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RimWorld => Releases => Mods => Outdated => Topic started by: Gutsnipe on August 28, 2016, 08:01:28 PM

Title: [A17] Feed the Colonists
Post by: Gutsnipe on August 28, 2016, 08:01:28 PM
(http://imgur.com/NwnH3Zs.png)

Feed the Colonists

About
Feed the Colonists is a utility mod that allows you to create 4 simple, fine, or lavish meals. As well as creating 4 stacks of kibble or pemmican. Work amount is 3.5X what it would normally cost to make 4.

I created this mod because I didn't like having a colonist spending a large portion of the work day creating meals for a hungry colony. It'll still probably slow down a bit once you get more and more colonists, but this is definitely helpful for smaller/medium-sized colonies. Especially when you value everyone eating well.  :)

Setting "cook until you have" is based on number of items in stockpile, not number of times job performed. In this way, Cook Until you Have 4 means you'll cook up to 7, and still have a few left over in the stockpile by the time the job is queued up again.

Originally made for Alpha 14, updated for Alpha 15 on 2016-08-28, Alpha 16 on 2016-12-21, Alpha 17 on 2017-05-24. You can download this mod on steam, or from moddb.

Please leave a message on the steam page if you need to contact me. :)

Job Requirements

MealWork to Make
Simple Meal300
Fine Meal450
Lavish Meal800
Pemmican600
Kibble300
4 Simple Meals1050
4 Fine Meals1575
4 Lavish Meals2800
4 Pemmican2100
4 Kibble1050


Download
(http://i.imgur.com/XQL6cMH.jpg) (http://steamcommunity.com/sharedfiles/filedetails/?id=729690064)

(http://button.moddb.com/popularity/medium/mods/31010.png) (http://www.moddb.com/mods/feed-the-colonists)

Alpha 14 and higher version on Moddb: (http://media.moddb.com/images/global/moddb.png) (http://www.moddb.com/mods/feed-the-colonists/downloads/feedthecolonists-a14)

License / Reuse
Anyone is free to add this mod to a mod pack or edit it to fit their needs.

Give a thumbs-up on steam if you like this mod!

[attachment deleted by admin - too old]
Title: Re: [A15] Feed the Colonists
Post by: AseaHeru on August 29, 2016, 12:01:57 AM
PTW
Title: Re: [A15] Feed the Colonists
Post by: alpha_omega on August 29, 2016, 07:38:52 PM
Would it be possible to put up the A14 version for download?  Thank you!
Title: Re: [A15] Feed the Colonists
Post by: subarctic_guy on August 30, 2016, 12:44:40 AM
Can I get a link to the A14 version, please. I'm still playing an A14 colony.
Title: Re: [A15] Feed the Colonists
Post by: Gutsnipe on August 30, 2016, 01:56:57 AM
Hey guys, I uploaded a version for 0.14.1249 which does not include the kibble recipe on ModDB.

You can find it here: http://www.moddb.com/mods/feed-the-colonists/downloads/feedthecolonists-a14 (http://www.moddb.com/mods/feed-the-colonists/downloads/feedthecolonists-a14)
Title: Re: [A15] Feed the Colonists
Post by: subarctic_guy on August 30, 2016, 02:01:40 AM
Thank you so much!!!  ;D
Title: Re: [A15] Feed the Colonists
Post by: Stonn on September 03, 2016, 03:06:26 PM
Such a good and logical idea! Will try it out asap :) and quick update to A15 that was!
Title: Re: [A15] Feed the Colonists
Post by: nachtfalter on September 27, 2016, 08:26:28 AM
Very usefull! Thanks a lot =D
Title: Re: [A15] Feed the Colonists
Post by: Rock5 on October 23, 2016, 07:38:55 AM
I think it's enough of a time saver to do less hauling, it doesn't need to take less time to cook. I might change it to be 4x work when I use it.

You know what would make even more sense? Why limit it to 4 meals? I would think the limit would be how much the colonist can carry. So if a colonist can carry 75, they will carry 70 veg and then 70 meat to make 7 Lavish Meals. If you have a bionic cook that can carry 90 then they make 9 Lavish Meals at a time. That would obviously be more complex to make work though. And it may be that you wouldn't want to take that long cooking.
Title: Re: [A16] Feed the Colonists
Post by: asquirrel on December 29, 2016, 01:34:51 PM
My download times out on ModDB.  Would you mind giving another manual download link?  I could d/l it from Steam workshop but then I need to rip it out of the steamapp folder to keep it with my other mods.  Thanks! :)
Title: Re: [A16] Feed the Colonists
Post by: AseaHeru on December 29, 2016, 03:42:08 PM
 Also times out for me. For various reasons(Mostly my not using steam when possible), downloading it from the steam workshop is not an option.
Title: Re: [A16] Feed the Colonists
Post by: FoxXeL on December 30, 2016, 04:50:28 AM
So basically it is Bulk Meals mod without the 8 meals?
Title: Re: [A16] Feed the Colonists
Post by: O Negative on December 30, 2016, 05:44:52 AM
Quote from: FoxXeL on December 30, 2016, 04:50:28 AM
So basically it is Bulk Meals mod without the 8 meals?

