Tired of not utilizing all 4 burners on that cook stove? Well, now a sufficiently skilled cook can simultaneously cook 4 meals at the same time. And with a little bit of research and a lot of skill, one might even manage to cook as many as 8 meals at the same time using the professional cook stove.
SAVEGAME COMPATIBLE: no issues were found when loading this up on an existing save game.
(http://i.imgur.com/Fdftp5q.png)
(http://i.imgur.com/iC4sqfE.png)
Changelog:
V1.0 - First release.
V2.0 - Added recipes to cook 8 of each type of meal at one time. Added professional cook stove. Added research to unlock pro cook stove.
V2.1 - Added longer cook times to the bulk cooking recipes. May need adjusting, so please leave feedback.
V2.2 - Updated for Alpha 10
V2.3 - Added Beany_for_ever's .dll.
V2.4 - Updated for alpha 11, 12, and 13 by Dismar
DOWNLOAD V2.4 HERE (https://ludeon.com/forums/index.php?action=dlattach;topic=11155.0;attach=12770)
Credits are due to:
Beany_for_ever: For his .dll contribution.
Dismar: For updating to alpha 11, 12, and 13 while I was busy with real life.
Licensing: Use this mod any way you like with no restrictions at all. Just post a link back to this thread on the original post for whatever mod or mod pack you use it in.
[attachment deleted by admin - too old]
Thank you!!!!
Very nice. Thanks, Igabod!
Quote from: Tasher on March 03, 2015, 10:02:02 PM
Thank you!!!!
Quote from: TheSilencedScream on March 04, 2015, 12:41:18 AM
Very nice. Thanks, Igabod!
No problem folks. It was super easy to do and it was something I have needed in my own games, just didn't know I needed it until someone suggested it on another mods thread.
Thank you Igabod. Now for mass food poisoning instead of one at a time. Great touch to the game, will be giving it a try. thanks.
><
Quote from: SilverTitch on March 04, 2015, 06:04:32 AM
Thank you Igabod. Now for mass food poisoning instead of one at a time. Great touch to the game, will be giving it a try. thanks.
><
No problem, and this can be added on to an existing save game with no problems at all.
Just gave it a try, and so far no problems. Added to previously saved game and added new bill on stove. thanks mate. I would suggest making it a little harder, as in my opinion cooking 4 meals is harder than cooking one "nice" meal. Thats your call tho. loving the touch and instantly feeling a lot more realistic.
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Quote from: SilverTitch on March 04, 2015, 07:03:54 AM
Just gave it a try, and so far no problems. Added to previously saved game and added new bill on stove. thanks mate. I would suggest making it a little harder, as in my opinion cooking 4 meals is harder than cooking one "nice" meal. Thats your call tho. loving the touch and instantly feeling a lot more realistic.
><
I may bump the skill requirement up slightly, but I won't make simple meals higher requirements than single fine meals. I had it that way at first and tested with a requirement of 6 for the bulk simple meals (1 fine meal requires 5) and it just seemed ridiculous to do it that way. There is no skill requirement for making a single simple meal so to make an absurdly high requirement just to make more than 1 seemed unfair. I think a requirement of 4 is fair enough. Most unskilled cooks will start with 3 in cooking so they would need to level up at least once before being able to cook in bulk. And I made the requirement for fine and lavish meals 1 higher than the single counterparts.
I am considering adding another step higher in quantity however, and that would give more opportunity for higher requirements which means there would actually be a point to leveling cooking beyond 11.
I'd be open to some brainstorming for the number of meals for the next level up as well as skill requirements for each quality of meal in the next level.
I'm thinking maybe double the number, so 8 meals at once. And requirement for simple would be 5, fine would be 9 (higher jump than for simple), and lavish would be maybe 15 (again an even higher jump but this simulates the complexity of doing large quantities of something with lots of ingredients). But this is open for debate before I make any changes.
[edit to add] Also, an idea for the future possibly, I could make a research requirement which unlocks a new cook stove with 8 burners which would allow you to cook the 8 at once (as well as 4 or just 1). That would maybe balance it a bit more.
At what level does the game class professional? at 8 meals at a time id class that as pro cooking. and the time saved by this mod is already a huge bonus so making it harder to bulk cook is a way to evens it out.
Just checked my game and although all my pawns are working, i can no longer see them in overview. Only mod i have running is this one. have taken a screenshot but don't know where its stored, so will troll thru comp see if i can find it and post here.
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Quote from: SilverTitch on March 04, 2015, 07:30:25 AM
At what level does the game class professional? at 8 meals at a time id class that as pro cooking. and the time saved by this mod is already a huge bonus so making it harder to bulk cook is a way to evens it out.
Just checked my game and although all my pawns are working, i can no longer see them in overview. Only mod i have running is this one. have taken a screenshot but don't know where its stored, so will troll thru comp see if i can find it and post here.
><
That's a bug that I haven't run across since alpha 6 myself, but it is a core game bug. You might be able to fix it by saving it and exiting to OS and then restarting the game and loading your save.
Quote from: Igabod on March 04, 2015, 07:32:23 AM
Quote from: SilverTitch on March 04, 2015, 07:30:25 AM
At what level does the game class professional? at 8 meals at a time id class that as pro cooking. and the time saved by this mod is already a huge bonus so making it harder to bulk cook is a way to evens it out.
Just checked my game and although all my pawns are working, i can no longer see them in overview. Only mod i have running is this one. have taken a screenshot but don't know where its stored, so will troll thru comp see if i can find it and post here.
><
That's a bug that I haven't run across since alpha 6 myself, but it is a core game bug. You might be able to fix it by saving it and exiting to OS and then restarting the game and loading your save.
Aye that worked. haha. Silly derp moment. Noticed as soon as i hit send on last post that i hadnt quit to OS only to main menu.
><
Quote from: SilverTitch on March 04, 2015, 07:35:33 AM
Quote from: Igabod on March 04, 2015, 07:32:23 AM
Quote from: SilverTitch on March 04, 2015, 07:30:25 AM
At what level does the game class professional? at 8 meals at a time id class that as pro cooking. and the time saved by this mod is already a huge bonus so making it harder to bulk cook is a way to evens it out.
Just checked my game and although all my pawns are working, i can no longer see them in overview. Only mod i have running is this one. have taken a screenshot but don't know where its stored, so will troll thru comp see if i can find it and post here.
><
That's a bug that I haven't run across since alpha 6 myself, but it is a core game bug. You might be able to fix it by saving it and exiting to OS and then restarting the game and loading your save.
Aye that worked. haha. Silly derp moment. Noticed as soon as i hit send on last post that i hadnt quit to OS only to main menu.
><
I just realized I forgot to answer your other question. I personally think professional level is reached when you can cook a lavish meal (in the vanilla game). Anything beyond that is just not needed really. And I agree that bulk cooking the fine and lavish meals should be a bit of a challenge. But with simple meals, which only use one ingredient, how hard could it be to size up from 1 serving to 4 or 8 or 40 even. That's like boiling potatoes. You really don't have to do much except make sure the pot doesn't boil over or boil dry.
This is one of those small mods that really help alot. Thanks! ;D
I just realized I forgot to answer your other question. I personally think professional level is reached when you can cook a lavish meal (in the vanilla game). Anything beyond that is just not needed really. And I agree that bulk cooking the fine and lavish meals should be a bit of a challenge. But with simple meals, which only use one ingredient, how hard could it be to size up from 1 serving to 4 or 8 or 40 even. That's like boiling potatoes. You really don't have to do much except make sure the pot doesn't boil over or boil dry.
[/quote]
You'd be suprised with some of the kitchens i've worked in. hahaha. I do agree that simple meals arent hard and shouldnt be set to challenging. My thinking tho is the trade potency. a small colony bulk cooking simple meals = loads of silver for nothing. Higher cooking reqs means you wont be bulk cooking until there is a need for it, eg larger colony. By the time your colony has grown your chef will be trained to be able to cope with this work. The 4 min cooking for 4 meals just now seems fine, easier than one fine meal but not set to no skill needed (like 1 simple meal). but if your planning on staging up bulk meals to 8 or higher id be considering a much greater difficulty. a colony of say 16 people meals 2x per day feeds the gang, the rest is profit. should have to work for this money. at 4 a time its 4 times per day to feed then onto profit
><
Quote from: SilverTitch on March 04, 2015, 08:02:05 AM
You'd be suprised with some of the kitchens i've worked in. hahaha. I do agree that simple meals arent hard and shouldnt be set to challenging. My thinking tho is the trade potency. a small colony bulk cooking simple meals = loads of silver for nothing. Higher cooking reqs means you wont be bulk cooking until there is a need for it, eg larger colony. By the time your colony has grown your chef will be trained to be able to cope with this work. The 4 min cooking for 4 meals just now seems fine, easier than one fine meal but not set to no skill needed (like 1 simple meal). but if your planning on staging up bulk meals to 8 or higher id be considering a much greater difficulty. a colony of say 16 people meals 2x per day feeds the gang, the rest is profit. should have to work for this money. at 4 a time its 4 times per day to feed then onto profit
><
one more option for balancing (and making bulk cooking less viable as a source of income) is to increase the number of ingredients a bit more than an even 4:1 ratio. It's not quite realistic (as far as I know) but it is a good way to balance the mod.
