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https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2909103255
Hope it helps anyone!
Any idea how to solve the Common Sense issue, or is that just something we'll have to deal with?
pls help
https://gist.github.com/eaf8b9ba2b286976034bf75400b831a6
Had the same issue, check mod description :P
Foods in the fridge are frozen and still reporting room temperature effects.
@Thundercraft I added the og description. Cheers.
Looking at the code again, I realize that you can just add "Drugs" to excludedCatDefs.
First of all, thanks for creating a fork of the Thermodynamics mods.
Second, I'm hoping you might be able to fix an issue that existed in the original mod. I created my own mod with a Harmony transpiler to fix it since Dametri had gone MIA, but now you could add the fix into your fork and I could retire my fix mod entirely. Here's a link to my mod:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2458949079
All it does is modify MealAssigner.HijackCategory so that it doesn't remove the "Drugs" category from items. The check would be as simple as:
if ("Drugs".Equals(tc.defName))
Just skip hijacking the category if the ThingCategoryDef.defName is "Drugs".
(Or, perhaps, just " Original: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2110968173 ")
All food items are separated into realistic categories:
Hot Meals (e.g.: Simple Meals)
Cold Meals (e.g.: Ice Cream from VGP Gourmet)
Hot Drinks (e.g.: Coffee from multiple mods)
Cold Drinks (e.g.: Beer)
Lukewarm Meals (e.g.: Nigiri from VGP Gourmet)
Raw Resources (e.g.: Potatoes)
Nonperishables (e.g.: Packaged Survival Meals)
Edible Raw (e.g.: Agave fruit)
Food will keep track of its temperature, and its heat will gradually diffuse with the surrounding environment.
Each category has an associated ideal temperature. Colonists will be happy to eat food in the right temperature range, and progressively less happy to eat food outside of the ideal range.
Also adds the microwave to heat meals. Regular cooking appliances can also be used.
(And yes, temperature readouts will change based on whether you're set to C or F)
Almost everything is configurable in the settings and the settings of the Core.
However, it would be both very helpful and wise to copy/paste the description from the original mod to your description above.
Just reading the description would not tell anyone what this mod does, exactly. And I know some players automatically skip over a Workshop mod for consideration if the description does not make it clear what it does.
Consider that, once someone makes a (continued) or makes their own, nearly identical version, mod authors sometimes delete the original. I've seen this happen several times. We would be left in the dark if the link to the original becomes broken.
@Ec Ill look into it, im not really looking at adding features to this mod since im more or less managing it but i could look into for the future.
(In particular, I'd like to rework most of the liquors to be served-lukewarm, so they can sit on vanilla shelves instead of all in fridges.)
Hopefully this helps somebody too. Might be good to add it to the description here too just in case.
Oddly enough they do heat food that they intend to bring to sick patients or prisoners, so it's not like they don't understand the microwave. They just don't seem to heat up their own food before eating it.
Anybody else noticing this with this 1.3 version?