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RimWorld => Releases => Mods => Outdated => Topic started by: Tammabanana on December 21, 2016, 05:58:41 PM

Title: [A16/17] Tam's tinymods (Kitchen Counter, Smokepit, Travel rations ...)
Post by: Tammabanana on December 21, 2016, 05:58:41 PM
Permissions: I consider any XML I've written to be public domain, insofar as anything based on Tynan's Core codestuff can be public domain - but in some mods I've remixed from other folks' work. Soooo, check who wrote the bit you're interested in, and if it's somebody else, follow the permissions granted by their original mod.

Kitchen Counter, and other shelving
GitHub: https://github.com/Tammabanana/Kitchen-Counter/releases (A17 released here)
Steam: http://steamcommunity.com/sharedfiles/filedetails/?id=820841728

Like the equipment rack, except for food, so you can keep a stash of ingredients by the stove instead of running back and forth to a storage room. Also 1x1 food cache, medicine/drug cabinet, and general shelving (art by CuproPanda, from "CorePanda"). Also a new graphic for the kitchen counter, by Thundercraft! Yayyyy it doesn't look exactly like the equipment rack anymore!)

(https://github.com/Tammabanana/Kitchen-Counter/blob/0.17/About/Preview.png?raw=true)


Smoked Meat
GitHub: https://github.com/Tammabanana/Smoked-Meat/releases (A17 released here)
A17 Steam: http://steamcommunity.com/sharedfiles/filedetails/?id=930862857
A16 Steam: http://steamcommunity.com/sharedfiles/filedetails/?id=820841182

Smoked meat, a smokepit, and a smokehouse. This smoked meat lasts 30 gamedays and can be used in any recipe that calls for raw meat.

(https://github.com/Tammabanana/Smokepit/blob/master/About/Preview.png?raw=true)

Travel rations: MREs
GitHub: https://github.com/Tammabanana/Travel-Rations--MREs/releases (A17 released here)
Steam: http://steamcommunity.com/sharedfiles/filedetails/?id=838360846 (Still A16; will become A17 when the base game does.)

Adds lightweight, packaged meals with long shelf life.

Ready-to-eat meals, both simple and fine, specially cooked and packaged to travel well and last a long time. Intended for caravans, but probably useful for panic rooms and winter, too.

Features:

XML by Tammabanana
Art recolors by A Friend
Mechanics consultation with Skullywag, Spoonshortage, and YOINKED from ProfugoBarbarus and 3DGrunge's prior conversation in same channel.

(https://github.com/Tammabanana/Travel-Rations--MREs/blob/master/About/Preview.png?raw=true)

Pygmy Muffalo
GitHub: https://github.com/Tammabanana/Pygmy-Muffalos/releases (A17 released here)
Steam: http://steamcommunity.com/sharedfiles/filedetails/?id=896949376 (Still A16; will become A17 when the base game does.)

Pygmy muffalos: a smaller species of muffalo, bred for their hardiness in less-vegetative environments. Pygmy muffalos eat less than their larger cousins, and provide milk and wool in smaller quantities but more frequently.

XML by Tammabanana (feel free to raid this part for your own mods)
Art by Spoonshortage (ask permission for using this in other mods)

OK to include in mod packs.

(https://github.com/Tammabanana/Pygmy-Muffalos/blob/master/About/Preview.png?raw=true)

Works in progress
(I'm spazzy about what I choose to work on at any given time, and slow in general.  :'( )
(Feedback welcome on anything far enough along that I've posted a link.)


Community fantasy animals, with GreyFluffs and anyone else who wants to participate:
https://github.com/Tammabanana/Community-Fantasy-Animals

In which artists draw fantasy animals, and XML'ers can make them work. (GreyFluffs has done all the real work so far, I'm a slowmospaz.)

Initial Conditions #1: Subsistence
https://github.com/Tammabanana/Initial-Conditions-Subsistence

Adds more no-tech survival options: smoked meat, winter clothes at the crafting spot, smashing rocks together to get some stone blocks, mixing different leathers, etc. I object strongly to colonists' sheer survival being dependent on building a research station and sitting down with their paperwork, or having to build a big solid butchering table before you can reasonably go hunting when all you really need is a knife (which isn't even required at the butchering table, dammit), or caring so badly about fashion that you simply MUST make your parka out of nothing but squirrelskin, etc.

Kinda sorta almost usable, but still testing/balancing/descriptioning. Remixes some stuff from other people's mods - Spoonshortage's tribal clothing from FashionRIMsta, Panggul_mas's Smokehouse, some of Telkir's floors, Sam_'s Tilled Soil, TrueDestroyer's Double Sleeping Spot.

