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RimWorld => Releases => Mods => Outdated => Topic started by: RemingtonRyder on September 05, 2014, 08:40:37 PM

Title: [MOD] (Alpha 10) Space and Prison Meals! (v1.6.6 / 25 Apr 2015)
Post by: RemingtonRyder on September 05, 2014, 08:40:37 PM
(http://marvinkosh.omniloth.net/wp-content/uploads/2015/01/spacemeals_randyhatesyourcook.png)

Twelve word description: Hoard precious survival meals. Cook prison meals and deliver them to cells!

Mod origin and progress
So you've been sending your colonists off to gather up all those packaged survival meals, but you're tired of the micro of prioritising hauling, and then forbidding those meals before they crack them all open.

This mod sets the packaged survival meals to 'Awful' quality, which means they will be consumed last of all. Nutrient paste quality is adjusted to the same quality as simple meals, so that it is consumed before survival meals. It still generates negative thoughts.

In addition, you can set a bill to cook prison meals, which will taken by the cook to the best stockpile you have set for prison meals - in other words, somewhere where prisoners can reach their food. This allows you to have one meal quality for colonists and another for prisoners.

Changelog

Alpha 6

v1.0.0 - Initial release.  Packaged survival meals rated lower than simple meals.
v1.1.0 - Nutrient paste dispenser meals rated better than survival meals (but still give negative thoughts).
v1.2.0 - Added prison meal variants of simple and fine meals.  Cook five at a time (stack to ten as usual) or single variants which don't stack.
v1.2.1 (https://www.dropbox.com/s/uy9tbiedz101pmh/Space_and_PrisonMeals121.zip?dl=0) - Fixes recipe for fine prison meals similarly to v1.3.0 but for Alpha 6.

Alpha 7

v1.3.0 - Updated to Alpha 7.  Fixed a bug in the recipes which meant that a batch of five fine prison meals would only require five meat and five veg.
v1.4.0 (https://www.dropbox.com/s/t95oidq017z15wl/RN_A7_Space_and_Prison_Meals140.zip?dl=0) - The prison meal recipes are now injected into the cook stove using Recipe Nurse (https://ludeon.com/forums/index.php?topic=6640.0), by JuliaEllie.  You will need to enable the Recipe Nurse mod to use prison meals - it is provided in the latest download.  With this arrangement, new cook stove recipes can be added by other mods without any problems.

Alpha 8

v1.5.0 - Updated to Alpha 8.  Prison meals are temporarily out of action.
v1.5.1 (https://www.dropbox.com/s/7zc52gqrk622kv3/A8_SpaceMeals151.zip?dl=0) - Prison meals are back on the menu!

Alpha 9

v1.6.0 (Not released) - Alpha 9 compatibility and RW Launcher mod options added.
v1.6.1 - OKNutrientPaste is retired, doesn't work in Alpha 9.
v1.6.3 - Added single meal variants of simple and fine meals (they don't stack) and vegetarian/meat soup variants on the simple meal.
v1.6.4 - Fix: I put exceptedThingDefs in the wrong place. Whoops!
v1.6.5 (https://www.dropbox.com/s/ke9a2pk5xuxouaq/A9_SpaceMeals.zip?dl=0) - Fixed MeatFoodRaw to MeatRaw. Having one of those days, it seems.

Alpha 10

v1.6.6 (https://www.dropbox.com/s/sj7i73vyoj0qblc/SpaceMeals166.zip?dl=0) - Minor update, adding description and options for RWLauncher.


Notes

As noted in the mod description for 1.1.0 onwards, colonists may still divert to eat survival meals if the nutrient paste dispenser is being used.  So, build more dispensers!

As noted in the description from 1.2.0 onwards, you can now cook prison meals.  These are exactly the same as simple and fine meals, but retextured and separate in stockpile lists, so that cooks can stockpile meals inside prison rooms as you see fit.

