Space Engineers

Space Engineers

Daily Needs Simplified: Food (Hunt, Farm, Modular food system) - Drink - Fatigue (Configurable, Furniture/posture aware) - Waste
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.
Stollie 4 Jan, 2019 @ 3:31pm 
@spiritplumber[FUG] - Hey mate do you have the FBX files sitting around for these? I like the mod but the old ugly ass models are doing my head in.

If you send me a link I'll update the textures and add some script based animation rotations to them.
spiritplumber  [author] 31 Dec, 2018 @ 10:22am 
Sweet!
Skallabjorn 30 Dec, 2018 @ 7:16am 
It weant great, what was to be a 2 - 3 hour stream tuned into just over 8 hours lol I be tired
spiritplumber  [author] 30 Dec, 2018 @ 4:04am 
Sorry, I was traveling! Also, thanks. I'll fix it. How did the stream go?
Skallabjorn 29 Dec, 2018 @ 10:18am 
NVM... i got around the issue by white listing the items subid names in the server.cs script in the mod :D
Skallabjorn 29 Dec, 2018 @ 12:12am 
A question, I have created 4 new food / drinks. The manufacture, disassemble etc etc all properly..

But they wont consume... they are ignored by the food eating system completely, even when sitting in a noms chair...

I have built the files in such a way that its an add on mod to all the "simplified" food hunt mods. Can I send you the files and you have a look at them? Ive tried everything... I think lol... Id love to have this in place for my next stream coming up on saturday ( in about 16 hours ish lol )
spiritplumber  [author] 27 Dec, 2018 @ 1:39pm 
Happy to help! If you're showing this off, can you let me know? My other free/open gaming and writing stuff is at www.emlia.org
Skallabjorn 27 Dec, 2018 @ 1:38pm 
Nope sounds good, was trying to add stuff using the SubIdName.
spiritplumber  [author] 27 Dec, 2018 @ 1:36pm 
The display name. Not pretty, and I apologize, but it's what worked the most reliably.
Darian Stephens 25 Dec, 2018 @ 9:16pm 
Definitely not display name, otherwise you'll see it when you mouse over the item.
Subtypeid for sure.
Skallabjorn 25 Dec, 2018 @ 1:57pm 
when defining an icon for a new meal, does the fihxx need to be in the display name or the subtypeid?
spiritplumber  [author] 16 Dec, 2018 @ 3:30am 
Awesome, thank you!
Skallabjorn 16 Dec, 2018 @ 3:16am 
Im really liking this mod... will show it off in my next stream
Zantulo 8 Nov, 2018 @ 5:54pm 
After a journey through links via comment sections, I found myself here. Glad to see this mod variant is still being updated! And glad to hear that you might update the models, PolySlayStation! 'Survival' just doesn't feel right without the ability to drop a deuce and recycle it into a nutritious product.
spiritplumber  [author] 6 Nov, 2018 @ 1:06am 
thankyou!
Significant Otter 3 Nov, 2018 @ 4:20pm 
Alright. :) The amounts of time I can spend of it are hard to be predicted at the moment, but I'll contact you when I have anything.
spiritplumber  [author] 3 Nov, 2018 @ 3:47pm 
@PonyPlayStation Please do, by all means! I can't model for beans.
Skallabjorn 3 Nov, 2018 @ 1:56pm 
Helz yeah better graphics would rock
McCloud Jr 3 Nov, 2018 @ 1:38pm 
@ponySlayStation dude i think WE ALL would be interested in it
Significant Otter 3 Nov, 2018 @ 12:44pm 
@spiritplumber I was thinking about recreating the a few of the models from this mod (since they aren't completely in line with the game's graphic style anymore after the graphics upgrade). Would you be interested in that?
jackik 31 Oct, 2018 @ 12:51pm 
Maybe make it only work once every %whatever% hours, so if you happen to lose everything and/or decide to rebuild somewhere else from scratch, that works too. You could also then use the command to sloooowly build up organic matter if you don't have anything around you.
Thanks for your work.
spiritplumber  [author] 31 Oct, 2018 @ 1:25am 
That's actually a great idea.
jackik 27 Oct, 2018 @ 6:45am 
Here's an idea: Add a chat command to spawn a minimal starter pack in the players inventory the first time they enter it. That would make starting somewhere inhospitable more viable while not being too cheaty.
spiritplumber  [author] 26 Oct, 2018 @ 7:37pm 
You'll need something carbon base, like your buddy's corpse. Mhwahaha.
jackik 26 Oct, 2018 @ 3:40pm 
You can't shit if you haven't ingested anything yet right? Looks like a problem... Maybe try to eat your hand for now...
Galivan 26 Oct, 2018 @ 11:33am 
How can I make food on a Mars type planet (or a moon) from a clean start? There are no spiders, wolves, or organic.
spiritplumber  [author] 2 Oct, 2018 @ 5:35pm 
Yeah, it's still being maintained and it seems to work well :) What did you fix?