Initial Conditions #2: Tribal Flavor
(In progress but nowhere near presentable)

More tribal furniture, joy objects, stuff like that, because why are tribals building colonist-style beds and dining chairs and billiards tables? Whyyyyy??

This is largely going to be a remix of mods:
I was originally thinking of IC1+2 as a single mod, but I suppooooooose it's possible that people may want the IC1 functions without the clutter of extra tribal stuff, so I'm splitting them up. IC2 may or may not require/assume use of IC1, we'll see.

Witchlight Megashrooms
(In progress, at a kind of proof-of-concept stage, but nowhere near presentable.)

zomg walking vicious mushroom monsters that drop glowing spores you can bring inside your house as light sources but if you don't keep an eye on them they will hatch and EAT YOU plus they mutate into a slightly more friendly/useful mushroom monster with each generation

Maybe including some kind of glow-juice "milk" that could be applied to arts and stuff to make them glowy light sources. Or something. I dunno.
Title: Re: [A16] Tam's tinymods (Kitchen Counter, Smokepit ...)
Post by: Delmain on December 21, 2016, 06:31:08 PM
You mention the mods are available on Steam, but then don't link to them, =P

You can't expect a guy to manually search for things, come on!
Title: Re: [A16] Tam's tinymods (Kitchen Counter, Smokepit ...)
Post by: Tammabanana on December 21, 2016, 06:56:44 PM
Quote from: Delmain on December 21, 2016, 06:31:08 PM
You mention the mods are available on Steam, but then don't link to them, =P

You can't expect a guy to manually search for things, come on!

It'll build character!
Title: Re: [A16] Tam's tinymods (Kitchen Counter, Smokepit ...)
Post by: Boston on December 22, 2016, 06:00:30 PM
Just so you are aware, I am pretty sure your mods pretty much break storage, in the sense that I can no longer specify what storage location (racks, shelves, even stockpile zones) holds what.

I have the "storage" tab when I select the item/zone, but I can't select what goes into it. The only options I get are "clear all", "allow all", hitpoints and priority.

Again, this is for everything. Zones, shelves, etc.

I mean, pawns still bring things to these places to store them, you just can't specifiy what goes where.
Title: Re: [A16] Tam's tinymods (Kitchen Counter, Smokepit ...)
Post by: Tammabanana on December 22, 2016, 07:07:24 PM
Quote from: Boston on December 22, 2016, 06:00:30 PM
Just so you are aware, I am pretty sure your mods pretty much break storage, in the sense that I can no longer specify what storage location (racks, shelves, even stockpile zones) holds what.

I have the "storage" tab when I select the item/zone, but I can't select what goes into it. The only options I get are "clear all", "allow all", hitpoints and priority.

Again, this is for everything. Zones, shelves, etc.

I mean, pawns still bring things to these places to store them, you just can't specifiy what goes where.

Hunh. I'm not experiencing that, and am not sure how an XML-only furniture-addition mod could possibly affect the filters on the storage zones. Could you pass on your output_log file and let me know what other mods you're using, please?
Title: Re: [A16] Tam's tinymods (Kitchen Counter, Smokepit, Travel rations ...)
Post by: Tammabanana on January 08, 2017, 06:56:22 PM
New mod! Links and details added to OP.

"Travel rations: MREs": Lightweight, long-shelf-life meals, good for travel or long-term storage.
Title: Re: [A16] Tam's tinymods (Kitchen Counter, Smokepit, Travel rations ...)
Post by: Degraine on January 08, 2017, 07:47:06 PM
Oooh, MREs, I'll be having that. Goodness, with those and Nandonalt's camping mods, it'll be like sending out a real expedition!

Nice to see Rimfridges and modular tables making a guest star appearance in your screenshots too. :P
Title: Re: [A16] Tam's tinymods (Kitchen Counter, Smokepit, Travel rations ...)
Post by: Tammabanana on January 08, 2017, 08:00:30 PM
Quote from: Degraine on January 08, 2017, 07:47:06 PM
Nice to see Rimfridges and modular tables making a guest star appearance in your screenshots too. :P