Quote from: Igabod on March 04, 2015, 08:08:02 AM
one more option for balancing (and making bulk cooking less viable as a source of income) is to increase the number of ingredients a bit more than an even 4:1 ratio. It's not quite realistic (as far as I know) but it is a good way to balance the mod.
would work. maybe 12 for 4 meals (48 total) and if your going to 8 at a time 15 each, so it increases usage of raw foods higher for bigger bulks. I like it already.
><
Quote from: SilverTitch on March 04, 2015, 08:43:53 AM
Quote from: Igabod on March 04, 2015, 08:08:02 AM
one more option for balancing (and making bulk cooking less viable as a source of income) is to increase the number of ingredients a bit more than an even 4:1 ratio. It's not quite realistic (as far as I know) but it is a good way to balance the mod.
would work. maybe 12 for 4 meals (48 total) and if your going to 8 at a time 15 each, so it increases usage of raw foods higher for bigger bulks. I like it already.
><
Alright, the next update is shaping up on paper nicely so far. All that needs to be decided now really is how much research time should be put on the bulk cooking research. Should it be early, middle, or late game research levels? I'm thinking mid game levels. Also, should 4 meals require research and only be possible on the professional cook stove? Or should I leave that as no research required and make-able on the vanilla stove as well as the pro stove leaving just the 8 meals needing research?
Add recipes for cooking 8 meals.
Add research requirement for bulk cooking 8 meals.
Add professional cook stove that unlocks with the research mentioned above.
Increase cost per meal slightly for the 4 meals and even more for 8 meals.
Also, you can see my first 2 versions of the texture for the professional stove in the attachments. I can't decide whether to go with the same color as the vanilla stove or go with a fancy golden color. Or maybe some other color would look better. Since I'm going with the whole "ask the users for input on everything" thing with this mod, I'll let you decide.
[attachment deleted due to age]
Hi igabod, I would say go with a more neutral color, the golden is so glary. Also you instead of 8 cookers,you could add a mini grill to the end which can act as an attachment. Also knife and spoon on chopping board?.
I also think it would be good to increase the ingredients used as bulk goes up, it could simulate some bad food in the bunch, bigger portions.... it should also take about 2 times longer than it takes to make 1 to make 4, it will give the chance to better plan what is necessary at the moment too.
pro2png, the more neutral looking of the 2 id say. I don't think it should take much to research, after all its just a bigger stove. higher restrictions on cooking level and slight "wastage" seems to be the way. maybe around 1000 research points (= to hospital beds). Also +1 for drakulux idea on cooking time. Aye the mods in to save some time, i'd personally go a little lower, maybe 1.5 times as long for 4 meals and double time for 8. After around an hour of using this mod i've found that it is saving a lot of time (much more than originally thought). when there's no raw food left in the freezer i'm "hauling" 40 berries instead of just the 10, so time is being saved on haulers jobs as we'll as cooking.
And once again Igabod, Thanks a lot for this mod.
><
Quote from: SilverTitch on March 04, 2015, 10:13:38 AM
pro2png, the more neutral looking of the 2 id say. I don't think it should take much to research, after all its just a bigger stove. higher restrictions on cooking level and slight "wastage" seems to be the way. maybe around 1000 research points (= to hospital beds). Also +1 for drakulux idea on cooking time. Aye the mods in to save some time, i'd personally go a little lower, maybe 1.5 times as long for 4 meals and double time for 8. After around an hour of using this mod i've found that it is saving a lot of time (much more than originally thought). when there's no raw food left in the freezer i'm "hauling" 40 berries instead of just the 10, so time is being saved on haulers jobs as we'll as cooking.
And once again Igabod, Thanks a lot for this mod.
><
In previous versions I would be able to change the amount of time it takes to cook the meal. But in alpha 9, Tynan removed that part of the code from the recipes and if he changed it to something else then I'm not sure what it changed to. So for now the cook time is a fixed variable that can't be altered unless someone knows a way and can tell me the XML tag for it.
Also, I've made another version of the professional stove. I added a knife on the cutting board and moved that to the center and put the burners on either side. I'm not sure how well the knife will show up in the game just yet, but I just copied the knife from the butcher table so it will be very vanilla either way. Check the attachments to see the new texture and let me know if you like it like that or prefer the burners all to be right next to each other.
[attachment deleted due to age]
Quote from: Igabod on March 04, 2015, 05:58:39 PM
In previous versions I would be able to change the amount of time it takes to cook the meal. But in alpha 9, Tynan removed that part of the code from the recipes and if he changed it to something else then I'm not sure what it changed to. So for now the cook time is a fixed variable that can't be altered unless someone knows a way and can tell me the XML tag for it.
Also, I've made another version of the professional stove. I added a knife on the cutting board and moved that to the center and put the burners on either side. I'm not sure how well the knife will show up in the game just yet, but I just copied the knife from the butcher table so it will be very vanilla either way. Check the attachments to see the new texture and let me know if you like it like that or prefer the burners all to be right next to each other.
Shame about the time change. But i suppose it takes just as long to boil 1 potato as it does 10. Personally keep the rings together, just because colonist tend to use the centre of the stove, or centre and left for 2 ingredients. I do really like the pict tho, it makes me feel at work, chopping board in the middle, fryers to my left and stove on my right. haha.
><
Quote from: SilverTitch on March 04, 2015, 07:45:47 PM
Quote from: Igabod on March 04, 2015, 05:58:39 PM
In previous versions I would be able to change the amount of time it takes to cook the meal. But in alpha 9, Tynan removed that part of the code from the recipes and if he changed it to something else then I'm not sure what it changed to. So for now the cook time is a fixed variable that can't be altered unless someone knows a way and can tell me the XML tag for it.
Also, I've made another version of the professional stove. I added a knife on the cutting board and moved that to the center and put the burners on either side. I'm not sure how well the knife will show up in the game just yet, but I just copied the knife from the butcher table so it will be very vanilla either way. Check the attachments to see the new texture and let me know if you like it like that or prefer the burners all to be right next to each other.
Shame about the time change. But i suppose it takes just as long to boil 1 potato as it does 10. Personally keep the rings together, just because colonist tend to use the centre of the stove, or centre and left for 2 ingredients. I do really like the pict tho, it makes me feel at work, chopping board in the middle, fryers to my left and stove on my right. haha.
><
I just thought of something interesting. Maximum stack limit of food ingredients is 75. I don't think there is enough room on the stove to do 8 lavish meals at the same time... I'm going to have to test that to be sure. But if that is a problem then I might have to make the pro stove 4 tiles wide... not even sure if that would work to fix the possible problem. But I'll wait till I know if there is an actual problem before I worry about possible solutions. I'll do a test tonight.
Quote from: Igabod on March 04, 2015, 08:15:04 PM
Quote from: SilverTitch on March 04, 2015, 07:45:47 PM
Quote from: Igabod on March 04, 2015, 05:58:39 PM
In previous versions I would be able to change the amount of time it takes to cook the meal. But in alpha 9, Tynan removed that part of the code from the recipes and if he changed it to something else then I'm not sure what it changed to. So for now the cook time is a fixed variable that can't be altered unless someone knows a way and can tell me the XML tag for it.
Also, I've made another version of the professional stove. I added a knife on the cutting board and moved that to the center and put the burners on either side. I'm not sure how well the knife will show up in the game just yet, but I just copied the knife from the butcher table so it will be very vanilla either way. Check the attachments to see the new texture and let me know if you like it like that or prefer the burners all to be right next to each other.
Shame about the time change. But i suppose it takes just as long to boil 1 potato as it does 10. Personally keep the rings together, just because colonist tend to use the centre of the stove, or centre and left for 2 ingredients. I do really like the pict tho, it makes me feel at work, chopping board in the middle, fryers to my left and stove on my right. haha.
