Stationeers

Stationeers

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Plants and Nutrition
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25 Aug, 2021 @ 11:57am
11 Oct, 2024 @ 4:48pm
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Plants and Nutrition

Description
Description:

This mod aims to fix some balance issues with the plants and food system in Stationeers. With that, you'll have a reason to take good care of your plants and to build a big greenhouse in your base, maybe even a pantry room to store some emergency food in case something goes wrong and your plants die.

In this mod, I tried to use Real World data as a base parameter, whenever possible. But BE WARNED, this will add new challenges to the game and will make it harder (but much more interesting). If you don't want that, don't use this mod!
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What this mod changes:

(most things below can be adjusted in the config file, if you want to)

* The growth speed of some plants. Now they take longer to grow. See the table in the images for details.

* The amount of water plants consumes: In the stock game, plants take very little water to grow, this mod changes it so they take more water from the pipes per tick.

* Plants will transpirate some of the water consumed back to the atmosphere. By default they'll transpirate 25% of the consumed water back.

* The max food and water of the character: Now you can stay 5 game days without water and 16 game days without food before you start dying (Stationeers difficulty).

* The amount you have to eat and drink daily: You'll need to drink ~1 bottle of water per day (1 bottle = 1.86 Liters ingame) and eat 1 or 2 full cans of food (depending of the can) just to keep up with the Dehydration and Calories consumption rate.

* The amount of food/water you'll get after death/respawn (to avoid rewarding someone who dies with 100% resources). If you die or a new friend joins you, the character will respawn with food and water proportional to the days past in the save.

* The recipe and nutrition of some foods (see the table in the mod images). I tried to maintain the original recipes whenever possible, but in stock game, some recipes are quite unbalanced, take Bread for example, the vanilla recipe needs 200 flour and each wheat makes 5 flour so, to make a single bread, you needed to harvest 40 wheat. If you chose to sustain yourself with only bread, you'll need an hydrophonic with 540 plants growing. To fix this and other imbalances, I changed:
- 6 cooking recipes and 2 reagent recipes (the ones marked as yellow are the modified ones).
- Most of the foods nutrition values, to make all of them useful and feasible to be used.
- Complex recipes and the ones that need eggs now are kind like the endgame of nutrition. Now, the best food is pumpkin pie, it gives you enough calories for 4 days. But anything made with eggs will give you good nutrition.
- When you make Canned food and cereal bars, it will loose a litte nutrition as a tradeoff for their ability to never spoil.

* Eggs:
- Fertilized Eggs now need controlled enviroments to hatch. Pressure between 50 to 120kpa, temperature between 36°C to 38°C (96.8°F to 100.4°F) They need to stay 7 days in this conditions to hatch. The egg will show an tooltip similar to the plants, so you can see if it's hatching or not.
- Eggs and Fertilized ones take 24 game days to spoil without refrigeration, so now you should have a chance to use the eggs from the lander.
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Installation:

Step 1 - Subscribe to this mod here in the workshop;
Step 2 - Move the mod ABOVE core in the workshop menu inside the game;
Step 3 - This mod uses scripts and it will only work if you use a modloader. Currently it support StationeersLaunchPad and Pure BepInEx install. Choose JUST ONE to install and follow the procedures:
232 Comments
Thunder  [author] 3 Jun @ 8:31pm 
@dr.Yang in the current version it should be avobe core, so the modified food recipes can work as intended. Remember to restart the game after changing.
You can confirm if it loaded correctly by processing 1 wheat in the reagent grinder. It should give you 20 flour instead of just 5
dr.Yang 2 Jun @ 10:18pm 
Colleagues, do we have a final decision on where to place the mod - under the core or above the core?
WhatTheDuck 17 Apr @ 12:04pm 
I did a lot of testing today and found some interesting facts. Changing the PlantWaterConsumptionMultiplier didnd hat any effect at first.
It seem the base game has a 10 times bigger water consumption on plants than the mod expects. Maybe a change in the near past?
Mod says vanilla = 0.000006 per tick (5 Zeros)
Reality = 0.00006 per tick (4 Zeros)

The PlantWaterConsumptionLimit prevented a complete escalation of consumption. When i removed the limit, the ConsumptionMultiplier worked as intended. It should be on 50 now instead of 500. I put it to 15 to reduce my water consumption. The ConsumptionLimit should stay the same or if someone decrease the Multiplier, decrease the Limit by the same relativ amount.

On the wiki its still 0.043mol per hour
Ingame Wiki tells 0.43mol per hour
Thunder  [author] 12 Feb @ 7:21am 
@ARC190 About StationeersMods, it's probably some issue related to it's install. If you want to investigate the problem further, join the StationeersMods discord and ping me there.
Thunder  [author] 12 Feb @ 7:18am 
@ARC190 it's because if you use the "pure" bepinex install, you still need the mod subscribed (to apply the reagent/recipes XML patches).
ARC190 11 Feb @ 9:33pm 
@Thunder then I had it "correctly" installed the first time. BepInEx zip extracted into Stationeers folder, StationeersMods zip extracted into the plugins folder, and only subscribed to this mod in the workshop. that gave me the errors, and reset my hunger and hydration to critical level every time I loaded a save, not just the first time.

then I deleted the StationeersMods folder and replaced it with the nutrition dll from this mod, and it worked a lot better, except that now the reagent processing doesn't work, it's just the same as in vanilla
Thunder  [author] 11 Feb @ 1:45pm 
@ARC190 I mean what's written in the Installation section, step 3. If you go with StationeersMods, you don't need to copy the plants and Nutrition DLL to the bepinex plugin folder (otherwise the mod will be loaded twice and this will give you errors)
ARC190 10 Feb @ 9:48pm 
so what you're saying is, only install BepInEx, because the instructions for the StationeersMods framework calls for the installation of BepInEx. I deleted the StationeersMod folder out of the plugins and now the mod work properly
Thunder  [author] 10 Feb @ 7:22pm 
@ARC190 Are you in Beta? The mod is working fine on stable, but Beta is not supported.
Also make sure to only chose 1 of the install methods (not both)

About the hydration and hunger low after loading the mod, this is normal. It's because the mod greatly increases your character max hydration and nutrition, and when you first load an existing save with the mod, you need to eat some high caloric food and drink a lot of water to fill up.
ARC190 10 Feb @ 1:22pm 
I only just started using this mod, but I'm having trouble getting it to work properly. when I load the game, I get a load of errors saying

nullreferenceexception: object reference is not set to an instance of an object

and every time I eat or drink, I get the same message. I get the hydration for drinking or eating, but the water in a water bottle doesn't go down. also, when I load in, my hydration and hunger are super low, even if I saved with nearly full meters