fruits & Vegetables) and "Soylent Yellow" (Animal Products) instead.
- You need to butcher the corpses (humans, insects and other animals) before you can "transfer" the meat into the corresponding "Soylent Type". So you will have some mood debuff.
- You can only process five pieces of ressource per action. So production time has been gone up quite a lot.
- Additionally "Soylent Products" aren't that OP anymore: one junk of meat / fruit / vegetable will be one piece of Soylent; Nutrition was reduced from 0.15 to 0.05.
- "Soylent Products" will rot eventually. But before they will last very long - even longer than pemmican (50% longer). And if you refrigate them, they will theoretically last forever.
- Research costs have been increased and electricity has been integrated as a research prerequesition.
But I also integrated some simplifications (and so raised the OPness of this mod):
- All "Soylent Products" will stack up to 500 items per tile.
- There is an additional research step: "Advanced Soylent Production". After researching that, you can mass produce all "Soylent Products" (100 pieces instead of five, at a 35% reduced production time). Also you will be able to produce "Survival Meals" out of "Soylent Products" and/or pemmican (at a higher ressource cost than regular "Survival Meal" production).
Download :
Dropbox alpha17 release!! (https://www.dropbox.com/s/lm1xyfi4k0fhbeu/Soylent%20Production.zip?dl=0)
Alpha 16 Release :
Download 16! (https://www.dropbox.com/s/8c0ugcl4n0g17i6/Soylent%20green%20a16.zip?dl=0)
Expanded in alpha 15: Soylent meds and Soylent Cola added!
Download a15!! (https://www.dropbox.com/s/695q0rtws30hmxd/Soylent%20green%20a15.zip?dl=0)
Updated by me for a14.
Steam Link. (http://steamcommunity.com/sharedfiles/filedetails/?id=710511138)
Adds Soylent Green...
Bad thoughts because your colonists are starving or have to eat human meat? Not anymore! Give them Soylent Green made from high energy plankton from our seas. Remember - tuesday is Soylent Green Day!
Soylent Green Research - Research the Soylent Green Machine
Soylent Green Machine - Make Soylent Green from.. well.. People
Soylent Green - acts as raw food. Cook it for best results.
Orignal Mod made by master modder JuliaEllie.
https://ludeon.com/forums/index.php?topic=5450
All credit goes to Julia.
;D Thank you!
Thank you for this.
btw my pawns are eating it raw when there are simple meals available. Could you lower it's uh... preference?
Edit:
Maybe make it DesperateOnly?
Quote from: Truthowl on April 15, 2016, 11:02:09 AM
Thank you for this.
btw my pawns are eating it raw when there are simple meals available. Could you lower it's uh... preference?
Edit:
Maybe make it DesperateOnly?
Hmmm thats weird it's supposed to be set to Raw... lol
Fixed! Dropbox link updated.
HOORAY FOR ACCEPTABLE CANNIBALISM!
Now all we need is a mod that makes bone decorations or effigies...
I actually thought about making a bone carving industry but I couldnt get a hook into the butchering process to make it drop appropiate bones.
GASP SHES BACK
having a problem...What should I use to download this?
Use winRAR or 7zip to extract the files from the .rar archive.
Quote from: Kluge on April 16, 2016, 02:02:29 PM
Use winRAR or 7zip to extract the files from the .rar archive.
Thank you, figured out what I was doing wrong, oddly enough it was VERY close to this.
Quote from: JuliaEllie on April 16, 2016, 12:35:20 PM
I actually thought about making a bone carving industry but I couldnt get a hook into the butchering process to make it drop appropiate bones.
have you tried doing weapon mods? like you could add a meathook weapon, chainsaw, maybe something in the butchers table that allows you to harvest bones to make armor?
Quote from: JuliaEllie on April 16, 2016, 12:35:20 PM
I actually thought about making a bone carving industry but I couldnt get a hook into the butchering process to make it drop appropiate bones.
How about disabling vanilla butchering and making a new butcher recipe?
For 14
[attachment deleted by admin - too old]
Opps!! this has been out on Steam since 14 launch.
The toons now know it's Human...it shows ingredients : Human Corpse
NOOOOOOO i dont think they notice if you cook it?