Ha! Those aren't the only ones - the easel in the bottom right is from Additional Joy Objects, and one of the mood thoughts is from Rumours & Deception and you can still just barely see a SkyLight by the mood panel. I can't vanilla to save my life.
Title: Re: [A16] Tam's tinymods (Kitchen Counter, Smokepit, Travel rations ...)
Post by: Degraine on January 08, 2017, 08:14:20 PM
I'm at about two dozen myself, yeah. That's not counting the minor adjustments like Megatherium and Raindrops No Longer Fall On My Head, or a couple of materials from Industrialisation, that I've consolidated into my own 'Personal Touches' mod.
Title: Re: [A16] Tam's tinymods (Kitchen Counter, Smokepit, Travel rations ...)
Post by: Pupun2542 on January 09, 2017, 01:20:02 AM
Meal ready to eject not meal ready to eat guy :v
PS. It's a joke
Title: Re: [A16] Tam's tinymods (Kitchen Counter, Smokepit, Travel rations ...)
Post by: Zebukin on January 14, 2017, 02:07:07 PM
Thanks for mods. Jerky is the good thing to make at camps (SetUp Camp mod) without growing something.
And MRE are pretty balanced too.
Title: Re: [A16] Tam's tinymods (Kitchen Counter, Smokepit, Travel rations ...)
Post by: Serpyderpy on January 15, 2017, 09:03:24 AM
Wow, thank you for these. I can see a lot of them coming in handy (the smokepit and kitchen counter) but I especially adore the fantasy animals, they're super cute and they're going into my game pronto.
Title: Re: [A16] Tam's tinymods (Kitchen Counter, Smokepit, Travel rations ...)
Post by: Tammabanana on April 02, 2017, 10:48:42 AM
Added: Pygmy Muffalos.

To do:

Between now and A17, my general plan is to try to break the existing Grand Ideas down into more focused mods, where everything in each individual mod really does belong together. But - as previously mentioned - I am time-limited and highly distractible, so the timetable on which this will happen is extremely unpredictable.
Title: Re: [A16] Tam's tinymods (Kitchen Counter, Smokepit, Travel rations ...)
Post by: SpaceDorf on April 02, 2017, 01:00:29 PM
That Muffy is so cute it actually hurts :)
Title: Re: [A16] Tam's tinymods (Kitchen Counter, Smokepit, Travel rations ...)
Post by: Rimrue on April 07, 2017, 08:29:15 PM
Hi, I tried installing your subsistence mod, but it's telling me it's not the latest version. Can you upload the latest version as I would like to try it out!

Also for adding more tribal flavoured stuff, I currently play using the camping gear mod and just ignore the beds for at least the first year or until non-tribals start joining. If I had access to tribal-style beds that were equal to the colonist beds for rest effectiveness and healing, but looked more tribal, I would happily use them instead. Or even if they weren't as good but were just better than the sleeping bags. Same with the armchairs and joy objects, etc. I hate feeling like I have to rush my tribal folks into being colonists instead of maintaining their tribal ways!

Thanks!
Title: Re: [A16] Tam's tinymods (Kitchen Counter, Smokepit, Travel rations ...)
Post by: Fellbourne on April 07, 2017, 09:23:05 PM
@Rimrue for tribal flavoured stuff (and spacer flavered stuff later if you wish) you might check out RIMkea (https://ludeon.com/forums/index.php?topic=26379.0). I like the look of The Rustika Furniture when playing tribals, especially if i'm also using the Medieval Times mod.
Title: Re: [A16] Tam's tinymods (Kitchen Counter, Smokepit, Travel rations ...)
Post by: Rimrue on April 07, 2017, 09:59:06 PM
Quote from: Fellbourne on April 07, 2017, 09:23:05 PM
@Rimrue for tribal flavoured stuff (and spacer flavered stuff later if you wish) you might check out RIMkea (https://ludeon.com/forums/index.php?topic=26379.0). I like the look of The Rustika Furniture when playing tribals, especially if i'm also using the Medieval Times mod.

Oh cool! Thanks! I will check that out! :)

Rue
Title: Re: [A16] Tam's tinymods (Kitchen Counter, Smokepit, Travel rations ...)
Post by: Tammabanana on April 08, 2017, 09:01:15 AM
Quote from: Rimrue on April 07, 2017, 08:29:15 PM
Hi, I tried installing your subsistence mod, but it's telling me it's not the latest version. Can you upload the latest version as I would like to try it out!

Hi! There's two branches going on in that GitHub right now. If you download from the master branch, https://github.com/Tammabanana/Initial-Conditions-Subsistence/tree/master, that's the version described in the first post, and may be the one telling you it's not the latest version? That's where I was trying to do a lot of stuff at once in the mod.