><
I just thought of something interesting. Maximum stack limit of food ingredients is 75. I don't think there is enough room on the stove to do 8 lavish meals at the same time... I'm going to have to test that to be sure. But if that is a problem then I might have to make the pro stove 4 tiles wide... not even sure if that would work to fix the possible problem. But I'll wait till I know if there is an actual problem before I worry about possible solutions. I'll do a test tonight.
4 wide stove would be nice. 8 range left, chopping board centre right and grill on the far right. would make the advanced stove look more advanced while still nicely fitting in beside a vanilla one.
><
Quote from: SilverTitch on March 04, 2015, 08:26:59 PM
4 wide stove would be nice. 8 range left, chopping board centre right and grill on the far right. would make the advanced stove look more advanced while still nicely fitting in beside a vanilla one.
><
As it turns out, a 4 wide stove isn't absolutely necessary. The colonist just puts the 4th stack of food on the ground where they stand and it works magically. I'm not sure I like that though so I'm going to test with a 4 wide stove and see if it actually puts all the food on the stove. If not I might reduce the number to 6 and just add 2 burners instead of 4 so that all the food will actually fit on the stove. Testing a 4 wide stove will take a bit more work than just testing the 8 meals recipe on the vanilla stove though. I have to actually make a texture, even a temporary one will take a little time, and then I have to make the item definition for the stove which will take a minute or so but still that's work. So I'm going to take a break for a couple hours and work on some much needed cleaning/packing before I get back to working on this.
Quote from: Igabod on March 04, 2015, 09:12:39 PM
As it turns out, a 4 wide stove isn't absolutely necessary. The colonist just puts the 4th stack of food on the ground where they stand and it works magically. I'm not sure I like that though so I'm going to test with a 4 wide stove and see if it actually puts all the food on the stove. If not I might reduce the number to 6 and just add 2 burners instead of 4 so that all the food will actually fit on the stove. Testing a 4 wide stove will take a bit more work than just testing the 8 meals recipe on the vanilla stove though. I have to actually make a texture, even a temporary one will take a little time, and then I have to make the item definition for the stove which will take a minute or so but still that's work. So I'm going to take a break for a couple hours and work on some much needed cleaning/packing before I get back to working on this.
could still go 8 for simple / fine meals and if need be reduce the lavish recipe to 6 at a time? but i like the sound of 4 wide stove for advanced stove's, (bigger kitchen for bigger operation) assuming it works of coarse. As for the rest, take your time mate, you've done hundreds already with the 4 meals at a time. really appreciate you doing this mod, especially since i have no clue what am doing with that side of computer's / programming. Has helped more than i thought it would have and fixed the common sense part of cooking that was bugging me. haha. Rimworld now has a restaurant! just need a waiter to shout at and its perfect. hahaha.
><
It's too bad that you can't pass ingredients along in a two-stage cooking process.
In other words, you could have an item called 'Group Meal for Four' which is made out of a certain number of raw food ingredients, and has a higher work to make on the item. But then when you do the second stage which cooks that into four seperate servings, the ingredient would be 'Group Meal for Four.' :(
I mean, I guess there's a way to make it work, a bit like the cooking process for Agrarian Skies, but I forsee needing two cooks and stoves to make it work!
Version 2.0 has been uploaded.
There is a research topic which unlocks the Professional Cook Stove.
Pro Cook Stove can make single meals, 4 meals, or 8 meals at once.
Vanilla Cook Stove can make single meals or 4 meals at a time with no research requirements.
It took a while to get the texture looking good enough for me to say it's fine for a first draft. I'll probably improve the textures later on when I have more time to fiddle with details. It can be seen in the attachments.
[attachment deleted due to age]
Quote from: Igabod on March 05, 2015, 01:41:23 AM
Version 2.0 has been uploaded.
There is a research topic which unlocks the Professional Cook Stove.
Pro Cook Stove can make single meals, 4 meals, or 8 meals at once.
Vanilla Cook Stove can make single meals or 4 meals at a time with no research requirements.
It took a while to get the texture looking good enough for me to say it's fine for a first draft. I'll probably improve the textures later on when I have more time to fiddle with details. It can be seen in the attachments.
awesome work mate! New stove looks really good and fit for purpose. think i might just go ahead and kidnap you, outta love of coarse. haha.
><
Quote from: SilverTitch on March 05, 2015, 07:25:35 AM
Quote from: Igabod on March 05, 2015, 01:41:23 AM
Version 2.0 has been uploaded.
There is a research topic which unlocks the Professional Cook Stove.
Pro Cook Stove can make single meals, 4 meals, or 8 meals at once.
Vanilla Cook Stove can make single meals or 4 meals at a time with no research requirements.
It took a while to get the texture looking good enough for me to say it's fine for a first draft. I'll probably improve the textures later on when I have more time to fiddle with details. It can be seen in the attachments.
awesome work mate! New stove looks really good and fit for purpose. think i might just go ahead and kidnap you, outta love of coarse. haha.
><
Sometimes I wish someone would kidnap me. But I'm a 31 year old man with no money to speak of so it would be a losing proposition for the kidnappers.
I like this. Alot.
As for balance, meals don't really sell for much anyways, so there's already a diminishing return on how this could be exploited. What this really does is cut down on monotony. I love this mod so much.
Far as 'realism' goes, cooking multiple meals isn't harder. A higher skill would represent efficiency, which is more related to cooking time as opposed to wasting resources. That's sort of already accounted for.
Oh how I wish the higher skilled cooks could develop a "Chef Ramsay" trait where if the cook area is not clean - call it within 5 blocks of the stove - then the chef has a soft mental break for 20-30 seconds.
Other ideas: Chef goes berserk and wrecks stove; Chef goes berserk and throws away all the stored food from a stockpile - probably need a way to trigger on rotten food in the stockpile to trigger event?
This is a great Mod! I only 12 Colonists and had to have three of them cooking fine meals to keep up with everyone hunger. (My people are fatasses I guess.) And this allowed me to free up some Cooks which was marvelous. Thank-you for the quality Mod!
My only problem is, and it's not a big problem just a minor laugh really. But after installing the mod one of my colonists Sniper Rifles transformed into a Steel Shiv. No big deal just thought you might want to know.
Quote from: WaldoOfWhere on March 06, 2015, 05:02:21 PM
My only problem is, and it's not a big problem just a minor laugh really. But after installing the mod one of my colonists Sniper Rifles transformed into a Steel Shiv. No big deal just thought you might want to know.
That's a weird bug. But I'm pretty sure it has nothing to do with this mod since all this does is add new things and doesn't overwrite any defs at all. Not to mention none of the files or defs having anything to do with either of those weapons was touched or even looked at during the making of this mod.
Nice mod! One small issue is that it doesn't register as a source of meals, so if I ONLY have pro cooking stoves and no other stoves, the warning "Need Meal Source" persists. But i'm probably repeating what someone else has already reported since I haven't read anything else in this thread.
Thanks!
Quote from: Zav on March 07, 2015, 12:08:51 AM
Nice mod! One small issue is that it doesn't register as a source of meals, so if I ONLY have pro cooking stoves and no other stoves, the warning "Need Meal Source" persists. But i'm probably repeating what someone else has already reported since I haven't read anything else in this thread.
Thanks!
Yeah, that's an issue that can't be overcome without a .dll and I figure since you're going to have to build the standard stove long before you get the pro stove anyway it's just a simple matter of not deconstructing it to avoid the issue.
Quote from: Zav on March 07, 2015, 12:08:51 AM
Nice mod! One small issue is that it doesn't register as a source of meals, so if I ONLY have pro cooking stoves and no other stoves, the warning "Need Meal Source" persists. But i'm probably repeating what someone else has already reported since I haven't read anything else in this thread.
Thanks!
oh i didn't notice that. I just powered down my vanilla one when the pro stove was in-place, was about to delete it so i could move butchers table in closer. glad i haven't.
><
Quote from: SilverTitch on March 07, 2015, 02:51:39 AM
Quote from: Zav on March 07, 2015, 12:08:51 AM
Nice mod! One small issue is that it doesn't register as a source of meals, so if I ONLY have pro cooking stoves and no other stoves, the warning "Need Meal Source" persists. But i'm probably repeating what someone else has already reported since I haven't read anything else in this thread.
Thanks!
oh i didn't notice that. I just powered down my vanilla one when the pro stove was in-place, was about to delete it so i could move butchers table in closer. glad i haven't.