Colonists can still eat from prison meals, unless of course they've been placed in a prison.

With the 1.4.0 release, you may see some log messages in red when you load up.  That's just telling you that recipes were successfully injected. :)

With the 1.5.1 release and onwards, prison meals are added to the cook stove in a new way which does not require Recipe Nurse.

With the 1.6.0 release onwards, please note that in Alpha 9, nearby meals will receive more priority than further away meals.

Enjoy!

Credits: JuliaEllie for the Recipe Nurse (https://ludeon.com/forums/index.php?topic=6640.0) tool.
Title: Re: [MOD] (Alpha 6) Space Meals! (V 1.0.0 / 06.09.2014)
Post by: Iwillbenicetou on September 05, 2014, 08:45:56 PM
So this makes Colonists use meals more and use survival meals as a last resort?
Title: Re: [MOD] (Alpha 6) Space Meals! (V 1.0.0 / 06.09.2014)
Post by: RemingtonRyder on September 05, 2014, 09:04:15 PM
Yup, that's it.  I don't know yet whether they will prefer nutrient paste over survival meals... but then I suppose they're both meals of last resort.
Title: Re: [MOD] (Alpha 6) Space Meals! (V 1.0.0 / 06.09.2014)
Post by: DigitalProeliator on September 06, 2014, 01:57:48 AM
Nice and it has stats just slightly less than paste so they should prefer  the past over rations now. I wonder how hard would it be to add a recipe to make our own? You know for like when pirates have loved a mortar into your batteries and now you cant cook anything... Say 1 metal and 10 food, with twice normal prep time should be fair.
Title: Re: [MOD] (Alpha 6) Space Meals! (V 1.0.0 / 06.09.2014)
Post by: Britich on September 06, 2014, 02:59:48 AM
I play on the largest maps so I am definitely using this! Sick of the colonists running 400 tiles to get one meal only to get hungry and sleepy by the time they get back to the colony heh.
Title: Re: [MOD] (Alpha 6) Space Meals! (V 1.0.0 / 06.09.2014)
Post by: BetaSpectre on September 06, 2014, 04:36:35 AM
This mod makes sense, Think about it. What would you rather have. Freshly cooked steak, old refrigerated crackers, or Porridge?

I'd definitely not want to eat survival packages all day long as your average colonist. Though IRL I prefer preserved foods over fresh due to convenience
Title: Re: [MOD] (Alpha 6) Space Meals! (V 1.0.0 / 06.09.2014)
Post by: RemingtonRyder on September 06, 2014, 07:10:03 AM
Quote from: DigitalProeliator on September 06, 2014, 01:57:48 AM
Nice and it has stats just slightly less than paste so they should prefer  the past over rations now. I wonder how hard would it be to add a recipe to make our own? You know for like when pirates have loved a mortar into your batteries and now you cant cook anything... Say 1 metal and 10 food, with twice normal prep time should be fair.

Anything's possible.  The campfire (http://ludeon.com/forums/index.php?topic=3983.0) mod for example, provides the means of making cooked food without needing power at all.  It's not updated to A6 though.
Title: Re: [MOD] (Alpha 6) Space Meals! (V 1.0.0 / 06.09.2014)
Post by: Clayton on September 06, 2014, 08:12:56 AM
A quick stipulation:

If "Packaged Survival Meals" are anything like the modern day military MRE's (Meals Ready to Eat), then they are definitely very satisfying.

I would personally prefer a good ole' breakfast MRE or any of the chicken ones over even a prepared meal lol.

It really does make sense that they'd want to eat them first.
Title: Re: [MOD] (Alpha 6) Space Meals! (V 1.0.0 / 06.09.2014)
Post by: DigitalProeliator on September 06, 2014, 06:07:46 PM
Funny I was thinking of them more like the old school C-rats because of the gold coloring. I tried to make a recipe myself and could even set it in the queue to be made but was not able to force them to actually cook it... Anyone have this issue before?
Title: Re: [MOD] (Alpha 6) Space Meals! (V 1.0.0 / 06.09.2014)
Post by: BetaSpectre on September 06, 2014, 06:53:57 PM
Modern MRE's are not half bad, but they aren't better than fresh food, unless the fresh food is dubious in nutritional/health value.