This is like Bulk Meals, but kinda better ;D lol

I had no idea this mod existed before I wrote that one. :)

Edit: @Gutsnipe I've included a link to your mod in my mod's thread.
Mine isn't nearly as popular as yours, but I figured it appropriate given your seniority :)
Title: Re: [A16] Feed the Colonists
Post by: bills6693 on December 30, 2016, 12:28:05 PM
I'm going to assume he meant the old bulk meals mid that's not been updated for a few versions. You used to build a bigger (4 tile) cooker to be allowed 4 and 8 meal options but had to be more skilled for the bigger meal bills. Was a very good mod and this one seems to be doing a lot of the same.
Title: Re: [A16] Feed the Colonists
Post by: O Negative on December 30, 2016, 02:24:41 PM
Ah, gotcha!
Title: Re: [A16] Feed the Colonists
Post by: Enetious on January 04, 2017, 07:50:03 PM
Updated the current Alpha 16 release version to include larger bulk meals to cook 8 at a time as well as 4 (which included pemmican and kibble as well). Instead of cooking 12.5% quicker (or 1/8 quicker), cooking 8x in bulk cooks 25% quicker (or 1/4 quicker) due to the nature of cooking bulk.

Meal   Work to Make
Simple Meal   300
Fine Meal   450
Lavish Meal   800
Pemmican   600
Kibble   300
8 Simple Meals   1800
8 Fine Meals   2700
8 Lavish Meals   4800
8 Pemmican   3600
8 Kibble   1800

Download: http://www.mediafire.com/file/18kv1vdpas09ph3/Feed+The+Colonists.zip

Gutsnipe, I do hope you don't mind me doing this (note that I will take down the link upon request), it is just that cooking 8x in bulk is rather beneficial for larger colonies in particular (otherwise late-game colonies with plenty of colonists). Thanks for keeping this mod updated.

UPDATED For the Alpha 17 release version
Download: http://www.mediafire.com/file/itujl3baooccfz3/Feed+The+Colonists.rar
Title: Re: [A16] Feed the Colonists
Post by: Mehni on February 17, 2017, 06:51:48 PM
I changed FTC so it defaults to not using insect meat, like the vanilla meals. It's a simple edit, but I thought I'd share.

https://www.dropbox.com/s/c3gqyoj6asdaxeq/A16_Feed_The_Colonists_-_no_insect_meat.zip?dl=1
Title: Re: [A16] Feed the Colonists
Post by: marginoferror on February 21, 2017, 03:26:48 AM
Quick bug report: the default settings for the normal "make fine meal" are no human meat, no insect meat. But the default settings for the "make 4 fine meals" excludes only human meat, not insect meat.

Edit: Oh, now I see the person above me was commenting about the same issue.
Title: Re: [A16] Feed the Colonists
Post by: AngleWyrm on March 20, 2017, 03:19:39 AM
Bug report
I set a butcher's table to produce the 4-kibble bill, but when the colonists attempted to manufacture the order they just kept bringing ingredients to the table. I tried relocating the table in case it was gummed up somehow, and I tried using a different colonist as well. Same result.

I theorize that the ingredients in my cold storage freezer have some sort of nutritional, mass and/or stack size measurement that produces a result where the colonists cannot put enough ingredients into three stacks on the table, and so the recipe fails to get completed as they endlessly attempt to bring more to a full workbench.
Title: Re: [A16] Feed the Colonists
Post by: Canute on March 20, 2017, 11:59:29 AM
The colonists can use more then 3 stacks, they just drop it around the crafting spot. I got recipes with 5 diff. componets at Hardcore SK.
Title: Re: [A16] Feed the Colonists
Post by: BlackSmokeDMax on March 20, 2017, 12:58:17 PM
Quote from: AngleWyrm on March 20, 2017, 03:19:39 AM
Bug report
I set a butcher's table to produce the 4-kibble bill, but when the colonists attempted to manufacture the order they just kept bringing ingredients to the table. I tried relocating the table in case it was gummed up somehow, and I tried using a different colonist as well. Same result.