><
You can still deconstruct the old stove and have no real problems. You'll just see the message on the right side saying you need a meal source until you rebuild a cook stove elsewhere. But if you don't rebuild it you can still play just the same as normal as long as you don't mind ignoring that message.
I loaded this into a save.
I don't see anything regarding research topics of how to unlock the stoves, and I don't notice any new stoves looking through my architect thingee.
What's the name of the research topic??
"Shi"
sounds like me when i try cook pancakes
Quote from: nuschler22 on March 10, 2015, 10:36:40 AM
I loaded this into a save.
I don't see anything regarding research topics of how to unlock the stoves, and I don't notice any new stoves looking through my architect thingee.
What's the name of the research topic??
Should be under bulk meals preparation. (700 to re-search)
Quote from: SilverTitch on March 10, 2015, 11:10:03 AM
Quote from: nuschler22 on March 10, 2015, 10:36:40 AM
I loaded this into a save.
I don't see anything regarding research topics of how to unlock the stoves, and I don't notice any new stoves looking through my architect thingee.
What's the name of the research topic??
Should be under bulk meals preparation. (700 to re-search)
No idea why, but it suddenly showed up. I started researching things that I normally don't, one of which was the nutrient resynthesis (or whatever) and it showed up after that. No idea why, doesn't seem like the two would be connected.
Quote from: Canute on March 10, 2015, 07:57:47 AM
I think you should increase the work amount for the 4 and 8 meals recipes alot.
I suggest 80% of 8x the original recipt.
The cooks are still alot faster then he would cook them all one by one, because he don't need to run that much to gather the incredience.
But the cook geting more exp.
As I said earlier in this thread, I am unable to alter the amount of time it takes to cook the meals as of Alpha 9. In earlier alpha versions I would have easily been able to do that, but in this Alpha, Tynan has removed that XML tag and it appears that the cook time is a fixed variable. So unless you can provide me with the correct XML tag to accomplish this, I can't do anything about it.
Quote from: nuschler22 on March 10, 2015, 10:36:40 AM
I loaded this into a save.
I don't see anything regarding research topics of how to unlock the stoves, and I don't notice any new stoves looking through my architect thingee.
What's the name of the research topic??
You may have to deconstruct and reconstruct the research bench to fix this. Either that or save once you open the game up with the new mod and then quit to OS and restart the game then load the save file. I don't have much experience with adding mods onto existing saves. I usually just start a new game any time I add a new mod.
A new update has been released. It is still savegame compatible. Be sure you delete the old Bulk_Meals folder before installing the new version.
I figured out how to increase the cook time on the recipes. I may have gone overboard with how long it takes so please leave feedback.
Dunno.
If it takes longer to cook in bulk than it does to cook individually, then it completely kills the point of this mod. I think that the xp nerf (the 4x meals didn't give exp for 4 meals, just 1) was more than enough.
If you're going to increase the cook times significantly, then I'd also insist on fixing the xp return.
Quote from: Mathenaut on March 15, 2015, 11:21:26 PM
Dunno.
If it takes longer to cook in bulk than it does to cook individually, then it completely kills the point of this mod. I think that the xp nerf (the 4x meals didn't give exp for 4 meals, just 1) was more than enough.
If you're going to increase the cook times significantly, then I'd also insist on fixing the xp return.
The goal definitely isn't to make it take longer for 4 at once than 4 individually. I'm wanting to make the cook time only slightly longer than 1 individual meal.
The extra time is meant to simulate chopping all the vegetables and putting them in each of the 4 or 8 pots. Then the cooking process after that prep time takes the same amount of time for 1 as it does for 8 since it's 8 pots on 8 burners. If I had the abilities for it I'd animate that into the game. You would see a knife chopping up the vegetables and then the raw food items would disappear and be replaced by an image of pots on each burner. But I am nowhere near good enough to make that happen.
I'm not sure if this explanation makes sense the way I phrased it. But it has a logical reasoning for it, I promise. I just don't have time for extensive testing of this right now but I wanted to provide the requested changes. So if I could get testing data such as "It is currently X times longer than cooking 1 meal so you should drop it X amount" then I'll get the corrections out a lot sooner than if you wait till I have the time to play a game and do comparison testing.
Quote from: Mathenaut on March 15, 2015, 11:21:26 PM
Dunno.
If it takes longer to cook in bulk than it does to cook individually, then it completely kills the point of this mod. I think that the xp nerf (the 4x meals didn't give exp for 4 meals, just 1) was more than enough.
If you're going to increase the cook times significantly, then I'd also insist on fixing the xp return.
To my knowledge, xp is only granted while on the stove, so if it takes longer to cook you'll get more xp. Will double check tho when am playing and edit if needed but think that solve's the issue.
><
Maybe I misunderstood how xp works here then. Huh.
Still, the timing comment wasn't meant to knock the mod. It's great and I love that someone did this. Seriously reduces the monotony of food supply.
Minor bug with this mod... When I swapped out my regular cook-stove for the professional model I started getting the right column "hint" Need Meal Source again. Can this be turned off?
Quote from: Havan_IronOak on April 13, 2015, 03:53:50 AM
Minor bug with this mod... When I swapped out my regular cook-stove for the professional model I started getting the right column "hint" Need Meal Source again. Can this be turned off?
That's not something that can be changed without some C# programming which is beyond my skills. Just don't delete the vanilla cook stove and the message won't show up. I still use the vanilla stove for cooking individual meals and keep the pro stove for the 4 and 8 meals. I usually just use single meals for the fine and lavish meals (making 1 per colonist) and I stock up on the simple meals with the bulk cooking.
Updated for Alpha 10. I haven't had time to fully test this in game yet so if there are any bugs please report them so I can fix them quickly.
Quote from: Igabod on April 15, 2015, 10:47:52 PM
Updated for Alpha 10. I haven't had time to fully test this in game yet so if there are any bugs please report them so I can fix them quickly.
Thanks for the quick update on this. It's one of the simple mods that balances the annoying minutia of the game :}
In fact, I'm going to test new version right now!
Quote from: kremlinkev on April 15, 2015, 10:51:50 PM
Quote from: Igabod on April 15, 2015, 10:47:52 PM
Updated for Alpha 10. I haven't had time to fully test this in game yet so if there are any bugs please report them so I can fix them quickly.
Thanks for the quick update on this. It's one of the simple mods that balances the annoying minutia of the game :}
In fact, I'm going to test new version right now!
no problem. I know what it's like waiting for your favorite mod to update with the new alpha, so I made it a priority to update them as quickly as I can before I even play the game. This means there might be some issues that don't show up in the error log though so the impatient people are the bug catchers pretty much. Unfortunately, as with the previous alpha update, 2 of my more complex mods will take some extra time to update. I'll get working on them as quickly as possible, but for now you'll have to make do with my other 4 mods which are now updated as well. Just give me at least a week to get the Xtra Plants and Biodiversity mods updated.
I download this and the archive is empty. Am I missing something obvious?
Edit: Looks like WinRar does't like to open 7z archives. Problem solved.
I love this idea. I think its fairly well balanced as well. But there are bugs. First off the Pro Cooker stops working after a couple of hours of play. If I deconstruct and reconstruct it starts to work again most of the time. Overall though this is a great mod and should definitely be added into the main game. I think the skill level requirements are well balanced and thought out. Keep up the great work.
Quote from: wakko151 on April 18, 2015, 03:00:15 PM
I love this idea. I think its fairly well balanced as well. But there are bugs. First off the Pro Cooker stops working after a couple of hours of play. If I deconstruct and reconstruct it starts to work again most of the time. Overall though this is a great mod and should definitely be added into the main game. I think the skill level requirements are well balanced and thought out. Keep up the great work.
I haven't seen any issues like you describe here. I'll play an extended game later today to try and recreate the issue, but I don't see any reason it should happen since this is an exact duplicate of the vanilla cook stove with a couple modifications to numbers and a different texture. I suspect some other issue is at play here (such as lack of a colonist with the correct skill level or bad priority settings in the overview panel or something like that).
How would you setup the prioritys. It definitely could be my strategy. I have been placing the one I would like them to do first. Then as you go down the list are the ones I would like them to do if they can't do the previous option.
Hey Igabod,
Here is a dll that overrides the alert and adds a check for your def CookStove_Pro. You are welcome to rename the DLL, I just used that name as it's my standard naming setup in Visual Studio.
