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Author Topic: [A17] Cab's mods 13.06.17  (Read 19244 times)

Cabdono

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[A17] Cab's mods 13.06.17
« on: 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.

« Last Edit: June 13, 2017, 08:15:23 PM by Cabdono »
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koni

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Re: [A17] [A16] Beat the meat
« Reply #1 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?
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AngleWyrm

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Re: [A17] [A16] Beat the meat
« Reply #2 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.
« Last Edit: May 16, 2017, 06:19:13 AM by AngleWyrm »
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Cabdono

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Re: [A17] [A16] Beat the meat
« Reply #3 on: May 16, 2017, 11:19:33 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.

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!
« Last Edit: May 16, 2017, 12:40:10 PM by Cabdono »
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Cabdono

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Re: [A17] [A16] Beat the meat
« Reply #4 on: 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. :)

Code: [Select]
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.
« Last Edit: June 15, 2017, 02:15:37 AM by Cabdono »
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AngleWyrm

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Re: [A17] [A16] Beat the meat
« Reply #5 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.
« Last Edit: May 16, 2017, 11:04:57 PM by AngleWyrm »
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Cabdono

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Re: [A17] [A16] Beat the meat
« Reply #6 on: May 16, 2017, 11:59:25 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.
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AngleWyrm

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Re: [A17] [A16] Beat the meat
« Reply #7 on: May 17, 2017, 05:17:05 AM »

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koni

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Re: [A17] [A16] Beat the meat
« Reply #8 on: June 09, 2017, 06:29:32 AM »

Suggestion for balance: Maybe human meat shouldn't be allowed for steaks and sausages give an negative mood when eaten, like "ate suspicious meal, it could be everything includet"
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Cabdono

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Re: [A17] Cab's majestically unimpressive mod list 0.06.17
« Reply #9 on: June 10, 2017, 01:02:36 AM »




Mining bot

Thanks to Arcane_Chill and his Base Robots I present you my mining robot.
It's a fast moving fast fast picking bot
If it has nothing to mine it may haul for you too.
You can craft it's station at the machining table



The Base comes with a very handy Robots tab to locate and restrict robots according to your preferences and areas.



Also supports the great Quarry by CuproPanda! 

Download

A17 v1.0

REQUIRES BASE ROBOTS TO BE INSTALLED BEFORE/ABOVE THIS MOD

« Last Edit: June 10, 2017, 10:29:34 AM by Cabdono »
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Iwillbenicetou

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Re: [A17] Cab's majestically unimpressive mod list 10.06.17
« Reply #10 on: June 10, 2017, 02:20:19 AM »

Will you add steam links for all of your mods?
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Cabdono

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Re: [A17] Cab's majestically unimpressive mod list 10.06.17
« Reply #11 on: June 10, 2017, 02:25:58 AM »

I'm afraid not, at least for a while, recently moved so no Internet yet, I've been doing everything by phone and a friendly neighbor's wifi lol.
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SpasticRabbit

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Re: [A17] Cab's majestically unimpressive mod list 10.06.17
« Reply #12 on: June 11, 2017, 05:28:25 PM »

"Beat the meat", Nice  8)
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Cabdono

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Re: [A17] Cab's majestically unimpressive mod list 10.06.17
« Reply #13 on: June 13, 2017, 08:02:53 PM »

Updated Beat The Meat

Added packaged meat, improves the storage space even further by storing 75*75 pieces of meat
(craft 75 pieces at the butcher table or crafting spot, needs uncrafting to use the stored meat.)
« Last Edit: June 13, 2017, 08:05:02 PM by Cabdono »
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Cabdono

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Re: [A17] Cab's mods 13.06.17
« Reply #14 on: June 15, 2017, 02:17:37 AM »

Updated to 1.1.1, fixing the unpacking sausage recipe needing 75 packs for 1 sausage..
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