The "latest" version may mean the other branch, where I'm working on focusing the scope - https://github.com/Tammabanana/Initial-Conditions-Subsistence/tree/Strip-smoked-meat-out. In this branch, I've:

Quote
Also for adding more tribal flavoured stuff, I currently play using the camping gear mod and just ignore the beds for at least the first year or until non-tribals start joining. If I had access to tribal-style beds that were equal to the colonist beds for rest effectiveness and healing, but looked more tribal, I would happily use them instead. Or even if they weren't as good but were just better than the sleeping bags. Same with the armchairs and joy objects, etc. I hate feeling like I have to rush my tribal folks into being colonists instead of maintaining their tribal ways!

Thanks!

I hear ya, and also recommend RimKEA; with Spoon's permission, it's one of the mods I'm drawing from. I think most of the others I've collected haven't been A16'd. Maybe I'll just set up a separate tab for the tribal furniture, and then a player can ignore the regular Furniture tab completely if they want? I'll have to look into that.
Title: Re: [A16] Tam's tinymods (Kitchen Counter, Smokepit, Travel rations ...)
Post by: Rimrue on April 08, 2017, 03:48:36 PM
Great, thanks! :)

I'm going to try this out on a new save. I've been playing tribal the last three or four games and find it's too hard to stay tribal for longer than a year or so, but I get bored as soon as the colony starts getting modern technology. Lol
Title: Re: [A16] Tam's tinymods (Kitchen Counter, Smokepit, Travel rations ...)
Post by: Rimrue on April 09, 2017, 08:28:23 PM
Okay, having played about 30 ingame days I have some thoughts for you:

First, I love the smoked meat. That is a major lifesaver! I can smoke an entire megasloth in a little over a day and only lose a few meat at the end. I haven't yet tried out the smokehouse, though, as I've found just using the fire works great. If it is like the beer kegs and doesn't require babysitting, I may give it a go.

The double sleeping spot is also great. I started off with a couple and they really appreciated being able to sleep together from the start. Ditto the hay sleeping spot. Which saved me until I could build them the RIMkea bed.

BTW, RIMkea has a separate tab for its furniture. So I would definitely do the same with your set of tribal furniture. If I can make a suggestion, though: please make the materials needed for the furniture the same for tribal as vanilla. It sucks not being able to build simple wooden stools right off the bat. And the double bed requires 100 stone and cannot be made of wood. That's pretty tough to produce early game, even with the stone crafting spot. :/

Speaking of which, is it possible to add brewing and scupting to the crafting spot? Or even create separate spots for those two actions? I like the idea of my tribals sitting around the fire crafting things instead of working at benches.

Also should "whacking rocks together" be "chipping stone blocks from chunks" or similar? The actual term is knapping, I believe, but most people won't know that. Also does it really need a level 6 crafter? Perhaps level 3 would be enough to balance it? I was lucky I started the game with a level 7 crafter or I'd have been screwed as there is very little other crafting I could do early game to level him up. I usually use stone cutting to level up my crafters! Lol

I really like the winter and summer clothing additions, but feel they are also unbalanced. I'm uncertain if the crafting spot has a speed penalty on it, but if it does I think that would be enough on an item that takes 300+ work to do. If it doesn't then perhaps increase the work time to 450? 667 is crazy excessive IMO.

Another suggestion: could you create a tribal food item for eggs? I got chickens only to realize I can only make meals with the eggs. So far, I've been just feeding the eggs to my dogs since I can't make kibble either. Lol

Anyway, hopefully that is helpful feedback. I'm enjoying playing this mod. It's great not having to rush into research. So thanks for creating it. :)
Title: Re: [A16] Tam's tinymods (Kitchen Counter, Smokepit, Travel rations ...)
Post by: Tammabanana on April 29, 2017, 11:13:54 AM
Quote from: Rimrue on April 09, 2017, 08:28:23 PM
Okay, having played about 30 ingame days I have some thoughts for you:

First, I love the smoked meat. That is a major lifesaver! I can smoke an entire megasloth in a little over a day and only lose a few meat at the end. I haven't yet tried out the smokehouse, though, as I've found just using the fire works great. If it is like the beer kegs and doesn't require babysitting, I may give it a go.

The keg code is in the C# somewhere, so it requires babysitting. :( However, the length of babysitting doesn't change with increased quantities.

QuoteBTW, RIMkea has a separate tab for its furniture. So I would definitely do the same with your set of tribal furniture. If I can make a suggestion, though: please make the materials needed for the furniture the same for tribal as vanilla. It sucks not being able to build simple wooden stools right off the bat. And the double bed requires 100 stone and cannot be made of wood. That's pretty tough to produce early game, even with the stone crafting spot. :/

I concur!

QuoteSpeaking of which, is it possible to add brewing and scupting to the crafting spot? Or even create separate spots for those two actions? I like the idea of my tribals sitting around the fire crafting things instead of working at benches.