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using Verse;
namespace RimWorld {
public class Alert_NeedMealSource_BeanTek : Alert_NeedMealSource {
public override AlertReport Report {
get {
if (GenDate.DaysPassed < 2) {
return (AlertReport)false;
}
if (Enumerable.Any<Building>((IEnumerable<Building>)Find.ListerBuildings.allBuildingsColonist, (Func<Building, bool>)(b => {
if (b.def != ThingDefOf.NutrientPasteDispenser && b.def != ThingDefOf.CookStove && b.def.ToString() != "CookStove_Pro") {
return b.def == ThingDefOf.Campfire;
}
return true;
}))) {
return (AlertReport)false;
}
return (AlertReport)true;
}
}
}
}
[attachment deleted due to age]
Getting some errors on loading, with dev mode on. I usually play with a bunch of mods but I turned them all off and loaded this one by itself, and upon hitting "close" on the mods window, these errors appear. Don't know if it's causing any issues other than making the debug log pop up:)
Could not resolve cross-reference: No RimWorld.StatDef named MaxHealth found to give to RimWorld.StatModifier RimWorld.StatModifier
Cannot call ItemFromXmlFile with resolveCrossRefs=true while loading is already in progress.
Could not resolve cross-reference: No RimWorld.StatDef named MaxHealth found to give to RimWorld.StatModifier RimWorld.StatModifier
Cannot call ItemFromXmlFile with resolveCrossRefs=true while loading is already in progress.
Could not resolve cross-reference: No RimWorld.StatDef named MaxHealth found to give to RimWorld.StatModifier RimWorld.StatModifier
Quote from: comlink on April 19, 2015, 11:12:16 AM
Getting some errors on loading, with dev mode on. I usually play with a bunch of mods but I turned them all off and loaded this one by itself, and upon hitting "close" on the mods window, these errors appear. Don't know if it's causing any issues other than making the debug log pop up:)
Could not resolve cross-reference: No RimWorld.StatDef named MaxHealth found to give to RimWorld.StatModifier RimWorld.StatModifier
Cannot call ItemFromXmlFile with resolveCrossRefs=true while loading is already in progress.
Could not resolve cross-reference: No RimWorld.StatDef named MaxHealth found to give to RimWorld.StatModifier RimWorld.StatModifier
Cannot call ItemFromXmlFile with resolveCrossRefs=true while loading is already in progress.
Could not resolve cross-reference: No RimWorld.StatDef named MaxHealth found to give to RimWorld.StatModifier RimWorld.StatModifier
Are you maybe using an older version? I corrected all those issues with the 2.2 release. Try re-downloading and install it again.
When I attempt to extract files from your download link I get this error:
! C:\Users\Administrator\AppData\Local\Temp\Bulk_MealsV2.2-1.7z: Unknown method in Bulk_Meals\Textures\Things\Building\Production\TableCookStove_ProXL.png
! C:\Users\Administrator\AppData\Local\Temp\Bulk_MealsV2.2-1.7z: Unknown method in Bulk_Meals\About\About.xml
! C:\Users\Administrator\AppData\Local\Temp\Bulk_MealsV2.2-1.7z: Unknown method in Bulk_Meals\Defs\ThingDefs\BulkMeals_Buildings_Production.xml
! C:\Users\Administrator\AppData\Local\Temp\Bulk_MealsV2.2-1.7z: Unknown method in Bulk_Meals\Defs\ResearchProjectDefs\BulkMeals_ResearchProjects.xml
! C:\Users\Administrator\AppData\Local\Temp\Bulk_MealsV2.2-1.7z: Unknown method in Bulk_Meals\Defs\WorkGiverDefs\BulkMeals_WorkGiver.xml
! C:\Users\Administrator\AppData\Local\Temp\Bulk_MealsV2.2-1.7z: Unknown method in Bulk_Meals\Defs\RecipeDefs\Recipes_Bulk_Meals.xml
! C:\Users\Administrator\AppData\Local\Temp\Bulk_MealsV2.2-1.7z: Error - operation failed
Not sure what's going on. I can extract older versions but not your newest one.
I deleted (actually moved) everything when Release a10 became available and I down-loaded and used your mod with no issues. Thanks again for a great mod!
Released an update to include beany_for_ever's .dll and also hopefully fix any other corrupt file issues or whatever was causing the reported problems with unpacking the download.
Big thanks to beany for that contribution.
I also cannot extract. On a mac and i get corrupt archive error
Quote from: darkrage000 on April 23, 2015, 10:44:06 AM
I also cannot extract. On a mac and i get corrupt archive error
I have no experience with mac. I prefer to use a real computer for all my computing needs. But try downloading the 7zip program and extract it using that if you aren't already. If that still doesn't work for you then download THIS (https://www.dropbox.com/s/r0mjobvqtr2kot5/Bulk_MealsV2.3.zip?dl=0) copy which is just a regular .zip file and should be fine to use your normal extraction program.
Can I have a zip for 2.2 too? Or better yet put everything in standard zip, because that way anyone can use it? :P I'm Mac too and on 9 because mods.
Edit:I mean .1 I mean .1 not 2.2
Edited edit:Also, don't call macs not real computers. I for one prefer to use one that will not pick up a virus the moment I open the browser.
Quote from: hector212121 on April 24, 2015, 04:04:11 PM
Can I have a zip for 2.2 too? Or better yet put everything in standard zip, because that way anyone can use it? :P I'm Mac too and on 9 because mods.
Edit:I mean .1 I mean .1 not 2.2
Edited edit:Also, don't call macs not real computers. I for one prefer to use one that will not pick up a virus the moment I open the browser.
you can easily and freely download 7zip to unzip .7z files from HERE (http://www.7-zip.org/download.html). The compression rate for .7z is way better than .zip which is why I've switched to it. When there is a limit to the amount of KB you can upload to the forum it makes every little bit of extra compression far more valuable. I prefer to upload things to the forum rather than host them on dropbox because dropbox doesn't have a download counter so I can't tell how many people actually care about the mod.
As for my comments about mac, I stand by them. I have never gotten a virus (since 1999 anyway) because I'm smart about what I choose to download and I have a good antivirus program.
All that being said, check the attachments on this post for v2.1 in a .zip. I won't be switching to .zip for my primary uses though, and a lot of people use that protocol now, so you should really consider getting 7zip to extract your stuff. It works on .rar and .zip and lots of other compressed files so it covers all bases.
[attachment deleted due to age]
I'm on a Mac. Maaaaac. All the things for that on mac are unofficial and make me uncomfortable.
Quote from: hector212121 on April 24, 2015, 05:24:51 PM
I'm on a Mac. Maaaaac. All the things for that on mac are unofficial and make me uncomfortable.
Unofficial in that case just means it was done by someone other than the creators of 7zip. The fact that they are putting links to it on the official downloads page makes it a safe bet that you can trust the download to be virus free. They wouldn't put a link to something that wasn't what they label it as and risk their own good name. It's unofficial in that it is a port that was done by someone else, but it is officially endorsed by the 7zip team.
Quote from: hector212121 on April 24, 2015, 05:24:51 PM
I'm on a Mac. Maaaaac. All the things for that on mac are unofficial and make me uncomfortable.
I'm on a Mac and I use StuffIt Expander for decompressing everything other than zips. The company that makes it has been making Mac programs for ages, so you can trust it. And it's free.
Quote from: Igabod on April 24, 2015, 04:30:39 PM
dropbox doesn't have a download counter so I can't tell how many people actually care about the mod.
I care \o/ I've been using this mod since at least A9 and your lighting mod since A7, I think. Now I can't go back to making one meal at a time and dealing with negative moods resulting from being outside at night!
Quote from: whoishigh on April 24, 2015, 05:35:58 PM
Quote from: hector212121 on April 24, 2015, 05:24:51 PM
I'm on a Mac. Maaaaac. All the things for that on mac are unofficial and make me uncomfortable.
I'm on a Mac and I use StuffIt Expander for decompressing everything other than zips. The company that makes it has been making Mac programs for ages, so you can trust it. And it's free.
Thank you for the information. I have gone ahead and googled it so I can provide a link to it. You can find it at http://stuffit-expander.en.softonic.com/mac (http://stuffit-expander.en.softonic.com/mac)
Quote from: Igabod on April 24, 2015, 05:40:42 PM
Thank you for the information. I have gone ahead and googled it so I can provide a link to it. You can find it at http://stuffit-expander.en.softonic.com/mac (http://stuffit-expander.en.softonic.com/mac)
There are a number of other "official" options on Apple's app store as well so please do not worry about changing your compression format, most Mac users can figure it out :)
Quote from: Igabod on April 19, 2015, 01:33:49 PM
Are you maybe using an older version? I corrected all those issues with the 2.2 release. Try re-downloading and install it again.
