Space Engineers

Space Engineers

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Daily Needs Simplified: Food (Hunt, Farm, Modular food system) - Drink - Fatigue (Configurable, Furniture/posture aware) - Waste
   
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Type: Mod
Mod category: Block, Script, Production, Other
File Size
Posted
Updated
14.538 MB
17 Sep, 2017 @ 5:32pm
19 Aug, 2018 @ 1:03am
17 Change Notes ( view )

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Daily Needs Simplified: Food (Hunt, Farm, Modular food system) - Drink - Fatigue (Configurable, Furniture/posture aware) - Waste

Description
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1643558736 The new version is here.

A modification of alex-thatradarguy's excellent Hunting mod, which you can find at https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1125648900 .

While the player interaction is simpler, the mechanics are somewhat more complex.

This one only has three buildings, and lets you survive with two. I've also lowered the food/water requirements... and, your suit will automatically package your waste so that you can reuse it as fertilizer.

UPDATE: Removed nutrients, to be in line with Alex's simplified mod and to make the entire system work with less attention.

UPDATE: Added a few recipes. Bouillons/broths will refill both hunger and thirst meters, although they will do so less efficiently than other foods/drinks.

UPDATE: Add your own food/drink! Simply define an ingot with the name ending in the right tag, and it'll be used by the mod. Use whole numbers. For example, SpacePasta!fih40 or SpaceCola!di60 or SpaceTofu!fil20

filXX = survival food, will fill up to 50% (that's lowercase l not uppercase I)
fihXX = fresh food, will fill up to 100%
diXX = drink, will fill up to 100%

special: Call something a bouillon (needs "ouillon" string in it) to make it refill both food and water.
special: Call something coffee (needs "offee" string in it) to make it refill fatigue, if fatigue is enabled.



Here's the supply chain:

* Build a water recycler to turn ice or grey water into drinkable water.

* Build a hydroponic cell to turn organic material (which you can mine on Earthlike and Alien planets by drilling grass, or.... well, see above for in-suit recycling), plus gravel or stone, plus drinkable water, into veggies. The process is slow.. You can eat the veggies raw, if you need to. Should you find seeds, you can use them instead or alongside organic matter.

* Finally, build a food processing module to assemble various recipes. You can make artificial food from nutrients if you have no hydroponic units; you can cook your veggies if you do; and you can cook wildlife by collecting their meat and, if available, eggs from kills.

Building multiple hydroponics cells is recommended, but not strictly necessary; one engineer can survive on two.

In case only the food processing module is operative, in an emergency you can use it to turn ice into drinkable water, although this is less efficient than using the water recycler. You can also directly turn organic matter into artificial food, which provides a bare minimum of nutrition (and will not refill your meter completely).

As with all food+water mods, your character will eat and drink automatically when your hunger/thirst level reaches 30%. However, being thirsty will hurt you more than being hungry! In addition, you can configure this, see below.

When you eat or drink, your suit will process any waste into greywater and organic material (see below).

When you die, you will drop a small amount of waste depending on how full you were (see below).

Your oxygen/hydrogen generator will also accept drinkable water and grey water in addition to ice.

The eating and drinking intervals are now stored in a configuration xml file (autogenerated after first run), to allow easy customization of servers.

NEW: This mod is now furniture aware! This is all optional, and will show up if you load other mods.

* Built a treadmill? Use it at a light jog, for extra power at the price of a little fatigue.

* Built a bed? Lie down on it for a few seconds to quickly recover fatigue. If you are on a bed, your fatigue meter will go up to 150%.

* Built a toilet stall? Use it to let your suit know that it's OK to process waste immediately - useful if you need greywater or organic mass right now instead of later.

* Built a chair (Any passenger chair or furniture chair will do)? Add "noms" somewhere in the name, to sit down to eat. You will get a 25% bonus on you food and water meters, and it will make your character eat immediately from the inventory. Remember to sit down to eat and chew slowly!

(Explanation for the above: For beds, toilets and treadmills, the block TYPE must contain "bed" or "treadmill"... so no cheating with names. For eating chairs, the block NAME must contain "noms", so use anything.)



The file values are:

MAX_VALUE (100): How high your hunger/thirst meter can go.
MIN_VALUE(-100): How low can it go. Less than 0 is used for ramping damage.
HUNGRY_WHEN(0.3): Try to eat when your meter is this much of its maximum (default is 0.3 of 100, so 30)
THIRSTY_WHEN(0.3): Try to drink when your meter is this much of its maximum (default is 0.3 of 100, so 30)
HUNGER_PER_DAY(100): How often you'd have to eat per solar day (minimum 2h), default is 1 meal/day with meter at 100.
THIRST_PER_DAY(300): How often you'd have to drink per solar day (minimum 2h), default is 3 drinks/day with meter at 100.
DAMAGE_SPEED_HUNGER(-0.2): Negative: Damage multiplier if you go below 0 on your meter. Positive: Straight damage (noncumulative).
DAMAGE_SPEED_THIRST(-0.6): Negative: Damage multiplier if you go below 0 on your meter. Positive: Straight damage (noncumulative).
MODIFIERS(1~2): Doing this activity will cause a change in your metabolism.
CRAP_AMOUNT(0.9): The amount of waste that your suit manages to recover after you've digested a meal or a drink.
CROSS_CRAP_AMOUNT(0): The amount of waste of the other type (solid/liquid) that your suit manages to recover.
DEATH_RECOVERY(2): The amount of waste that your suit recovers on your death. Scales down to 0, with this amount being the maximum if you die with your meters full.
FATIGUE_ENABLED (true/false): See below.

NEW:

The setting FATIGUE_ENABLED adds fatigue. You use fatigue by running, sprinting, crouch-walking and operating a jetpack. Walking is neutral. Sitting, crouching, and standing regains fatigue.

When your fatigue reaches 0, your thirst level will increase dramatically. You can still run around.

Very low fatigue (under -25%) may force you to walk or crouch down, if you aren't overriding it by sprinting.

Warning: If your fatigue reaches very low values below 0, you may drop from exhaustion, or open your helmet trying to breathe!

Since you are an engineer, drinking coffee miraculously replenishes your fatigue levels.


This mod does not contain individual veggies, but it is compatible with them - simply load it after Alex's.
130 Comments
infra-dan-accelerator unit 84725 25 Mar, 2023 @ 7:35pm 
ok thanks. i will try it on servivel
spiritplumber  [author] 25 Mar, 2023 @ 5:49pm 
It doesn't work in creative.
infra-dan-accelerator unit 84725 25 Mar, 2023 @ 11:39am 
how can you consume stuff?
spiritplumber  [author] 8 Feb, 2019 @ 3:56pm 
This is now obsolete, please use Daily Needs Mk4 Simplified
spiritplumber  [author] 6 Jan, 2019 @ 8:37am 
That's gorgeous!
Akuukis 6 Jan, 2019 @ 12:21am 
Looks good Stollie
Stollie 5 Jan, 2019 @ 11:36pm 
Its all good the models are looking pretty dated anyway, I'm in the middle up making updated versions, first one is here for the Water Recycler: -
https://www.youtube.com/watch?v=SBixmcWt4Ss
spiritplumber  [author] 5 Jan, 2019 @ 11:26pm 
That's the textures, yeah.

I don't have the FBX files anymore sorry :(
Akuukis 5 Jan, 2019 @ 11:16pm 
@Stollie that would be awesome!
Darian Stephens 5 Jan, 2019 @ 5:41am 
If you do that, then fixing the black border around the plants would be great. That might fall under updating the textures, though.