As far as I can tell, it would have to be separate spots - if you try to add multiple work types to a spot, colonists who are assigned to one work but not the other will do the other anyway. It totally messes up a pawn's priorities. I'm into the idea of brewing and sculpting while sitting on mats around a fire, too, instead of the huge work benches. I see that you're working on this kind of stuff already in your own mods! I'd be happy to offer XML-help on yours if you need it - I remain super-slow on this front on my own.

QuoteAlso should "whacking rocks together" be "chipping stone blocks from chunks" or similar? The actual term is knapping, I believe, but most people won't know that. Also does it really need a level 6 crafter? Perhaps level 3 would be enough to balance it? I was lucky I started the game with a level 7 crafter or I'd have been screwed as there is very little other crafting I could do early game to level him up. I usually use stone cutting to level up my crafters! Lol

Duly noted, will refer back to this when I stick my fingers in the XML next. Clothing balance, also noted.

QuoteAnother suggestion: could you create a tribal food item for eggs? I got chickens only to realize I can only make meals with the eggs. So far, I've been just feeding the eggs to my dogs since I can't make kibble either. Lol

Outside the scope of Subsistence, I think - I incorporated smoked meat because that's a real and ancient way to preserve meat when you have too much to eat before it goes bad, but I can't think of a way you do that for eggs. Generally you do just scramble them up or boil them, and they do take longer to spoil, right?

But I could totes write a recipe for... something eggy, to give to you for use in one of your Tribal Mods, if you want. Whaddya want to make out of the eggs that isn't a meal? (Disclaimer: I'm terrible at art. You seem to be better.)

I didn't add kibble to the butchering spot? Will look at that too.
Title: Re: [A16] Tam's tinymods (Kitchen Counter, Smokepit, Travel rations ...)
Post by: Rimrue on April 29, 2017, 05:36:21 PM
Yeah, I figured that out about the beer keg, too. Guess it may be time delve into learning C#? Lol

I went ahead and made a cooked egg mod. It doesn't preserve the egg--it actually drops the spoilage time to 5 days--but it removes the "ate raw food" debuff. It also prevents fertilized eggs from hatching if you are having an issue with too many chickens. Lol But the main reason I created it is because I prefer to play without simple meals. I mean what self-respecting tribal uses a cafeteria tray? Lol

I really love your smokepit mod, though. Also the patched leathers. They are life savers. Lol I won't play tribal without those two mods.  :)

Thanks!
Title: Re: [A16] Tam's tinymods (Kitchen Counter, Smokepit, Travel rations ...)
Post by: AngleWyrm on April 29, 2017, 06:43:27 PM


(https://s6.postimg.org/p4no63lch/pickled_Eggs.png)
Quote from: Tammabanana on April 29, 2017, 11:13:54 AM
I can't think of a way you do that for eggs. Generally you do just scramble them up or boil them, and they do take longer to spoil, right?

Pickled Eggs
Made by simmering eggs in a brine of vinegar, sugar, salt and spices.


(http://thefrugalchicken.com/wp-content/uploads/2015/06/Eggs-In-Water-Glass-1024x768.jpg)


Water Glass
Defined in Von Wagner's Manual of Chemical Technology (1892 translation) as any of the soluble alkaline silicates, first observed by Jean Baptist van Helmont around 1640 as a fluid substance made by melting sand with excess alkali. Glauber made what he termed "liquor silicum" in 1646 from potash and silica.


(http://happymoneysaver.com/wp-content/uploads/2014/01/Image000091.jpg)


Freezing
A more modern method is freezing in ice-cube trays.
Title: Re: [A16] Tam's tinymods (Kitchen Counter, Smokepit, Travel rations ...)
Post by: Tammabanana on April 30, 2017, 09:39:02 AM
Quote from: Rimrue on April 29, 2017, 05:36:21 PM
Yeah, I figured that out about the beer keg, too. Guess it may be time delve into learning C#? Lol

Har! I'm so totally waiting for it to be pulled out into the XML. I think that's been heavily requested.

QuoteI mean what self-respecting tribal uses a cafeteria tray? Lol

SRSLY

QuoteI really love your smokepit mod, though. Also the patched leathers. They are life savers. Lol I won't play tribal without those two mods.  :)

Thanks! Me neither!! I plan on picking up your mods when I next sit down with tribals, too.

