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Topics - generalcrusher

#1
Outdated / [Mod] Futter [Alpha 7] Meals Update
November 09, 2014, 01:47:43 PM
 This mod adds 15 new foods to grow and harvest.
All of the food plants now take considerably longer to grow, but also yield considerably more food.
Growing time is 1/4 of real growing time.
The longer the plant takes to grow, the more food it will yield. (Obligatory solution until I have figured the meal recipies out)
The goal of the mod is to provide a more realistic and more difficult food situation.
   Foods added so far:

       
  • Blueberries
  • Beans
  • Broccolie
  • Strawberries
  • Barley
  • Cucumbers
  • Carrots
  • Potatoes
  • Cabbages
  • Corn
  • Rye
  • Lettuce
  • Celery
  • Tomatoes
  • Wheat
  • Onions
Unfortunately I'm not an artist, so the textures for the Foods are just obligatory placeholders. (Im working on the textures for the plants tho)


Changelog:
Version 0.2

       
  • Instead of simple meal order, added salad, meat, and vegetarian meal order. (food stove cooking orders)
  • salad can only be cooked out of lettuce, tomatoes, cucumbers, and paprika for balancing reasons. (lettuce and cucumbers grow so quickly that it would be the ideal food to grow)
  • all 3 new cooking orders produce a simple meal
  • fine and lawish meal tweaked so that they require more food
  • nutrient paste meal nerfed (now -12 bad thought when eating and can stack up to 5 times) to encourage cooking, and to balance out lettuce and cucumbers.


Planned Features:

       
  • Better Meals to Balance out the food.(Done!)
  • Better Traders to make it possible to grow food as a main source of income
  • Better Textures for plants and foods
  • More Foods
  • Realistic nutritional values for the foods
  • Add wild plants

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#2
Help / Meat defs
November 04, 2014, 01:20:32 PM
Could someone tell me where the defs for the different kinds of raw meat are located?
#3
Help / fertilityFactorGrowthRate
October 30, 2014, 09:22:11 AM
So I have one question. What is the fertility factor growth rate modifier for? (in the plants_cultivated.xml)
I understand what growth per 20k ticks is, but I dont know exactly what this does. Thanks in advance.
#4
Ideas / Cramped/ugly enviroment
September 13, 2014, 04:38:20 PM
I think it would be just logical if the debuffs for cramped, ugly, dark, etc enviroment only applied after a certain amount of time.
It has often happened to me that a colonist who was before a mental break went on a rampage just because he had to go through a 2*2 hallway in order to reach his/her bedroom. It also would be useful if colonists who were close to a mental break wouldnt just continue their work, and instead go to sleep, eat, or somewhere less cramped/dark/ugly.
#5
General Discussion / Spaceship
July 04, 2014, 03:57:45 PM
Could someone tell me what happens if you build the spaceship and launch it? I am not at home right now so I can't see for myself  :-\
#6
Help / Crates
March 10, 2014, 12:59:00 PM
Is it possible to make crates which contain more than two items? (equipment rack default) Is there any line in the xml which defines how many items fit in there?
#7
Help / Stun effect
March 05, 2014, 06:18:29 AM
Is it possible to add (without c# scripting) a effect to granades that stuns instead of hurts?
#8
Help / Modding Question
March 04, 2014, 09:29:04 AM
Is it possible to add a parameter to objects so that they hurt pawns who pass through them? Example: Barbwire. If raiders, colonists or animals pass through they get stuck and recieve damage over time. Any ideas?