Of course it depends on which country's MRE's France's is the best.
Title: Re: [MOD] (Alpha 6) Space Meals! (V 1.0.0 / 06.09.2014)
Post by: RemingtonRyder on September 06, 2014, 11:08:49 PM
Quote from: DigitalProeliator on September 06, 2014, 06:07:46 PM
Funny I was thinking of them more like the old school C-rats because of the gold coloring. I tried to make a recipe myself and could even set it in the queue to be made but was not able to force them to actually cook it... Anyone have this issue before?

Hmm.  Did you add entries to set workAmount and workTimeSkillNeed for your custom recipe?
Title: Re: [MOD] (Alpha 6) Space Meals! (V 1.0.0 / 06.09.2014)
Post by: DigitalProeliator on September 07, 2014, 06:43:11 PM
I actually figured it out on my own. It didn't seam to like having metal as an ingredient, and removing that it works just fine. Instead of metal might just make it take more time and need a bit more skill to make. Canning is something that takes some time and skill after all.

Also just to be on the safe side when adding recipes to existing entires, is the proper way to copying the entry in this case "CookStove", from defs\ThingDefs\Buildings_Production.xml, add your recipe and stick in a xml file in your mod folder? Ive never made mods for this game engine and don't want to screw up anything TOO bad lol.
Title: Re: [MOD] (Alpha 6) Space Meals! (V 1.0.0 / 06.09.2014)
Post by: RemingtonRyder on September 07, 2014, 07:13:09 PM
If you use just the entry that you're changing, then there's less chance of a conflict with other mods.  It makes your mod more modular.

However, bear in mind that (from what I've seen) you still need the base object in your own XML file.  So as an example, in this mod I need to borrow a copy of the ThingDef for MealBase, otherwise MealSurvivalPack has nothing that it can inherit properties from.
Title: Re: [MOD] (Alpha 6) Space Meals! (V 1.0.0 / 06.09.2014)
Post by: ApexPredator on September 07, 2014, 10:30:26 PM
Quote from: Clayton on September 06, 2014, 08:12:56 AM
A quick stipulation:

If "Packaged Survival Meals" are anything like the modern day military MRE's (Meals Ready to Eat), then they are definitely very satisfying.

I would personally prefer a good ole' breakfast MRE or any of the chicken ones over even a prepared meal lol.

It really does make sense that they'd want to eat them first.

You my friend are rare in my experience. MREs are great when there is no other food option but if there is any other choice myself and those I worked with wouldn't even crack open a case.
Title: Re: [MOD] (Alpha 6) Space Meals! (V 1.0.0 / 06.09.2014)
Post by: Clayton on September 08, 2014, 05:11:26 PM
Quote from: ApexPredator on September 07, 2014, 10:30:26 PM
Quote from: Clayton on September 06, 2014, 08:12:56 AM
A quick stipulation:

If "Packaged Survival Meals" are anything like the modern day military MRE's (Meals Ready to Eat), then they are definitely very satisfying.

I would personally prefer a good ole' breakfast MRE or any of the chicken ones over even a prepared meal lol.

It really does make sense that they'd want to eat them first.

You my friend are rare in my experience. MREs are great when there is no other food option but if there is any other choice myself and those I worked with wouldn't even crack open a case.