Quote from: dismar on July 26, 2016, 08:12:50 PM
NOOOOOOO i dont think they notice if you cook it?
yeah if you cook it, it loses its link to human corpse ingredient. But if they eat it raw they know....but seems like the preferencing is still a bit weird. No meals but had corn, strawberries but they decide they want to eat Soylent raw and get a debuff instead :(
well ill look into later. might not be able to fix it tho :(
FIXED! re-download or let steam update and your good again!
My favorite mod 8)
how about the soiling mod, can it be updating at a14 too?
ahh I remember the soiling mod my base was full of shit and all my armor was soiled even the food it took 14 dedicated cleaners about 2 days to clean it all
First of all, thanks for all of the mods you make and maintain.
I really don't want to seem like I am nagging for an update to A15, I am just curious if you plan on doing it. I am a mod Author also and I understand some of the stresses of publishing mods and dealing with the public. I plan on doing a play-through of A15 on you-tube once CCL comes out, and I would like to use Soylent Green because I plan on doing an arctic environment.
BTW I am enjoying the additions to veg garden, thank you.
Quote from: BluemaxDR on August 31, 2016, 04:00:01 AM
First of all, thanks for all of the mods you make and maintain.
I really don't want to seem like I am nagging for an update to A15, I am just curious if you plan on doing it. I am a mod Author also and I understand some of the stresses of publishing mods and dealing with the public. I plan on doing a play-through of A15 on you-tube once CCL comes out, and I would like to use Soylent Green because I plan on doing an arctic environment.
I like how living in the arctic requires you to know how to eat people. ;D
But more to the point: this mod should be fine with just a change in the About.xml reflecting the version change (0.15.1280). I'm running a version of it in my current playthrough (I just spawned the machine in to check).
Have fun in the snow. ;)
Updated and Expanded a bit!
Soylent Cola (joy item) and Soylent Medicine (like herbal).
(http://i.imgur.com/xPsBGDE.png)
Quote from: dismar on August 31, 2016, 11:23:17 PM
Updated and Expanded a bit!
Soylent Cola (joy item) and Soylent Medicine (like herbal).
I can turn ...plankton... in to medicine now?! Science, you go too far!
i haven't tried the a15 update, but i have a question from using this on the a14e version...
Q: is it possible to make the machine work like the vanilla game, when manually setting a cook to "prioritize making soylent green"?
by this i mean vanilla works like this:
1. if you have 1 cook, and 2 cooking crafting stations - one being the stove and the other the butcher table... the vanilla game will always default to the pawn using the stove over the butcher table (if there are available ingredients to cook on the stove)
2. so if you want the cook to work at the butcher table you have to set him to work on it manually by right clicking the butcher table with the pawn selected (or disable all bills at the stove temporarily)
3. the vanilla game has this working so that, instead of only using the butcher table on one animal and then going back to the stove (which is what this mod behavior is set to)... the pawn will actually continue to work the butcher table repeatedly, given there are still animal corpses around... until criteria is met. that criteria seems to be when the pawn gets extremely hungry or tired.. (this also works with any other type of station, such as crafting stations with lower priority similar to the butcher tables low priority)
soylent green machine on the other hand... you have to right-click and set pawn to use machine ...after each corpse.
Quote from: shhfiftyfive on September 01, 2016, 01:36:43 AM
soylent green machine on the other hand... you have to right-click and set pawn to use machine ...after each corpse.
Pretty sure I know why that is.
The WorkGiver def is missing "<prioritizeSustains>true</prioritizeSustains>" which all other "DoBills" workgivers seem to have.
Also, if you want to change which gets prioritized, change "<priorityInType>90</priorityInType>" which is currently set to be equal to ButcherFlesh.
Found in:
Soylent Green > Defs > WorkGiverDefs > SoylentWorkGiver.xml
Should work as it's suppose to now. Upload link updated.
Quote from: dismar on September 01, 2016, 10:54:41 AM
Should work as it's suppose to now. Upload link updated.
would this new version work with a14e if i edit the version in the about.xml?
