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Messages - Cabdono

#46
It's white and easy, what's not to like.
But in more seriousness, liking the idea, but maybe not as cheap/easy to make, could be a special machine to synthesize it or something like that, otherwise it'd be a bit too good.

Looking forward to more of this!
#47
Outdated / Re: [A16] Mod Announcements Thread
May 17, 2017, 07:51:08 PM
Beat The Meat
https://ludeon.com/forums/index.php?topic=32480.0

Turn your chunks of meat into prime cuts and other quality meats, save space in your freezer & have pretty stacks of bacon and more.
#48
Can't seem to be able to download 1.1 from your website, link sends me to the mod's banner
#49
Outdated / Re: [A17] [A16] Beat the meat
May 16, 2017, 11:59:25 PM
Quote from: AngleWyrm on May 16, 2017, 11:01:56 PM
Glad to hear it works as portable food.

Here's a link to the github version of Tammabannana's smokepit & jerky mod item definition, if you're looking for variables to tweak.

Thanks, good reference material is always good to have, but I'm a bit confused, since my stuff still being raw meat just like any other wouldn't really be a good idea to take on a caravan as an actual meal, even pemmican would be a better choice.
#50
Outdated / Re: [A17] [A16] Beat the meat
May 16, 2017, 01:42:08 PM


Beat The Meat

Do you enjoy hunting everything that moves but your giant walk in freezer gets full of stacks and stacks of meat from different animals?
Well, now you can fill it with stacks of bacon, or steaks, even fish if you want a healthy diet, or maybe sausages if you feel the need for food and innuendos.

I made this for myself yesterday and I thought someone else might have the same storage issue as I so here it is.

This mod lets you turn all your different kinds of meat into sausages, steaks, bacon(pork&turkey only) or fish fillets at the butcher table.
They have twice as much nutrition (0.1) than regular meat, but also takes 2 to make one piece and can be used normally in any kind of meals.

If you're still running out of space you can neatly package all your quality meat and store them more efficiently.
This can be done at the butcher table or crafting spot.

Since the recipes take any kind of raw meat, it's up to you what kind you use for each.
This mod is aimed to ease storage issues, as a QoL improvement or for roleplay.



Thanks to sera13 for the box texture &  Walking Problem for moral support. :)

15.06.17 v1.1.1 Fixed unpack sausage recipe needing 75 boxes.
13.06.17 v1.1 Added packaged meat, stores 75*75 pieces of meat per stack.
#51
Outdated / Re: [A17] [A16] Beat the meat
May 16, 2017, 11:19:33 AM
Quote from: koni on May 16, 2017, 05:21:08 AM
Very nice, this is what I finally want to see!
But how is it with human meat? If sausages and co. are just ingredients than there wouldn't be come negative mood to colonists who ate human sausage meals?

That's the beauty of it, it's not just a chunk(literally) of meat ripped from an animal or person anymore, if you're talking about the sausages, that means is ground and (for the sake of roleplay)  spiced, you wouldn't know what kind of meat is used in the sausages and/or hotdogs you're eating.

Quote from: AngleWyrm on May 16, 2017, 06:03:47 AM

My latest attempt at a caravan revealed rather a lot of food does not get counted as food for the purposes of caravan sustenance. Things like apples, peaches, smoked meat, salted meat, and a variety of other mod item foods.

Please give some consideration to making it so the caravan load-out recognizes it as food. Maybe that's hard and why other mods don't, or maybe they just missed something.

I'll look into it, but mind that this is my first mod as simple as it can be, not much experience before that other than modifying other mods for my taste and personal use, but will definitely try!
#52
Outdated / [A17] Cab's mods 13.06.17
May 16, 2017, 03:52:31 AM
Cabdono's hub of mods and debauchery

I started these for myself and just felt like sharing them, they're pretty simple but they work as they should and are quite useful, in my opinion of course.
As suggested to me before, all the mods in here are subject to the license at the bottom.
More info on each mod's page.
Enjoy.

Beat the meat v1.1
Small mod that adds 4 types of craftable meat to save space in your freezers.

Mining bot v1.0
Tiny mods that uses the great Base Robots by Arcane_Chill to add a robot that mines stuff, including quarries. As simple as that.



Apologies if the formatting is weird, making the thread from my phone.

#53
Outdated / Re: [A16] DE surgeries (GE)
May 15, 2017, 04:13:36 PM
Would it be possible to add a patch to do surgery on animals too?  I know about A dog said, but that's just replacing the parts with bionics, not repairing/curing.
#54
Mods / Re: Request for mod [Hesco's]
May 15, 2017, 02:10:05 PM
I just made this for you, it has double the sandbag's hp, 85% cover and is around 5 times slower to climb, BUT i suck at making textures so it has the default brick wall texture,  if you or anyone else would like to do them, by all means, I also left the sandbag textures there for reference.

[attachment deleted by admin due to age]
#55
Awesome!  I just saw this earlier today while downloading the smurfs from your website and was hoping for a release =D
#56
Outdated / Re: [A17] cuproPanda's Mods (6 May 17)
May 07, 2017, 12:02:04 AM
Just to make sure that I don't suck that much at searching stuff, there was no release of Powerless for A16 right? 
Also thanks for all your mods  :)
#57
Thank you, field surgery sounds perfect for my current starting medieval colony.
#58
Quote from: Cabdono on May 03, 2017, 10:32:03 PM
Would there be too much trouble in adding (me) and adapting the medieval times mod to this, I ask mostly because there are some great stuff in HSK that'd work in a medieval only playthrough

Welp nevermind that, guess it'd be easier if I just pick the parts from HSK and adapt them for a clean game w/medieval
#59
Would there be too much trouble in adding (me) and adapting the medieval times mod to this, I ask mostly because there are some great stuff in HSK that'd work in a medieval only playthrough