But MRE's are full of so many good things; more often than not you'll get a nice candy bar or bag of Skittles/M&M's, one of the delicious "cakes" like the poppy seed one or banana bread one, but if you're really lucky you'll get one of the milkshakes! Gahhhh makes me want an MRE now lol. The Basic Training I went to for the US Army rarely made us eat MRE's and it was annoying.
Title: Re: [MOD] (Alpha 6) Space Meals! (V 1.0.0 / 06.09.2014)
Post by: thefinn on September 08, 2014, 05:19:44 PM
In my day they were called "rat packs" and the only good thing were the condensed milk and the dry biscuits.
Title: Re: [MOD] (Alpha 6) Space Meals! (V 1.0.0 / 06.09.2014)
Post by: DigitalProeliator on September 09, 2014, 01:09:20 AM
Old rations really where mostly bland with some bad ones but the newer ones can be pretty good. I actually liked several of the new MRE's especially the beef ravioli, but god help you if you get the omelet. Feeding that one to anyone should be a war crime.  :P
Title: Re: [MOD] (Alpha 6) Space Meals! (V 1.0.0 / 06.09.2014)
Post by: thefinn on September 09, 2014, 04:21:54 PM
Quote from: DigitalProeliator on September 09, 2014, 01:09:20 AM
Old rations really where mostly bland with some bad ones but the newer ones can be pretty good. I actually liked several of the new MRE's especially the beef ravioli, but god help you if you get the omelet. Feeding that one to anyone should be a war crime.  :P

Omlet in a rat pack... *shudder*

Mod is working great btw. I fully endorse this service and/or product.
Title: Re: [MOD] (Alpha 6) Space Meals! (V 1.0.0 / 06.09.2014)
Post by: Dr. Z on September 16, 2014, 10:35:59 AM
Oh how often I wanted this, thanks man.
Title: Re: [MOD] (Alpha 6) Space Meals! (V 1.0.0 / 06.09.2014)
Post by: Matthiasagreen on September 16, 2014, 10:53:35 AM
I love mods like this (especially this one) that fix small issues in the game.
Title: Re: [MOD] (Alpha 6) Space Meals! (V 1.0.0 / 06.09.2014)
Post by: RemingtonRyder on September 16, 2014, 11:26:46 AM
Thanks!  Glad you find it useful. :)
Title: Re: [MOD] (Alpha 6) Space Meals! (V 1.0.0 / 06.09.2014)
Post by: Dr. Z on September 17, 2014, 06:41:09 AM
I have your mod active and they still prefer the survival meals over nutrient paste :/ Could pastes from different ingredients have different values? I have potatoes in my hopper.
Title: Re: [MOD] (Alpha 6) Space Meals! (V 1.0.0 / 06.09.2014)
Post by: RemingtonRyder on September 17, 2014, 10:20:32 AM
Um, paste is paste, unfortunately.

I'll do a release with paste at one pegging higher on the meal value and see what happens.

Aaaaand tested and done. See top post.
Title: Re: [MOD] (Alpha 6) Space Meals! (V 1.1.0 / 17.09.2014)
Post by: Dr. Z on September 17, 2014, 11:32:11 AM
Cool, thanks for the update. Antoher suggestion: What about a NPD which has two interaction points to avoid the case decribed in the OP? You would have to research it of course.
Title: Re: [MOD] (Alpha 6) Space Meals! (V 1.1.0 / 17.09.2014)
Post by: RemingtonRyder on September 17, 2014, 12:17:37 PM
I think that's something you're going to have to post in the suggestion forum.  While it is possible to alter the interaction square (it's an offset from the centre of the object) I don't think you can specify more than one.