Quote from: shhfiftyfive on September 01, 2016, 12:13:03 PM
Quote from: dismar on September 01, 2016, 10:54:41 AM
Should work as it's suppose to now. Upload link updated.
would this new version work with a14e if i edit the version in the about.xml?
No but all i did was what shhh55 suggested and was add <prioritizeSustains>true</prioritizeSustains> to the def : Soylent Green\Defs\WorkGiverDefs\SoylentWorkGiver.xml
Quote from: dismar on September 01, 2016, 12:21:32 PM
Quote from: shhfiftyfive on September 01, 2016, 12:13:03 PM
Quote from: dismar on September 01, 2016, 10:54:41 AM
Should work as it's suppose to now. Upload link updated.
would this new version work with a14e if i edit the version in the about.xml?
No but all i did was what shhh55 suggested and was add <prioritizeSustains>true</prioritizeSustains> to the def : Soylent Green\Defs\WorkGiverDefs\SoylentWorkGiver.xml
nice. i edited the a14 file and it works. :)
Quote from: shhfiftyfive on September 01, 2016, 08:57:25 PM
Quote from: dismar on September 01, 2016, 12:21:32 PM
Quote from: shhfiftyfive on September 01, 2016, 12:13:03 PM
Quote from: dismar on September 01, 2016, 10:54:41 AM
Should work as it's suppose to now. Upload link updated.
would this new version work with a14e if i edit the version in the about.xml?
No but all i did was what shhh55 suggested and was add <prioritizeSustains>true</prioritizeSustains> to the def : Soylent Green\Defs\WorkGiverDefs\SoylentWorkGiver.xml
nice. i edited the a14 file and it works. :)
Great!
Will you post the A16 version here as well?
Quote from: faltonico on December 26, 2016, 11:13:05 AM
Will you post the A16 version here as well?
Yip. Check back later today!
Good evening, ladies and gentlemen.
I love this movie - if it's appropriate to talk about "love" considering the message of this movie (capitalistic destruction of nature and, at least, of humanity itself).
So I tweaked this mod a bit to, first, align it more with the movie and, second, reduce the OPness of this mod - at least a bit:
- There aren't Soylent Cola and Soylent Medicine anymore. You can produce "Soylent Blue" (Animal Meat), "Soylent Purple" (Insect Meat), "Soylent Red" (Fruits & Vegetables) and "Soylent Yellow" (Animal Products) instead.
- You need to butcher the corpses (humans, insects and other animals) before you can "transfer" the meat into the corresponding "Soylent Type". So you will have some mood debuff.
- You can only process five pieces of ressource per action. So production time has been gone up quite a lot.
- Additionally "Soylent Products" aren't that OP anymore: one junk of meat / fruit / vegetable will be one piece of Soylent; Nutrition was reduced from 0.15 to 0.05.
- "Soylent Products" will rot eventually. But before they will last very long - even longer than pemmican (50% longer). And if you refrigate them, they will theoretically last forever.
- Research costs have been increased and electricity has been integrated as a research prerequesition.
But I also integrated some simplifications (and so raised the OPness of this mod):
- All "Soylent Products" will stack up to 500 items per tile.
- There is an additional research step: "Advanced Soylent Production". After researching that, you can mass produce all "Soylent Products" (100 pieces instead of five, at a 35% reduced production time). Also you will be able to produce "Survival Meals" out of "Soylent Products" and/or pemmican (at a higher ressource cost than regular "Survival Meal" production).
(http://i.imgur.com/8FfVbGI.png)
Download: Soylent Production (https://www.dropbox.com/s/lm1xyfi4k0fhbeu/Soylent%20Production.zip?dl=0)
Sincerely
Phileas
Will there be a 18B update Phileas ?
Quote from: Topper on November 21, 2017, 03:44:56 AM
Will there be a 18B update Phileas ?
I have updated this in the vegetable garden project page. You can search or I can link later day
I'm not seeing it on the veggie page :( That for the quick response.
Quote from: Topper on November 21, 2017, 06:18:15 PM
I'm not seeing it on the veggie page :( That for the quick response.
https://ludeon.com/forums/index.php?topic=36926.msg378136#msg378136
sorry I was looking at the page from your sig which is the alpha17 page