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Messages - Igabod

#181
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.

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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.
#182
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.

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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.
#183
General Discussion / Re: RimWorld change log
March 04, 2015, 07:32:14 PM
Quote from: Mihsan on March 04, 2015, 06:15:41 PM
QuoteTrees are no longer sowable. Traders carry wood.

Wow, that is huge.

I had some problems with wood economy... but ban trees sowing? I kind of liked my pine groves.

I'm hoping it's still going to be possible to make them sowable in a mod. If not that's going to cause some serious set-backs for my Xtra Plants mod.
#184
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]
#185
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.

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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]
#186
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.
#187
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.
#188
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.
#189
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.
#190
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.
#191
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.
#192
Outdated / Re: [MOD] (Alpha 9) Tilled Soil v0.1
March 03, 2015, 10:08:50 PM
Quote from: SilverTitch on March 03, 2015, 07:04:17 PM
(PS, new to the game, can someone give link / info to where i can leave mod suggestion's? chef's cooking one meal at a time is bugging me as I am a chef and cant remember the last time i did one at a time. haha) thanks.

First, to answer your question. You can post mod suggestions on the board one level up from this one called Mods. It is located HERE. Post the suggestion with a subject that looks like this: "[Mod Suggestion] Brief synopsis of the idea"

And to address your issue with cooking, I just made a mod that allows you to cook 4 meals at a time (since there are 4 burners on the stove). Check it out HERE.
#193
Outdated / Re: Alpha 9 Mod List
March 03, 2015, 10:04:34 PM
I added another mod today.

Bulk Meals https://ludeon.com/forums/index.php?topic=11155
#194
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.




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


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]
#195
Outdated / Re: [MOD] (Alpha 9) Tilled Soil v0.1
March 03, 2015, 08:45:07 PM
I had a couple minutes to spare and figured this would be an easy enough contribution to make. So I made a tilled soil texture. Feel free to use it or not use it. No need to credit me for it or anything.



[attachment deleted due to age]