Quote from: AngleWyrm on April 29, 2017, 06:43:27 PM


(https://s6.postimg.org/p4no63lch/pickled_Eggs.png)
Quote from: Tammabanana on April 29, 2017, 11:13:54 AM
I can't think of a way you do that for eggs. Generally you do just scramble them up or boil them, and they do take longer to spoil, right?

Pickled Eggs
Made by simmering eggs in a brine of vinegar, sugar, salt and spices.


(http://thefrugalchicken.com/wp-content/uploads/2015/06/Eggs-In-Water-Glass-1024x768.jpg)


Water Glass
Defined in Von Wagner's Manual of Chemical Technology (1892 translation) as any of the soluble alkaline silicates, first observed by Jean Baptist van Helmont around 1640 as a fluid substance made by melting sand with excess alkali. Glauber made what he termed "liquor silicum" in 1646 from potash and silica.


Pickles, damn, yeah. There are canning mods out there but I think they all use glass jars or steel cans - but the pickling process itself has to be older than those tools. Will have to look up older methods of sealing foods up for storage. Clay urns? Kegs?

Could probably brew vinegar in-game out of the rice, without having to go through adding any new plants.

Re: alkali: this reminds me that people used ashes from their firepits for making lots of stuff, like soap. Or wherever you need lye/alkali stuff, I guess. Soap's the only one I can remember.
Title: Re: [A16] Tam's tinymods (Kitchen Counter, Smokepit, Travel rations ...)
Post by: Rimrue on April 30, 2017, 07:16:30 PM
Quote from: Tammabanana on April 30, 2017, 09:39:02 AM
Thanks! Me neither!! I plan on picking up your mods when I next sit down with tribals, too.

Should we team up to make a mod pack??? :D
Title: Re: [A16] Tam's tinymods (Kitchen Counter, Smokepit, Travel rations ...)
Post by: Rimrue on April 30, 2017, 07:19:11 PM
Quote from: Tammabanana on April 30, 2017, 09:39:02 AM

Quote from: AngleWyrm on April 29, 2017, 06:43:27 PM


(https://s6.postimg.org/p4no63lch/pickled_Eggs.png)
Quote from: Tammabanana on April 29, 2017, 11:13:54 AM
I can't think of a way you do that for eggs. Generally you do just scramble them up or boil them, and they do take longer to spoil, right?

Pickled Eggs
Made by simmering eggs in a brine of vinegar, sugar, salt and spices.


(http://thefrugalchicken.com/wp-content/uploads/2015/06/Eggs-In-Water-Glass-1024x768.jpg)


Water Glass
Defined in Von Wagner's Manual of Chemical Technology (1892 translation) as any of the soluble alkaline silicates, first observed by Jean Baptist van Helmont around 1640 as a fluid substance made by melting sand with excess alkali. Glauber made what he termed "liquor silicum" in 1646 from potash and silica.


Pickles, damn, yeah. There are canning mods out there but I think they all use glass jars or steel cans - but the pickling process itself has to be older than those tools. Will have to look up older methods of sealing foods up for storage. Clay urns? Kegs?

Could probably brew vinegar in-game out of the rice, without having to go through adding any new plants.

Re: alkali: this reminds me that people used ashes from their firepits for making lots of stuff, like soap. Or wherever you need lye/alkali stuff, I guess. Soap's the only one I can remember.


I did a bit of researching when I created my cooked egg recipe. Another option for preserving eggs is the Chinese century egg. It uses ash and lime to raise the alkalinity to preserve the eggs. So perhaps our Rimworld tribals have created something similar?
Title: Re: [A16] Tam's tinymods (Kitchen Counter, Smokepit, Travel rations ...)
Post by: Canute on May 01, 2017, 03:32:48 AM
Or maybe they used this :-)
https://en.wikipedia.org/wiki/Virgin_boy_egg
Title: Re: [A16] Tam's tinymods (Kitchen Counter, Smokepit, Travel rations ...)
Post by: Tammabanana on May 02, 2017, 02:33:05 PM
Quote from: Rimrue on April 30, 2017, 07:16:30 PM
Should we team up to make a mod pack??? :D

Theoretically, I am so into this.

But in practice, I am currently super scattered, so I can't promise to be super useful and I've been going awol for like weeks at a time. Sooooooo, I think maybe the best I can do is be all: I'm totally going to be looking at your mods whenever I pick up my tribal-specific intentions again, so as to make sure we're not conflicting/duplicating (at the very least!), and maybe we can arrange to use the exact same Designation Categories or something so that our stuff blends nicely? Like... a really slowwwww mooooooo modpack collaboration?
Title: Re: [A16] Tam's tinymods (Kitchen Counter, Smokepit, Travel rations ...)
Post by: Tammabanana on May 02, 2017, 02:38:55 PM
Quote from: Canute on May 01, 2017, 03:32:48 AM
Or maybe they used this :-)
https://en.wikipedia.org/wiki/Virgin_boy_egg

Wowwwwwwwwwwwwwwwwwwwwwwwwwwww. That... is... kind of Rimworldy.