Tried to do a small dispenser but colonists don't use it - guessing because they're looking for a dispenser with a specific DefName, in other words the original dispenser.
Title: Re: [MOD] (Alpha 6) Space and Prison Meals! (V 1.2.0 / 22.09.2014)
Post by: RemingtonRyder on September 21, 2014, 11:54:29 PM
Hey guys!  I've put together a new release!  See the top post for more info. :)
Title: Re: [MOD] (Alpha 7) Space and Prison Meals! (V 1.3.0 / 03.10.2014)
Post by: RemingtonRyder on October 03, 2014, 11:11:17 AM
New versions for Alpha 6 and 7.  See top post! :)
Title: Re: [MOD] (Alpha 7) Space and Prison Meals! (V 1.4.0 / 08.10.2014)
Post by: RemingtonRyder on October 08, 2014, 01:42:05 PM
New release today, featuring Recipe Nurse to add the prison meal recipes to the cook stove.  See top post for details.  Also, let me know if you run into any problems.
Title: Re: [MOD] (Alpha 7) Space and Prison Meals! (V 1.4.0 / 08.10.2014)
Post by: MaxtheINFINITE on October 22, 2014, 02:17:09 PM
Hah,awesome!
I use this mod to give my prisoners these sweet-looking prison meals.
A simple plate,with a white background and an orange dot with a P on it on the middle.Excellent!
Title: Re: [MOD] (Alpha 7) Space and Prison Meals! (V 1.4.0 / 08.10.2014)
Post by: RemingtonRyder on October 22, 2014, 08:17:37 PM
Glad you like it. :)
Title: Re: [MOD] (Alpha 7) Space and Prison Meals! (V 1.4.0 / 08.10.2014)
Post by: Weyrling on October 22, 2014, 10:01:09 PM
Going to test this out, thought I'd mention that most of your links gave me an invalid zip file, the only one it actually let me unzip was "RN_A7_Space_and_Prison_Meals140.zip", which seems to work perfectly fine.

Very useful mod, I had my colonists running all the way across the map to eat survival packs off the ground that raiders left behind when I had 20 meals sitting next to the table in my base...
Title: Re: [MOD] (Alpha 7) Space and Prison Meals! (V 1.4.0 / 08.10.2014)
Post by: RemingtonRyder on October 22, 2014, 10:57:36 PM
Ah, okay.  I'll take a look at those broken links.
Title: Re: [MOD] (Alpha 7) Space and Prison Meals! (V 1.4.0 / 08.10.2014)
Post by: Fifty Foot Ant on December 02, 2014, 02:11:18 AM
Downloading!

Quick question, do colonists put Prison Meals as lowest priority to eat, even lower than Nutrient Paste?

Sorry if this was painfully obvious to some of you ^___^;

EDIT: Also, can this be put into a running save game?
Title: Re: [MOD] (Alpha 7) Space and Prison Meals! (V 1.4.0 / 08.10.2014)
Post by: thefinn on December 10, 2014, 10:32:26 PM
Yeah I tend to use the nutrient paste, so this just ends the mod for me :(

I'm not sure the point of people wanting survival meals last is to manage happiness - just a point of view.

Possible to get a version for 8 that has it configurable or ?
Title: Re: [MOD] (Alpha 7) Space and Prison Meals! (V 1.4.0 / 08.10.2014)
Post by: RemingtonRyder on December 11, 2014, 02:28:59 PM
@Fifty Foot Ant - Prison meals are the same priority as simple or fine meals.  The thing is, your colonists should technically never eat them if you're only delivering those meals to stockpiles in prison cells (at the same time, if you have some kicking around, they're still good to eat).  Also, yes, it's safe to use with a running save.

@thefinn Alpha 8 was only just released yesterday.  Still, I do plan to update because of the meal priority thing.  Not sure what you mean about nutrient paste though.  The latest version for A7 ranks nutrient paste alongside simple meals in terms of meal quality - this means that so long as the nutrient paste dispenser isn't reserved by too many colonists, they should choose nutrient paste over survival meals.  I had to drop the 'NutrientPasteIsOK' from the filename because it was getting unwieldy, but that's still a feature. :)
Title: Re: [MOD] (Alpha 7) Space and Prison Meals! (V 1.4.0 / 08.10.2014)
Post by: thefinn on December 13, 2014, 09:31:39 AM
Quote from: marvinkosh on December 11, 2014, 02:28:59 PM
@Fifty Foot Ant - Prison meals are the same priority as simple or fine meals.  The thing is, your colonists should technically never eat them if you're only delivering those meals to stockpiles in prison cells (at the same time, if you have some kicking around, they're still good to eat).  Also, yes, it's safe to use with a running save.