Sure enough, I'm running 2.1. Thank you, this is a great mod!
I had this error when I was extracting the files:
! C:\Users\Administrator\AppData\Local\Temp\Bulk_MealsV2.2-1.7z: Unknown method in Bulk_Meals\Textures\Things\Building\Production\TableCookStove_ProXL.png
! C:\Users\Administrator\AppData\Local\Temp\Bulk_MealsV2.2-1.7z: Unknown method in Bulk_Meals\About\About.xml
! C:\Users\Administrator\AppData\Local\Temp\Bulk_MealsV2.2-1.7z: Unknown method in Bulk_Meals\Defs\ThingDefs\BulkMeals_Buildings_Production.xml
! C:\Users\Administrator\AppData\Local\Temp\Bulk_MealsV2.2-1.7z: Unknown method in Bulk_Meals\Defs\ResearchProjectDefs\BulkMeals_ResearchProjects.xml
! C:\Users\Administrator\AppData\Local\Temp\Bulk_MealsV2.2-1.7z: Unknown method in Bulk_Meals\Defs\WorkGiverDefs\BulkMeals_WorkGiver.xml
! C:\Users\Administrator\AppData\Local\Temp\Bulk_MealsV2.2-1.7z: Unknown method in Bulk_Meals\Defs\RecipeDefs\Recipes_Bulk_Meals.xml
! C:\Users\Administrator\AppData\Local\Temp\Bulk_MealsV2.2-1.7z: Error - operation failed
I downloaded v2.3, the latest version.
Quote from: Jan2607 on April 28, 2015, 02:21:48 PM
I had this error when I was extracting the files:
! C:\Users\Administrator\AppData\Local\Temp\Bulk_MealsV2.2-1.7z: Unknown method in Bulk_Meals\Textures\Things\Building\Production\TableCookStove_ProXL.png
! C:\Users\Administrator\AppData\Local\Temp\Bulk_MealsV2.2-1.7z: Unknown method in Bulk_Meals\About\About.xml
! C:\Users\Administrator\AppData\Local\Temp\Bulk_MealsV2.2-1.7z: Unknown method in Bulk_Meals\Defs\ThingDefs\BulkMeals_Buildings_Production.xml
! C:\Users\Administrator\AppData\Local\Temp\Bulk_MealsV2.2-1.7z: Unknown method in Bulk_Meals\Defs\ResearchProjectDefs\BulkMeals_ResearchProjects.xml
! C:\Users\Administrator\AppData\Local\Temp\Bulk_MealsV2.2-1.7z: Unknown method in Bulk_Meals\Defs\WorkGiverDefs\BulkMeals_WorkGiver.xml
! C:\Users\Administrator\AppData\Local\Temp\Bulk_MealsV2.2-1.7z: Unknown method in Bulk_Meals\Defs\RecipeDefs\Recipes_Bulk_Meals.xml
! C:\Users\Administrator\AppData\Local\Temp\Bulk_MealsV2.2-1.7z: Error - operation failed
I downloaded v2.3, the latest version.
You're using the wrong program to try and extract it. Download 7zip to extract .7z files. You can find it at http://www.7-zip.org/download.html (http://www.7-zip.org/download.html). Or if you are on a mac for some reason, you can use Stuffit Expander which can be downloaded at http://stuffit-expander.en.softonic.com/mac (http://stuffit-expander.en.softonic.com/mac)
I am on Windows, and I USED 7-zip to extract the files...
Quote from: Jan2607 on April 28, 2015, 03:38:03 PM
I am on Windows, and I USED 7-zip to extract the files...
I'm not sure what could be causing this then. I just tested it and it works fine. But I did notice you have a -1 after the V2.2. You appear to have downloaded 2.2 again and that is a copy of it. Maybe 7zip has a problem with extracting copies of archives. Try downloading v2.3 from HERE (https://ludeon.com/forums/index.php?action=dlattach;topic=11155.0;attach=7778) and be sure that the file name of the archive you are trying to extract ends in V2.3.7z
Meh, I downloaded it from your link, but I got the same error :(
Quote from: Jan2607 on April 28, 2015, 05:36:09 PM
Meh, I downloaded it from your link, but I got the same error :(
Okay, I don't know why some people are having problems with this but others aren't. But try with a .zip format version. You can download it HERE (https://www.dropbox.com/s/r0mjobvqtr2kot5/Bulk_MealsV2.3.zip?dl=0). If you're still having problems with that then you're just not meant to use this mod apparently. Hopefully someone can fill me in on why this is happening so I can fix it though.
It's working now, thanks :)
Quote from: Jan2607 on April 29, 2015, 07:27:43 AM
It's working now, thanks :)
I just woke up and had an idea. Are you maybe on a 32 bit computer? I have my 7zip set to compress at 64.
I have a request: could you make a version where you need very high skill to cook even two meals at once? I mean like Cooking 10 for 2 meals, 15 for 4 and 20 for 8
Quote from: Inacio on April 29, 2015, 10:07:10 AM
I have a request: could you make a version where you need very high skill to cook even two meals at once? I mean like Cooking 10 for 2 meals, 15 for 4 and 20 for 8
Nope, I won't be doing two versions of it. But you can easily make the change yourself. In Mods/Bulk_Meals/Defs/Recipes_Bulk_Meals.xml find the line that says <minlevel> and bump that up to whatever you like. Be sure to change it on each of the recipes, there are 6. To add a recipe to make 2 meals at a time is going to take a bit more work than that though. I'll be happy to tell you how to do it if you want.
Quote from: Igabod on April 29, 2015, 09:40:21 AM
Quote from: Jan2607 on April 29, 2015, 07:27:43 AM
It's working now, thanks :)
I just woke up and had an idea. Are you maybe on a 32 bit computer? I have my 7zip set to compress at 64.
Ooooops :o
Yes, I am on 32 bit. My computer is 5 or 6 years old :D
Quote from: Jan2607 on April 29, 2015, 04:47:57 PM
Quote from: Igabod on April 29, 2015, 09:40:21 AM
Quote from: Jan2607 on April 29, 2015, 07:27:43 AM
It's working now, thanks :)
I just woke up and had an idea. Are you maybe on a 32 bit computer? I have my 7zip set to compress at 64.
Ooooops :o
Yes, I am on 32 bit. My computer is 5 or 6 years old :D
Okay, well I'll solve that in the future by switching to a 32 bit compression rate. For now though, I'll just point people to the .zip version if someone else mentions this issue.
Just wanted to say I love this mod, it makes it much easier to keep my colony fed without needing to have one person cooking every waking minute to keep the meals stocked, much appreciated. 8)
Alpha 11 is out and I'm settled in to my new home in Georgia. I still don't have time to actually play the game just yet cause I have a lot of things to take care of such as getting my drivers license and car registration transferred from Texas to Georgia and things of that nature. So the updates for all of my mods won't be coming out quite as quickly as they have in the past. You can help me in this by testing the alpha 10 version to see if it works as is or if it pops up with some errors. Also if anybody wants to do the update work for me and upload it in a comment on this thread then that will help get the updates out even faster and you will be mentioned in the credits of course.
So far the only errors it throws are related to the changes in the way the graphics fields have changed, so it's not a huge deal ... but I can't figure out how to fix it myself, sadly.
(http://i.imgur.com/Zg2dr0U.png)
https://www.dropbox.com/s/l9upwpw0xcryj7k/Bulk_Meals.zip?dl=0
alpha 11 release for Igabod
Quote from: dismar on June 11, 2015, 08:47:56 PM
https://www.dropbox.com/s/l9upwpw0xcryj7k/Bulk_Meals.zip?dl=0
alpha 11 release for Igabod
Thanks for the update - wanted to pass along the debug info I saw when loading this up a moment ago. No other mods active, but tbh I have no idea what this means. :) Haven't unpaused yet, so don't know if this will break my save, but will keep an eye out for any other issues.
[attachment deleted due to age]
So, despite that debug, is this working fine in A11?
Quote from: nmid on June 16, 2015, 02:37:43 AM
So, despite that debug, is this working fine in A11?
Yes - no actual in-game issues/bugs. I've been using this mod since Alpha 10 and it works exactly the same.
thanks for the answer! :)
I'm in A11 loading an A10 save and I get a different debug warning, but it doesn't seem to affect gameplay either. I only have been using the plain stove.
