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It is thanks to your mod and the work you put into it that I was able to play RimWorld without killing the animals.
Have to check on the Def files.
Thanks for the info, mate.
The 1.1 version can be found here: https://www.dropbox.com/s/dlktu5ll3mdyho5/VegetarianMeals1.1.rar?dl=0
Great job, again!
The 1.0 version can be found here: https://www.dropbox.com/s/ldyd447gkz1btu9/VegetarianMeals1.0.zip?dl=0
By the way, great job on all the patching you did. Add me as a Steam friend and we have talk later today, when I'm back home. About 3-4 hours from now on.
Time to get this patch going, lol. I've been quite lazy these days.
<recipeUsers>
<li>ElectricStove</li>
<li>FueledStove</li>
</recipeUsers>
Do you think it could be possible to switch these tag for your patch.xml ? Because of this, I can't remove your recipes for changing them to be compatible with one mod I am working on patching right now. Or if you don't want to change this, could I use your idea (not your code) of vegetarian meals and make an entirely new mod adding these with more mod compatibilities and (at least for my patching purposes) better-written code? :)
Ability to cook vegetarian meals in bulk (in packs of four) with an intention to follow Simple Bulk Cooking mod by Lanilor:
Vegetarian Meals Bulk Cooking Patch
Increased nutrition requirements for both vegetarian meals and bulk cooked vegetarian meals from previous mod:
Vegetarian Meals Increased Nutrition
@ConZ If you would like to implement some of my code into your mod, just tell me and I could send you whatever you need :)
But all jokes aside... I wouldn't know how to tell the XML, to take two or three different vegetable ingedients, without the ability to bring two or three times corn, if nothing else is available (except for adding a ton of new recipes, covering all the possible combinations).
Coding would do the trick, but that's black magic to me :)
A simple increase of nutrition requirement per meal(without increasing the efficiency) would be much simpler and keeps vanilla recipes attractive for when meat is available.
Thinking about 25% on fine meals and 50% on lavish meals, what do you think?
Checked the vanilla recipes and simple and fine meals require both 0.5 nutrition in total and have the same efficiency.
You'll need more, let's say rice, for a fine meal, than you'll need for a simple meal.
The amount of nutrition needed for the meals, are as much as the vanilla recipes.
But you are right. This mod is basically a cheat, that makes the game way to easy and that's why I don't use it in my own playthroughs.
This mod was a request from the forums, I had some spare time... and here we are, lol.
In regards to your idea of adding more required ingredients, it all boils down to splitting a giant rice field into two fields of rice and corn.
I thought about, instead of meat you'd have to have animal products as an ingredient, but that stuff is harder to come by as meat itself.
If you guys want me to balance stuff out, I'll do and leave some ideas on how to approach it.
I for myself installed a fishing mod and produce regular meals instead (feels like a cheat too).
There aren't any. If people can thrive not eating meat in real life, surely in a futuristic fantasy world with cryosleep pods and nanobots they could too.
It's actually meat that is lacking in certain nutrients.
"These recipes take the same amount of nutrition to make and produce the same meals as the vanilla recipes, so everything will be nicely stacked in your fridge."
That if vanilla meat provided lets say 6 nutrition and potato 2, so to produce your vege meals you need 3 potatos instead of 1 meat?
Or are those just vanilla meals without meat ingridients, but providing same nutritions?
The Beta19 version can be found here: https://www.dropbox.com/s/ihua8i0ehse8xz0/VegetarianMealsB19.rar?dl=0
Also thanks for the info, perhaps i'll look into it at some time. I've been trying to mod other games (Space Engineers and Hears of Iron IV) so I'd not have looked into this one like that. But if it is that easy and userfriendly then I will look into it!
If it's not easy to write all of that via just XML then i'll lookinto tying it into Psychology or something. Better to have dependencies than a lot more work ^^ (maybe just me...)
Modding this game is pretty easy if you know what you want and where to find it. Have a look in the root folder of the game and check out the "mods" folder. There is another folder called "core" in which basicly almost the whole game is seperated into XML files.
What you want is a modification of this mod and another trait, that defines what the pawns want to eat. I'd look into the cannibal perk as starting point and see how one would modify the eating behaviors and mood effects.
Regarding "hunt animals until meat XY" check the "Colony Manager" mod. I think fluffy has this feature covered in there.
It's just distracting from what i want to achieve elsewere... I wish there was a way to make rules such as "hunt animals XY until meat >/= #" as with the normal workbenches and such.
So you'd say there would be a need to remove all meals and add 2 (or 3 meat, both, veggie) different sets for each with only the respective possible ingrediants? But even then, while it would then be a differentiable item, could there be a way to tap into the eating bahvior to prefer one and perhaps punish them with a modd effect if they don't get what they wan't to eat? (i've had this game of just a few days now, so please don't judge me too harsh on my ignorance)
If someone EVER wants to actually write that mod... please call it "picky pawns" or similar :D
A simple meal is a simple meal is a simple meal.
You would have to introduce a new set of meals to the game, because there is no way for a trait do distinguish between two of the same items.
This mod adds a new way to make the base meals.
The mod has been updated for Beta19.
The Beta18 version can be found here: https://www.dropbox.com/s/kj6qxufmj86j1ek/VegetarianMealsB18.zip?dl=0