@thefinn Alpha 8 was only just released yesterday.  Still, I do plan to update because of the meal priority thing.  Not sure what you mean about nutrient paste though.  The latest version for A7 ranks nutrient paste alongside simple meals in terms of meal quality - this means that so long as the nutrient paste dispenser isn't reserved by too many colonists, they should choose nutrient paste over survival meals.  I had to drop the 'NutrientPasteIsOK' from the filename because it was getting unwieldy, but that's still a feature. :)

Awesome thanks I wasn't sure. Coulda sworn my guys were eating the rations instead of paste in A7, I might have a look again later (if so, could easily be an unrelated issue).
Title: Re: [MOD] (Alpha 8) Space Meals! (V 1.5.0 / 11 Dec 2014)
Post by: RemingtonRyder on December 13, 2014, 12:01:00 PM
Like I said, sometimes the paste dispenser simply had too many colonists all trying to use it at once, and so they would go look for the next best source of food.  Solution - build more dispensers.
Title: Re: [MOD] (Alpha 8) Space Meals! (V 1.5.0 / 11 Dec 2014)
Post by: Malaras on December 21, 2014, 11:36:50 AM
Is the 1.40 version latest? All i see is 1.21 and 1.40, You updated to 1.50 i be-leave not seeing that one.

Thanks,
Title: Re: [MOD] (Alpha 8) Space Meals! (V 1.5.0 / 11 Dec 2014)
Post by: RemingtonRyder on December 21, 2014, 02:51:45 PM
It's cunningly hidden by the link to Dropbox on the version number. :)

Hope that helps!
Title: Re: [MOD] (Alpha 8) Space and Prison Meals! (V 1.5.1 / 17 Jan 2015)
Post by: RemingtonRyder on January 17, 2015, 05:56:41 PM
I've added prison meals back. It was a very minor fix that I only just got around to.
Title: Re: [MOD] (Alpha 8) Space and Prison Meals! (V 1.5.1 / 17 Jan 2015)
Post by: HBKRKO619 on January 17, 2015, 06:29:51 PM
Thanks but did it still need recipe nurse to work ?
I ask this because recipe nurse is "injected" in some popular mod like Extended surgery and bionic or Cybernetic storm and I already tested to still activated recipe nurse to and those 2 mods (not in the same time) don't work animore with recipe nurse activated.
Title: Re: [MOD] (Alpha 8) Space and Prison Meals! (V 1.5.1 / 17 Jan 2015)
Post by: RemingtonRyder on January 17, 2015, 08:34:41 PM
Only for the Alpha 7 version. Alpha 8, there's a new way of adding recipes to existing worktables. The cooking one is pretty much the same as the recipes of old, smithing is a bit different but not too difficult.
Title: Re: [MOD] (Alpha 8) Space and Prison Meals! (V 1.5.1 / 17 Jan 2015)
Post by: HBKRKO619 on January 18, 2015, 04:43:47 AM
Thanks for the answer  :)
Title: Re: [MOD] (Alpha 8) Space and Prison Meals! (V 1.5.1 / 17 Jan 2015)
Post by: RemingtonRyder on February 11, 2015, 08:24:48 AM
Heads up to let you know that there will be a version of the mod available for Alpha 9 when it releases. :)
Title: Re: [MOD] (Alpha 8) Space and Prison Meals! (v1.5.1 / 17 Jan 2015)
Post by: RemingtonRyder on February 16, 2015, 06:50:55 PM
Apha 9 testing has revealed that the OKNutrientPaste module of this mod doesn't work - you'll still need to forbid packaged meals for colonists to eat nutrient paste. Sorry about that!
Title: Re: [MOD] (Alpha 9) Space and Prison Meals! (v1.6.1 / 18 Feb 2015)
Post by: RemingtonRyder on February 18, 2015, 04:39:14 PM
Alpha 9 version (https://www.dropbox.com/s/ke9a2pk5xuxouaq/A9_SpaceMeals.zip?dl=0) is out.
Title: Re: [MOD] (Alpha 9) Space and Prison Meals! (v1.6.3 / 13 Mar 2015)
Post by: RemingtonRyder on March 13, 2015, 03:43:26 AM
Added a couple of things today. Here's v1.6.3 v1.6.4 v1.6.5 (https://www.dropbox.com/s/ke9a2pk5xuxouaq/A9_SpaceMeals.zip?dl=0) of Space Meals!