[attachment deleted due to age]
Quote from: jhabinsk on June 16, 2015, 12:01:36 PM
I'm in A11 loading an A10 save and I get a different debug warning, but it doesn't seem to affect gameplay either. I only have been using the plain stove.
[/quote ]
Just a minor bug. I seen it last night for the first time. I'll have to repack the dll tonight. Unless someone gets to it first. The bug only affects the warning message of not having a place to c ook. Nothing is affected in gameplay tho :)
Quote from: dismar on June 16, 2015, 01:07:06 PM
Just a minor bug. I seen it last night for the first time. I'll have to repack the dll tonight. Unless someone gets to it first. The bug only affects the warning message of not having a place to c ook. Nothing is affected in gameplay tho :)
Nice. thanks for the confirmation.
here a cheap and dirty fix for the error that pops up. the new dll file removes the Need meal source msg. for both stoves and the paste dispenser :)
https://www.dropbox.com/s/l9upwpw0xcryj7k/Bulk_Meals.zip?dl=0
Nice..
The new zip isn't a simple overwrite, but it adds a differently named dll file.. so the old dll will still remain. Will that make a difference.. as in do we need to delete the old bulk meal folder and then add this new one?
Quote from: nmid on June 17, 2015, 03:45:16 AM
Nice..
The new zip isn't a simple overwrite, but it adds a differently named dll file.. so the old dll will still remain. Will that make a difference.. as in do we need to delete the old bulk meal folder and then add this new one?
Oh! sorry bout that thought i changed that file name ! lol I re-uploaded it so now you can just over write!
[attachment deleted due to age]
Sounds great... now just remove all the earlier links so no one has any confusion! :D
Thank you for your modding help :))
Alpha 11 update has been officially uploaded to the main post on this thread. Big thanks to Dismar for stepping in and updating the mod for me while I was busy with real life.
Hi all,
Sorry I missed the launch of A11 and thanks dismar for updating the DLL.
However there is no need for the DLL anymore, Tynan changed his code to make it mod friendly. Simple add one line to the XML:
<building>
<isMealSource>true</isMealSource>
<spawnedConceptLearnOpportunity>BillsTab</spawnedConceptLearnOpportunity>
<heatPerTickWhileWorking>0.25</heatPerTickWhileWorking>
</building>
His code checks if there is one object on the map with the isMealSource tag set to true. If there is then you don't get the tutorial message.
Quote from: beany_for_ever on June 21, 2015, 09:42:45 PM
Hi all,
Sorry I missed the launch of A11 and thanks dismar for updating the DLL.
However there is no need for the DLL anymore, Tynan changed his code to make it mod friendly. Simple add one line to the XML:
<building>
<isMealSource>true</isMealSource>
<spawnedConceptLearnOpportunity>BillsTab</spawnedConceptLearnOpportunity>
<heatPerTickWhileWorking>0.25</heatPerTickWhileWorking>
</building>
His code checks if there is one object on the map with the isMealSource tag set to true. If there is then you don't get the tutorial message.
Awesome, thanks for sharing the info. I'll make the changes tomorrow afternoon.
Quote from: Igabod on June 21, 2015, 10:44:13 PM
Quote from: beany_for_ever on June 21, 2015, 09:42:45 PM
Hi all,
Sorry I missed the launch of A11 and thanks dismar for updating the DLL.
However there is no need for the DLL anymore, Tynan changed his code to make it mod friendly. Simple add one line to the XML:
<building>
<isMealSource>true</isMealSource>
<spawnedConceptLearnOpportunity>BillsTab</spawnedConceptLearnOpportunity>
<heatPerTickWhileWorking>0.25</heatPerTickWhileWorking>
</building>
His code checks if there is one object on the map with the isMealSource tag set to true. If there is then you don't get the tutorial message.
Awesome, thanks for sharing the info. I'll make the changes tomorrow afternoon.
I seen that when i was messing around in the codes the other day and was wondering if it was that easy now! lol ty beany :p
Is it working with Alpha 11b as well?
I'm not sure it does...
I installed the new alpha 11b and this time I took the mod within the Hardcore SK mod pack (previously I took it directly here). I can see it is correctly activated but I can find no research topic about any pro cooking, nor any pro stove.
Am I the only one ?
This is a mostly xml mod. The only thing that may be not working about this mod is the .dll that removes the "need meal source" message since I haven't had time to make the xml changes and remove the .dll yet. Try downloading the mod directly from this thread and see if it works. The 11b update only made changes that would effect .dll mods.
I redownloaded the mod here and yep, it does work !
I probably have made something wrong elsewhere.
Thank you :)
do we know the a12 eta on this by any chance?
I tested version for alpha11 on alpha12 and it works normal. Thanks, Igabod!
I've used this for weeks with the latest version (Alpha 12D) and it works perfectly, so no updated needed imho. 8)
Here ya go an alpha12 update using the new food cooking system and items.
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Recently I noticed a bug with this mod, the recipe to cook 8 simple meals is apparently broken and will not function at all.
(And for some reason you can cook with hay, which will make whoever eats the meal sick.)
Quote from: Lady Wolf on March 21, 2016, 11:44:54 PM
Recently I noticed a bug with this mod, the recipe to cook 8 simple meals is apparently broken and will not function at all.
(And for some reason you can cook with hay, which will make whoever eats the meal sick.)
I poked around a bit and added a couple of lines here and there to get rid of that nasty hay and except fertilised eggs by default. Everything looks fine on my end, but let me know if anything is borked. :P
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Thanks for the speedy update, it's working fine now. 8)
Does this mod work with Alpha 13? For me, Bulk Meals is the most important mod.
No lots changed use this :
Bulk Meals a13 (https://www.dropbox.com/s/a58xjtq14z1dzxf/Bulk_Meals.rar?dl=0)
Thank you :)
Thank you Dismar!
Thanks Dis this will make a world of diffrence
Thank you for this mod, cooking one meal at a time is just a pain.
Hi, I've been trying to update this mod for alpha 13, I have the recipes showing up in the two regular stove bills tabs but it doesn't think I have a meal source anymore, no matter whether I build stoves or campfires. I can see the vanilla stoves have a property 'ismealsource' but I don't know how I can have over written that with recipes as they don't have that property. Does anyone have any ideas?
I will post the progress I've made so far if any one wants to take a gander at it.
call upon the almighty skullywag! We must do the summoning dance for him to appear i will grab my maraka, then light the bonfire!
ALL MIGHTY SKULLYWAG! WE SUMMON YOU TO ASSIST THIS MODDER! COME FORTH AND USE THE GODLY POWERS THAT YOU HAVE!!!
I will try to remember to update this later tonight. The a11 way of designating a meal source is different from a13 now, and by the sounds of it there's a fair amount of redundant code that can be omitted.
Ah I think I've got it sorted, it is working now :)
I'm not sure what the proper form is for this, how can I offer this for people to download without getting banned for plagiarism?
Quote from: Wildcard82 on April 26, 2016, 11:23:51 AM
Ah I think I've got it sorted, it is working now :)
I'm not sure what the proper form is for this, how can I offer this for people to download without getting banned for plagiarism?
Just post it as an attachment in this thread saying you've done a temporary update until the mod author can do an official one.
The only time people get upity is if you try to claim the original mod as your own work, or you try to monetize someone else's mod.
We're pretty agreeable 99% of the time on here in my experience.
Thanks Loki88 :)
Hopefully I attached this correctly, this is my hack at a temporary update for A13 until the mod author releases the official update. It doesn't have a fancy looking 3d work table as I haven't figured that bit out yet. If anyone gets any interesting issues with it please post ;)
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Quote from: Wildcard82 on April 26, 2016, 01:32:13 PM
Thanks Loki88 :)
Hopefully I attached this correctly, this is my hack at a temporary update for A13 until the mod author releases the official update. It doesn't have a fancy looking 3d work table as I haven't figured that bit out yet. If anyone gets any interesting issues with it please post ;)
Guess my update to 13 on the last page wasn't good enough for ppl.. :(
Quote from: dismar on April 26, 2016, 04:59:31 PM
Quote from: Wildcard82 on April 26, 2016, 01:32:13 PM
Thanks Loki88 :)
Hopefully I attached this correctly, this is my hack at a temporary update for A13 until the mod author releases the official update. It doesn't have a fancy looking 3d work table as I haven't figured that bit out yet. If anyone gets any interesting issues with it please post ;)
Guess my update to 13 on the last page wasn't good enough for ppl.. :(
I didn't even look at the last page, sorry dismar. Just saw people asking about an update so figured it hadn't been done yet.