I theorize that the ingredients in my cold storage freezer have some sort of nutritional, mass and/or stack size measurement that produces a result where the colonists cannot put enough ingredients into three stacks on the table, and so the recipe fails to get completed as they endlessly attempt to bring more to a full workbench.

Just how much are they hauling? Doing a job of 4 kibble would take a *LOT* of raw food goods. Going from memory here, but doesn't each kibble recipe require 40 units to produce 50 units. So a job of 4 would require 160 units to produce 200. As Canute said above, they can have more than 3 stacks, and indeed may just need that many with trying to get 160 total units around the table, especially if needing multiple types to get to that high a number.
Title: Re: [A17] Feed the Colonists
Post by: Gutsnipe on May 24, 2017, 11:40:49 PM
Hey guys, please leave a comment on the steam workshop page if you need to contact me. I have no problem with anyone editing the mod. I'm really happy you guys find this useful. :)

This mod has been updated for A17, hope everyone has fun with the new version!

I just did a quick test and 4 kibble seems to use 160 units of food (in my test, 80 hay, 80 chicken meat). Kibble needs a lot of ingredients to complete, but I didn't want to edit the value from the original... just multiply food requirements by 4 and work requirements by 3.5.

I edited the simple, fine, lavish meals, and pemmican to exclude human meat, megaspider meat, and insect jelly by default.

Quote from: O Negative on December 30, 2016, 05:44:52 AM
Quote from: FoxXeL on December 30, 2016, 04:50:28 AM
So basically it is Bulk Meals mod without the 8 meals?

This is like Bulk Meals, but kinda better ;D lol

I had no idea this mod existed before I wrote that one. :)

Edit: @Gutsnipe I've included a link to your mod in my mod's thread.
Mine isn't nearly as popular as yours, but I figured it appropriate given your seniority :)

I hope your mod is doing well. :)

Quote from: Enetious on January 04, 2017, 07:50:03 PM
Updated the current Alpha 16 release version to include larger bulk meals to cook 8 at a time as well as 4 (which included pemmican and kibble as well). Instead of cooking 12.5% quicker (or 1/8 quicker), cooking 8x in bulk cooks 25% quicker (or 1/4 quicker) due to the nature of cooking bulk.

Meal   Work to Make
Simple Meal   300
Fine Meal   450
Lavish Meal   800
Pemmican   600
Kibble   300
8 Simple Meals   1800
8 Fine Meals   2700
8 Lavish Meals   4800
8 Pemmican   3600
8 Kibble   1800

Download: http://www.mediafire.com/file/18kv1vdpas09ph3/Feed+The+Colonists.zip

Gutsnipe, I do hope you don't mind me doing this (note that I will take down the link upon request), it is just that cooking 8x in bulk is rather beneficial for larger colonies in particular (otherwise late-game colonies with plenty of colonists). Thanks for keeping this mod updated.

I have no problem with this. I'm glad you found my mod useful enough to tweak it to suit your playstyle. :)

Quote from: BlackSmokeDMax on March 20, 2017, 12:58:17 PM
Quote from: AngleWyrm on March 20, 2017, 03:19:39 AM
Bug report
I set a butcher's table to produce the 4-kibble bill, but when the colonists attempted to manufacture the order they just kept bringing ingredients to the table. I tried relocating the table in case it was gummed up somehow, and I tried using a different colonist as well. Same result.

I theorize that the ingredients in my cold storage freezer have some sort of nutritional, mass and/or stack size measurement that produces a result where the colonists cannot put enough ingredients into three stacks on the table, and so the recipe fails to get completed as they endlessly attempt to bring more to a full workbench.

Just how much are they hauling? Doing a job of 4 kibble would take a *LOT* of raw food goods. Going from memory here, but doesn't each kibble recipe require 40 units to produce 50 units. So a job of 4 would require 160 units to produce 200. As Canute said above, they can have more than 3 stacks, and indeed may just need that many with trying to get 160 total units around the table, especially if needing multiple types to get to that high a number.

This is my understanding as well. The 4 kibble recipe requires a lot of ingredients (8 meals worth / 4 animal & 4 plant meal), so 160 units. As I mentioned above, I did a quick test and a colonist was cooking the 4 kibble recipe with 80 hay (1 stack) and 80 chicken meat (2 stacks, 75 & 5).
Title: Re: [A17] Feed the Colonists
Post by: Lethe on July 14, 2017, 07:27:51 PM
Gutsnipe, your mod attachment got deleted for being too old. :\ Just wanted to let you know.

I downloaded it through moddb though.
Title: Re: [A17] Feed the Colonists
Post by: henk on November 14, 2017, 05:57:04 PM
Made an A18 version for personal use. Figured someone else might want it.