Actually, I bet that's a version of the alkali thing. Urea's very ammonia. https://en.wikipedia.org/wiki/Urea
Title: Re: [A16] Tam's tinymods (Kitchen Counter, Smokepit, Travel rations ...)
Post by: AngleWyrm on May 20, 2017, 12:42:55 PM

(https://s-media-cache-ak0.pinimg.com/564x/30/e4/64/30e4645a1703c2807242392a21115289.jpg)Dandelion woes
My grazers are getting stuck on the dandelions.

They eat them down to 8%, but then the dandelions don't seem to get any smaller than that. They just stay at 8% while being eaten.

So the creatures get taken out of the game, eating a dandelion all day long because they have almost no food value.

My temporary fix has been to change the nutrition of dandelions to fill a creature all the way up in one nibble.
Title: Re: [A16] Tam's tinymods (Kitchen Counter, Smokepit, Travel rations ...)
Post by: Tammabanana on May 21, 2017, 08:55:49 AM
Quote from: AngleWyrm on May 20, 2017, 12:42:55 PM

(https://s-media-cache-ak0.pinimg.com/564x/30/e4/64/30e4645a1703c2807242392a21115289.jpg)Dandelion woes
My grazers are getting stuck on the dandelions.

They eat them down to 8%, but then the dandelions don't seem to get any smaller than that. They just stay at 8% while being eaten.

So the creatures get taken out of the game, eating a dandelion all day long because they have almost no food value.

My temporary fix has been to change the nutrition of dandelions to fill a creature all the way up in one nibble.

I'll have a look while I A17 it. Question: are you also running Pests! (https://ludeon.com/forums/index.php?topic=29596.0)? I saw that happen a while back, didn't pay attention to what the muffalo was stuck eating all day. It went away when I turned off Pests!, and I was playtesting something else, so I didn't look into it further at the time.

It might be a conflict between those two mods. I deliberately made the dandelion items low-nutrition because they're ubiquitous and you really would need an armload of salad to make a meal, but maybe there's a way to make the nutrition of the plant higher than the nutrition of the gathered items or something.

I'm probably going to rework that overwrite into the new xpath thing, when I figure out how that works - that's likely to take me some time.
Title: Re: [A16] Tam's tinymods (Kitchen Counter, Smokepit, Travel rations ...)
Post by: Tammabanana on May 21, 2017, 09:34:47 AM
Current A17 updating status, since I'm here:

Pygmy Muffalos and Travel Rations are theoretically A17'd and available on GitHub, but I haven't tested them yet to be absolutely sure they work, so I haven't created an official release. You would have to download from the Code tab.

Kitchen Counters becomes largely obsolete in A17, with the Equipment Rack becoming an all-purpose 2x1 shelf. It looks like vanilla is still missing a 1x1 shelf. Plan: I'll check to see if anybody's gotten around to a 1x1 that balances against the new 2x1 first. If they have, I'll redirect Kitchen Counter users to that. If nobody has, I'll make it.

I haven't looked at Smoked Meat yet. That's next on the list for checking code against vanilla analogues.

Testing on my end only happens when (a) either kids are asleep/out-of-house or (b) allowed to play video games themselves and (b1) not stealing my computer, so be aware: theoretically sound A17 updates will hit the GitHub code long before I've had a chance to test them, because that's the part of the modding I can get away with without being pestered about why I'm allowed to play video games and they're not. If you choose to risk them and find bugs, please let me know.

I'll be testing and officially releasing A17s of the already-released mods first, so Initial Conditions: Subsistence is last in line. (The other WIPs are still tabled.)
Title: Re: [A16] Tam's tinymods (Kitchen Counter, Smokepit, Travel rations ...)
Post by: AngleWyrm on May 21, 2017, 09:38:17 AM
Quote from: Tammabanana on May 21, 2017, 08:55:49 AM
Question: are you also running Pests! (https://ludeon.com/forums/index.php?topic=29596.0)? I saw that happen a while back, didn't pay attention to what the muffalo was stuck eating all day. It went away when I turned off Pests!, and I was playtesting something else, so I didn't look into it further at the time. It might be a conflict between those two mods.

Yes, I'm using the pests mod; I'll try disabling it and start a test colony to see if the problem disappears.