Apologies Dismar, I hadn't seen your post, could have saved myself the effort and spent more time feeding colonists :'(
Quote from: dismar on April 26, 2016, 04:59:31 PM
Quote from: Wildcard82 on April 26, 2016, 01:32:13 PM
Thanks Loki88 :)
Hopefully I attached this correctly, this is my hack at a temporary update for A13 until the mod author releases the official update. It doesn't have a fancy looking 3d work table as I haven't figured that bit out yet. If anyone gets any interesting issues with it please post ;)
Guess my update to 13 on the last page wasn't good enough for ppl.. :(
yoinks
Thanks to everybody for keeping this mod alive while I've been busy working 6 days a week. I have uploaded the update for a13 done by Dismar to the original post so anybody that was waiting for an official update to download it can finally get to cooking in bulk.
Quote from: Igabod on May 02, 2016, 08:22:00 PM
Thanks to everybody for keeping this mod alive while I've been busy working 6 days a week. I have uploaded the update for a13 done by Dismar to the original post so anybody that was waiting for an official update to download it can finally get to cooking in bulk.
Hey Igabod! Welcome back. Hope your enjoying A13 lol My first game two of the pawns beat each other to death and it was game over in the first day lol.
Quote from: Mechanoid Hivemind on April 26, 2016, 10:19:21 AM
call upon the almighty skullywag! We must do the summoning dance for him to appear i will grab my maraka, then light the bonfire!
ALL MIGHTY SKULLYWAG! WE SUMMON YOU TO ASSIST THIS MODDER! COME FORTH AND USE THE GODLY POWERS THAT YOU HAVE!!!
you spelled maraca wrong.
custom cook stove charges power even when not in use. that's about second or third case like that, which leaves me wondering - if modders aren't able/can't be bothered to make custom crafting stations charge power only when in use, or if it's a weird problem on my side, if that's possible at all. would love some answers.
Quote from: Galvenox on May 09, 2016, 08:09:38 PM
custom cook stove charges power even when not in use. that's about second or third case like that, which leaves me wondering - if modders aren't able/can't be bothered to make custom crafting stations charge power only when in use, or if it's a weird problem on my side, if that's possible at all. would love some answers.
The vanilla stove does the same thing. Pretty much everything except heaters/coolers use power at a constant rate even when not being used. To make that not be the case would require a lot more work and I don't even know where to begin with making that change. All I did with the new stove was copy the definition for the vanilla cook stove and make a couple small changes and add a new texture for it.
Quote from: Igabod on May 09, 2016, 08:31:15 PM
Quote from: Galvenox on May 09, 2016, 08:09:38 PM
custom cook stove charges power even when not in use. that's about second or third case like that, which leaves me wondering - if modders aren't able/can't be bothered to make custom crafting stations charge power only when in use, or if it's a weird problem on my side, if that's possible at all. would love some answers.
The vanilla stove does the same thing. Pretty much everything except heaters/coolers use power at a constant rate even when not being used. To make that not be the case would require a lot more work and I don't even know where to begin with making that change. All I did with the new stove was copy the definition for the vanilla cook stove and make a couple small changes and add a new texture for it.
what are you talking about? vanilla stove and every other vanilla workstation don't use power all the time, though they're turned on. now I'm even more confused, cause I just doublechecked that.
CCL buddy. You have it on. That makes it not consume power when not used.
Quote from: Galvenox on May 09, 2016, 08:57:07 PM
Quote from: Igabod on May 09, 2016, 08:31:15 PM
Quote from: Galvenox on May 09, 2016, 08:09:38 PM
custom cook stove charges power even when not in use. that's about second or third case like that, which leaves me wondering - if modders aren't able/can't be bothered to make custom crafting stations charge power only when in use, or if it's a weird problem on my side, if that's possible at all. would love some answers.
The vanilla stove does the same thing. Pretty much everything except heaters/coolers use power at a constant rate even when not being used. To make that not be the case would require a lot more work and I don't even know where to begin with making that change. All I did with the new stove was copy the definition for the vanilla cook stove and make a couple small changes and add a new texture for it.
what are you talking about? vanilla stove and every other vanilla workstation don't use power all the time, though they're turned on. now I'm even more confused, cause I just doublechecked that.
Did you not even bother playing vanilla once with the new update just to see what was added? I always play vanilla with no mods every update.
Quote from: hector212121 on May 09, 2016, 09:22:40 PM
CCL buddy. You have it on. That makes it not consume power when not used.
thank you so much for direct and helpful answer, all clear now.
Hi, I tried to use this mod in combination with my mod (https://ludeon.com/forums/index.php?topic=20061.msg220883#msg220883), and it stopped chairs being built even though my mod and yours do not use any of the same xml files. Any ideas on what the conflict could be?
Quote from: levgre on May 14, 2016, 10:01:57 PM
Hi, I tried to use this mod in combination with my mod (https://ludeon.com/forums/index.php?topic=20061.msg220883#msg220883), and it stopped chairs being built even though my mod and yours do not use any of the same xml files. Any ideas on what the conflict could be?
There should be no reason bulk meals would prevent you from doing anything. Bulk meals doesn't alter any of the core game files, it only adds new things. If you altered the bulk meals xml then maybe you altered it in such a way that interferes, but I can't even think of how that would happen. And I don't have time to download your mod and do testing and figure out what went wrong. I barely have time enough to provide support for my own mods. You'll have to figure this one out for yourself I'm afraid. Sorry I couldn't be more helpful.
I figured it out. it was this chunk of XML, just had to remove it.
<ThingDef Name="BuildingBase" Abstract="True">
******
</ThingDef>
Might I suggest adding bulk kibble and beer recipes?
Bulk kibble could be crafting 150(60 plant/meat) at a time, or, let's see...
75*2.5(in other words 2 full stacks of meat and non-hay)=187, rounded down that is.
in vanilla you can use eggs for lavish meals. but in this mod, the four or eight lavish meals can't use eggs.. don't know it's a bug or you forgot some line in the recipedefs?
Hi there!
I would like to leave a comment on this mod.
It's a good mod. A very good one in fact.
Only one doubt remains.
I am by no means an expert chef. Nonetheless, I had a time in my life, when I had to cook for about 20 people. If you keep it simple you can, in fact, have only one batch.
I would like to have this option in this mod, if possible.
Keep up the good work! :)
I'm in the middle of yet another move this week so I'm unable to work on the updates for A14 right now. But luckily Theladdercoins has done the update for this mod and has made it available for all of you who are impatient and wanna use this mod right now. You can find it at https://drive.google.com/open?id=0B3PIDGTELQUfVEYzbEZxVjdiUmc (https://drive.google.com/open?id=0B3PIDGTELQUfVEYzbEZxVjdiUmc). I'll take a look at it and make sure all the details are updated and then I'll upload it to the original post some time this week after I've gotten moved into my new house and everything.
I know someone updated this already. But they did not fix the recipes. This version has updated recipes.
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Has someone updated this one to A15 yet?
Expanded Crops can be an alternative to some degree:
https://ludeon.com/forums/index.php?topic=4373.0
With sufficient skill you can cook several meals at the same time. But not as many as with this. Still, it's a great help for smaller colonies already.
Quote from: Jan2607 on September 07, 2016, 01:37:38 PM
Has someone updated this one to A15 yet?
i was using it with my A15 games and it works just fine.
yes there should be no issues using this in 15
I tried it, but when I use the A13 version in A15, I get a debug log (attached as a screenshot) :(
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Quote from: Jan2607 on September 08, 2016, 04:07:19 PM
I tried it, but when I use the A13 version in A15, I get a debug log (attached as a screenshot) :(
You have to change the target version in the about.xml file, then it works.
edit: unless of course, you have some other mod conflicting with it.
Quote from: BlackSmokeDMax on September 08, 2016, 04:10:46 PM
You have to change the target version in the about.xml file, then it works.
Alright, so I went into Mods/BulkMeals/About, and clicked on the about.xml.
It opened Internet Explorer with some text stuff. I see the target version thing, but it won't let me edit it. What am I doing wrong?
EDIT:: Nevermind, I figured it out. Right-clicking ftw!
FYI, if you''re using T's Mods, this one has to load BEFORE Misc, the one with the stove. Idk why, it just does.
Wheeeee alpha 15 ! Not tested but no errors. :)
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I "updated" this for A15. Didn't change any recipes, just updated the target version.
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:)
;)