[attachment deleted by admin: too old]
Title: Re: [A17] Feed the Colonists
Post by: xRude on November 24, 2017, 11:19:37 PM
He actually updated this to B18
he named it A18 for some reason - http://www.moddb.com/mods/feed-the-colonists/downloads/feedthecolonists-a18
Title: Re: [A17] Feed the Colonists
Post by: crusader2010 on December 13, 2017, 06:33:51 PM
Is there any chance you add more options, like cooking 8 meals at a time, then 12, then 16 (e.g. make this research-locked and on an exponential work amount requirement) ?
Title: Re: [A16] Feed the Colonists
Post by: accountssuck on January 02, 2018, 10:44:06 AM
Quote from: Mehni on February 17, 2017, 06:51:48 PM
I changed FTC so it defaults to not using insect meat, like the vanilla meals. It's a simple edit, but I thought I'd share.

https://www.dropbox.com/s/c3gqyoj6asdaxeq/A16_Feed_The_Colonists_-_no_insect_meat.zip?dl=1
I thank you sincerely for being the only person in this thread to provide a working download link and not some steam, nexus or mediafire bullshit.
As Wil Wheaton said:
https://plus.google.com/+WilWheaton/posts/Us8B7jpSL83
Title: Re: [A16] Feed the Colonists
Post by: Harry_Dicks on January 02, 2018, 04:28:40 PM
Quote from: accountssuck on January 02, 2018, 10:44:06 AM
Quote from: Mehni on February 17, 2017, 06:51:48 PM
I changed FTC so it defaults to not using insect meat, like the vanilla meals. It's a simple edit, but I thought I'd share.

https://www.dropbox.com/s/c3gqyoj6asdaxeq/A16_Feed_The_Colonists_-_no_insect_meat.zip?dl=1
I thank you sincerely for being the only person in this thread to provide a working download link and not some steam, nexus or mediafire bullshit.
As Wil Wheaton said:
https://plus.google.com/+WilWheaton/posts/Us8B7jpSL83

First off, there is nothing wrong IMO with mediafire or nexus. At least with mediafire you don't need an account. Also, that post is almost a year old for A16, are you sure that's the version you want? :)

EDIT: When I download the version from moddb, it doesn't have a base folder to go into, so I just made one named FeedTheColonists-A18. I was curious to know if anyone could tell me if the actual name of the base folder that mods rest in is important? I would assume so, because RimWorld might need the proper directory towards it to pull resources from. Is there anywhere in any of the files from any mod that would show me what the proper name for the base folder is supposed to be, if it does matter? Thanks!
Title: Re: [A17] Feed the Colonists
Post by: crusader2010 on January 03, 2018, 02:24:41 PM
The base folder of any mod (i.e. the folder containing the subfolders "About", "Defs", etc) should be named after the mod, but without any version and such as a prefix or suffix. Why? because after each update to the mod, you should also update the name of the base folder, which means that each new version will have a new base folder in the "Mods" folder of Rimworld, which means we need to keep renaming and deleting stuff to update a mod to a new version (be it a new mod build or a new Rimworld version) :)
Title: Re: [A17] Feed the Colonists
Post by: Harry_Dicks on January 03, 2018, 03:46:56 PM
Quote from: crusader2010 on January 03, 2018, 02:24:41 PM
The base folder of any mod (i.e. the folder containing the subfolders "About", "Defs", etc) should be named after the mod, but without any version and such as a prefix or suffix. Why? because after each update to the mod, you should also update the name of the base folder, which means that each new version will have a new base folder in the "Mods" folder of Rimworld, which means we need to keep renaming and deleting stuff to update a mod to a new version (be it a new mod build or a new Rimworld version) :)

I agree that I like when mods update, the base folder has the same name as the previous version. HOWEVER, I highly prefer if there is a version number in the rar/zip file name of the mod update I just recently downloaded, so that if I ever need to rextract the file, I don't have to figure out which is the newest by date because they all had the same archive name. Also when the mod author includes the version number in the base folder, I then will need to launch RimWorld, and turn on the updated mod and remember where it went it my load order. I suppose I could just launch RimWorld first with both the old and new versions of the mod, but I will still need to restart the game after putting the updated mod in it's correct spot. But if the base folder has the same name as the previous version, you can just delete the old folder, exract the new version of the mod to your /mods folder, your updated mod will already be in the correct spot as the last one, and you won't have to restart RimWorld again (which can take quite a long time when you have 250-300 mods!).

I suppose all of this is pointless though if the name of the base folder doesn't matter, as far as the game is actually concerned. Could anyone answer that for me still, please? ;D If that's the case, any mod that has a version number in the base folder I can just rename, and swap out the new for the old.