Update
Disabled pests mod and ran a new colony for five days with a dozen animals zoned into an area full of dandelions. They didn't get stuck eating an invincible dandelion.
Title: Re: [A16/17] Tam's tinymods (Kitchen Counter, Smokepit, Travel rations ...)
Post by: Tammabanana on May 22, 2017, 12:06:37 PM
I have tested, yayyy! Pygmy Muffalos, Travel Rations, and Smoked Meat now all have A17 releases at their GitHub Links. Only Smoked Meat has an A17 version on Steam, on account of major changes; the other two will update on Steam at their current locations.

AngleWyrm: thanks for the update! I think I'll re-write the dandelion harvestability using the new xpath thingy first, then test whether the Pests! conflict still exists (if there's an A17 Pests! yet - maybe poke around in its A16 code to see what might have caused the conflict in the first place, if not) and go from there.
Title: Re: [A16/17] Tam's tinymods (Kitchen Counter, Smokepit, Travel rations ...)
Post by: TA1980 on June 22, 2017, 10:34:25 PM
Dear Tammabanana,

I have noticed that the smokepit processes meat (e.g. Muffalo) 0.03 kg/0.05 nutrition to 0.02/0.05 thus increasing its nutritional value. May I suggest to not alter the nutritional value and just reduce the weight (2:1 or 3:1)?

Regards
Title: Re: [A16/17] Tam's tinymods (Kitchen Counter, Smokepit, Travel rations ...)
Post by: Tammabanana on July 01, 2017, 09:10:00 AM
TA1980,

Rimworld <nutrition> doesn't really hold the same definition as RL nutrition. All Core recipes increase Rimworld-nutrition when processing a raw yucky thing into a cooked thing. I kept its ratios consistent with similar Core recipes to maintain balance. I leaned towards Pemmican as the closest analogue. (Each Pemmican only has 0.5 nutrition, but the recipe produces 16 of them, not the 10 you'd expect if you're not changing the total <nutrition> value merely for the sake of preservation.)

Tam
Title: Re: [A16/17] Tam's tinymods (Kitchen Counter, Smokepit, Travel rations ...)
Post by: Degraine on July 28, 2017, 10:20:55 AM
Speaking of pemmican, I have a suggestion to make regarding travel rations. Since packaged survival meals are now craftable, this seems like a good opportunity to bring your MREs in line with them - no expiry date, available after doing the relevant research, and so on.

I always thought they should (or at least fine grade MREs should) have a positive thought, even if it's only +3 or so, since it takes more work to make an MRE than, say, pemmican. A decent packaged meal has got to be more appealing when you're on the road than pemmican.
Title: Re: [A16/17] Tam's tinymods (Kitchen Counter, Smokepit, Travel rations ...)
Post by: Tammabanana on November 26, 2017, 08:36:10 AM
Hi, everybody. I have a bad case of Life, and will be unable to B18 my mods (or make requested improvements, fixes, etc.) Please feel free to update these for the new release(s).

GitHub links to the mods are on the OP. You can fork, or I can add you as a contributor, or you can just download, edit, upload where you upload, and link in this thread. I can add you as co-author on the Steam version so you can update there, or you can create a separate B18 version of the mod on Steam. Whatever. You do you.

Please post here to let others know where a B18 lives; please link to this thread so folks can get earlier versions and track credits for original artists and stuff. Please also credit artists on the B18, I did none of the art. Check in with them for permission before using their work outside the scope of the existing mod, unless my mod notes that the art was already nabbed from a public domain source.

Title: Re: [A16/17] Tam's tinymods (Kitchen Counter, Smokepit, Travel rations ...)
Post by: kaptain_kavern on November 26, 2017, 11:00:06 AM
Hi Tamma, hope everything is fine for you IRL.

Once I finished updating my mods and Itchyflea's one, I will look for doing yours and repost them in this very thread.

Hope you're OK, See you later
Title: Re: [A16/17] Tam's tinymods (Kitchen Counter, Smokepit, Travel rations ...)
Post by: dismar on November 26, 2017, 12:43:14 PM
Pygmy Muffalo just worked for me, should be an easy update
Title: Re: [A16/17/18] Tam's tinymods (Kitchen Counter, Smokepit, Travel rations ...)
Post by: dismar on February 25, 2018, 04:36:36 PM
Behold!

Tam's Mods B18 !!
I have updated all the mods but MRE's! I've updated the coding and tested them in game.
You can download the pack here:
Download B18 versions here! (https://www.dropbox.com/s/ssyu7gpbc7zb5pl/Tammabanana_mods.zip?dl=0)