This has fewer buildings/blocks, but works otherwise the same. Plus it has extra stuff like furniture and support for custom foodstuffs.
Significant Otter 2 Oct, 2018 @ 3:52pm 
Hey, are you actively developing this mod? I'm currently using this mod: steam://openurl/https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1125648900 ; however I had to create and upload a fixed version, because it would crash the game. If you either fixed this or are interested in my fix, please let me know, so I can take down my version of the mod.

Also, is this mod very different from the complex version of the Hunting & Food mod? If not, should I rather use this one?
spiritplumber  [author] 22 Sep, 2018 @ 6:01am 
The food processor is an asembler, the water filter and hydroponic cell are refineries, as far as the game is concerned :)
jackik 21 Sep, 2018 @ 9:31pm 
I think he meant adjusting the efficiency of the assembly process, to control the economy. But right now that is done via the amout recovered from waste.
If you just meand tweaking those for longer process that takes more effort for difficulty purposes, i apologize for misunderstanding.
spiritplumber  [author] 21 Sep, 2018 @ 8:23pm 
Hi, what are you trying to do death2frame?
jackik 21 Sep, 2018 @ 3:08pm 
Sure but why is that necessary? Honestly i find the current situation to be the much nicer one of the two. You can't properly replace the two existing variables and an introduction an additional variable wouldn't be a contributing addition really, only further complicating any change that could be made if anything.
breifcurves 21 Sep, 2018 @ 11:40am 
Hey! I know nothing about SE modding and I'm assuming you tried this already. But; that said: if you have access to MySession.Static.Settings.AssemblerSpeedMultiplier or any derivative of it, which I believe you do from looking at the source, you can config your economy from that. It looks like it might be available at Sandbox.Game.World.MySession.AssemblerEfficiencyMultiplier and / or Sandbox.Game.World.MySession.IMySession.AssemblerSpeedMultiplier unless I'm entierly mistaken about the purpose of those variables.
spiritplumber  [author] 21 Sep, 2018 @ 2:37am 
Exactly.
jackik 20 Sep, 2018 @ 11:27pm 
If i understand correctly, it's the amount of waste that is recoverd of the other substance. So if you drink, you should get water back, but with cross_crap set to non 0 you get a bit of organic material as well, which can help balancing if you have more of one of the things than the other.
Also, it's in percent recovered, so 0 is nothing and 1 is everything recovered. So cross_crap and crap should never add up to be more than 1, as that would give you more than you ingested.
smiley 20 Sep, 2018 @ 6:13pm 
Oh I see! In that case I was wondering what does the CROSS_CRAP_AMOUNT setting change?
spiritplumber  [author] 20 Sep, 2018 @ 6:08pm 
Thank you!

Your suit handles most of the waste processing; using the toilet gives you a bonus to recovered waste (which isn't important on earthlike and alien planets, but it is on moons and asteroids since organic matter is scarce).
smiley 20 Sep, 2018 @ 5:10pm 
I think I've isolated the problem further. The glitch where my player eat/drinks instantly once I sit even if it doesn't have noms in the name only happens with the toilet. The other side to that is whenever I do eat/drink the waste is processed immediately. I think the actions of eating and processing waste must be connected, and while the toilet should only be forcing waste, it forces both.
smiley 20 Sep, 2018 @ 11:16am 
Alright to status update: In a new world I tested out a few things and this is where I ended up. Waste is process automatically upon consumption, and toilets do not have any effect on this. I tired two different furniture mods with no changes. Also, when a cockpit on my ship has the noms tag in the name, whenever I sit down in a different seat without the tag, I will automatically eat/drink and my bars will go to 125, but then it'll stop eating and boosting. It acts like it has the noms tag the second I sit down, and then normally after that.
smiley 20 Sep, 2018 @ 11:05am 
Just tried it in a new world and it still automatically processes the waste