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also got duck house and goose house working. feel free to drop me a msg and let me know if i can upload. thanks
Please let me know if you pick it back up, Mitz, I will pull my update.
cool youre back into modding
good news: DEUS VULT, RISE FOR THE CULT OF THE FALLEN FURY!
I AM BACK IN THE SWING OF MODDING!
PRAISE TOOTHLESS!
all 1.1 / 1.2 mods will be updated to 1.2 and 1.3.
1.0 mods will be updated to 1.1 / 1.2 / 1.3 if they pass the quality assurance test (they have some reason to exist in the modern era)
I probably can make a bigger coop once I get back into modding. It'll likely be the same texture but I'll downsize this one and make a bigger/same sized one that takes more feed at once for more eggs.
Suggestions for possible changes to improve balance:
1. Reduce the amount of feed required to simulate chickens feeding 'free range' on grass outside the coops.
2. Provide different size coops so that as the chicken farms grow so that colonists can construct larger coops that require more feed at once but produce more eggs. This way less pawn time is lost to hauling.
3. Either eliminate the steel cost or reduce both wood/steel costs.
Your mod while an interesting idea is not balanced well. These are the reasons:
1. Outside of the mod chickens can feed on grass with no colonist time needed to produce or move feed to them. The chicken coop requires pawns to dedicate time to producing and then moving feed to the coops. This makes the chicken coops less time efficient than farming chickens without it.
2. Outside of the mod growing chickens does not require the use of wood or steel. The chicken coops do require these extra resources. This makes chicken coops less resource efficient than farming chickens without it.
being able to kill the "chickens" in the coop would be very difficult to code actually. I'm not a rimworld programmer and setting up the stuff for doing assemblies is cursed for me.
..honestly it's to much a lag to deal with too many animals and half the time I would rather just grow food and buy meat
@bearhiderug That is beyond my coding possibilites, I'm not a master coder so that would require assembly coding which will likely never happen.
Invest 8 eggs, get 5 back makes no sense to me personally.
Nevertheless, really like the mod, I changed it so it gives me back 10 eggs over the course of 4 days, giving me 2 eggs profit per cycle with Kibble.
Appreciate the work you did in your spare time to share this with the community.
the benefits include:
the chickens can't die
they eat just as much food, not more
you don't lag your game to high heavens storing chickens, the code is efficient so you can place 20 of them with no lag
overall, this is meant to reduce lag instead of being more efficient.
50 kibble requires 20 meat and 20 veggies, the meat can be replaced with eggs (1:5), which would mean 50 kibble equals 4 eggs and some veggies.
Meaning it costs 8 eggs to get 5 back, or am I wrong?
I have a poll for you all.
https://www.strawpoll.me/20846279/
Vote on what you want me to make next!
It should work, I do not think they revamped the code in between 1.1 and 1.2
I'm really tired these days, so it may take some time to get to booting up rimworld again.
i once wanted a minion farm with the minions mod (in my 1.0 game), and suddenly i had like 300 minions :)
hi midnight, pelador made a mod which can also do fermenting in a (non-universal fermenter way, compatible way as there were a lot of potential issues in the past with multiple universal fermenter files or something, but he stopped modding due to other committments and mlie kindly picked up the reigns... maybe that could help you meanwhile if universal fermenter is not working for 1.2 yet?).
I'm planning on in the next few days making a meat synthesizer hydroponic thingy. Milk will be up next. or before that. I have a blueprint in my head how these 2 will be rolled out.
I'm on a partial break from modding, but I'll consider it. I'm also workin on a mega-project in the background.... Not sure if it'll survive the coding process.
And of course they're 2x3, my bad.
I can say these are sold because instead of housing 5 chickens in a 10x10 coop, you can house 4 sets of them in these hutches - I expected people to put them in their barns which usually have a lot of space :P
I made some changes to make the coops passable because 2x6 impassable props are super annoying to position in some cases and the visuals make it look like there's a lot of room on the sides to walk around.
If you can't click the link, put dhPfAy as a code into your "add a server" thing. It should recognize that!