First of all, you can now cook single meal variants of the simple and fine meals like you can for prisoners, which don't stack.

Secondly, I've added vegetarian and meat soups as variants of the simple meal. These stack to ten as usual.

I also fixed a mistake in the XML of 1.6.3 and 1.6.4, so if you get an error about human meat or MeatFoodRaw, sorry, please re-download.

The intended usage for this little update is so that a colonist living in a remote shack can cook a meal which is counted separately from the simple meals in the main base. So you can set your stockpile accordingly and colonists will do less trekking across the map to eat or (in theory at least) to cook meals. Use the Skill Lock mod if you want to nail down exactly who will be cooking where in the meantime, assuming you have two cooks with different skill levels.

I'll try and texture up a couple more meals to go on the menu, but this should hold you for now, right? :)
Title: Re: [MOD] (Alpha 9) Space and Prison Meals! (v1.6.5 / 13 Mar 2015)
Post by: Darkhymn on March 13, 2015, 06:18:50 AM
I'm thrilled with this mod exactly as it is. Lowering the priority of survival meals and adding prison meals as a separate entity is the perfect balance, for me, of added functionality, convenience, and vanilla flavor. I've been looking for ways to improve my experience without unnecessarily complicating my game or diverging too far from the vanilla experience, and this mod as it stood yesterday when I downloaded it seems to fit the bill!
Title: Re: [MOD] (Alpha 9) Space and Prison Meals! (v1.6.5 / 13 Mar 2015)
Post by: RemingtonRyder on March 13, 2015, 06:53:06 AM
Well, it's all modular, and when I get the chance I'll add a couple of extra options for RWLauncher so you can turn things on and off to suit.
Title: Re: [MOD] (Alpha 9) Space and Prison Meals! (v1.6.5 / 13 Mar 2015)
Post by: Darkhymn on March 13, 2015, 09:23:38 AM
Quote from: MarvinKosh on March 13, 2015, 06:53:06 AM
Well, it's all modular, and when I get the chance I'll add a couple of extra options for RWLauncher so you can turn things on and off to suit.
I'm looking it over. Is it really as simple as removing the defs and assets for the variants on my end?
Fantastic mod, by the way. I think it's going to mesh really well with Wastelander's Prison Improvements mod, as well as being quite convenient to keep my survival meals safe.
Title: Re: [MOD] (Alpha 9) Space and Prison Meals! (v1.6.5 / 13 Mar 2015)
Post by: RemingtonRyder on March 13, 2015, 09:46:34 AM
Yep, it's that simple. Don't even have to remove them, technically, just rename the file extension to something like off (like RWLauncher does).

Glad you like the mod. :)
Title: Re: [MOD] (Alpha 9) Space and Prison Meals! (v1.6.5 / 13 Mar 2015)
Post by: Mathenaut on March 16, 2015, 12:10:29 AM
Lowest priority to survival meals is great and immensely helpful.

Also.. Real Food > MREs. Seriously. I guess it's a nice novelty for people who haven't had to eat them much, but it's mostly just high-calorie heavy starch with a chunk of protein and enough sugar to make it palatable. They're made to sustain you, not to live on.