Stationeers

Stationeers

Plants and Nutrition
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
Thunder  [author] 20 Jan @ 3:27pm 
@SlothOverlord @mazrados I'll take a look into the plant growth multiplier not working and growth times. Probably it's a side effect from the latest game update that added the possibility to mod new plants and edit growth times via XML mods.
mazrados 19 Jan @ 8:55am 
@SlothOverlord

I can confirm this multiplier does not work.
Also set it to 10 but plants growth time did not change.
mazrados 19 Jan @ 8:50am 
Thanks.

Actually perhaps it should be this way. I mean, life on Mars is hard after all ;)
SlothOverlord 19 Jan @ 8:01am 
Oh, for players. Then only HydrationLossMultiplier. It will still use the same amount of water to fill the bottle, but you will have to drink it less often.
mazrados 19 Jan @ 7:46am 
But does it also change how much water I consume?
The name suggests it's for plants.

I changed this value to 1 but still I consume a lot of water.
I mean this are realistic values, about 2-3 l per day, but I don't have much water from ice.
SlothOverlord 19 Jan @ 7:30am 
@mazrados Check the config. You can lower the PlantWaterConsumptionMultiplier and PlantWaterConsumptionLimit values.
mazrados 19 Jan @ 6:55am 
Is it possible to change how much water I consume?
I keep running for water ice with this mod.
SlothOverlord 19 Jan @ 3:29am 
@Thunder I can confirm that the mod is loading. I deleted the config, regenerated it and started the game again. I planted a potato, and on 60% - 100% efficiency (mostly 80%), it grew in ~65min. This was on PlantGrowthTimeMultiplier 10.Same as on PlantGrowthTimeMultiplier 1. Even on default, it seems to grow faster than the table suggest (100min (on 100%?) efficiency). The water consumption is actually fine. I tested it more and it works correctly, but since the plants grow faster, they use less water overall. That's why it felt strange to me.
mazrados 19 Jan @ 1:03am 
I just said there is config file XD

OK I get the idea. Very not realistic but it's not an issue.
powerkek 19 Jan @ 12:40am 
@mazrados There is a config file.

But it's intentional. You only need to eat like once a week, so when you do it takes a huge amount of food to refill.
mazrados 19 Jan @ 12:29am 
I'm not sure if it's intended or a bug. All default nutrition values are ridiculously low.

For example baked potatoe replenish only about 1% of hunger. In real world I'm fead up after eating about 6 of this.

Hopefully there is config file :)
Thunder  [author] 17 Jan @ 11:14am 
@SlothOverlord That's odd, i player recently and the mod looked fine (Water consumption and growth time, didn't tested PlantGrowthTimeMultiplier tho).
Make sure the mod is really loading for you. Open BepInEx.cfg and in the [Logging.Console] section, change enabled to true. An text console will start with the game and you should see some log entries there when the mod is loaded. If you're sure the mod is loaded, try to delete the mod .cfg file and let it regenerate (maybe your config file is borked somehow). If nothing of that works, letme know.
SlothOverlord 16 Jan @ 6:14am 
@Thunder
Yeah, the PlantGrowthTimeMultiplier does not work at all. It also seems like the plant growth is the same as in vanilla game. It grows too fast and you can get a ton of food in a few days with 9 starting seeds (3 potato, 3 wheat, 3 soybeans). Also the water usage seems off. I remember struggling with water, but now, I can grow a lot of food with one stack of ice.
Playing on Europa with modified longer days.

Bottled water, hydration and hunger seems to work as intended.
Nice mod by the way!
Thalendor 12 Dec, 2024 @ 5:47am 
@Thunder
Thanks! I'll take a look at said mod.
Your intend with sun/orbit 2 was to get a 40 min day/night cycle?
Thunder  [author] 11 Dec, 2024 @ 4:53pm 
@Ketusha I'll do some tests on it

@Thalendor Devs removed the option to set sun/orbit after they added the new orbit system (I'll update the description to reflect that). Now you can use a console command to set the orbit time to be longer, but it will get reset to default every time you relaunch the game, so i suggest you to use the mod "Orbit Timescale Persistence"(the plants and nutrition mod should work if you either use the persistence mod or stay with vanilla 20 min day cycles).
Thalendor 11 Dec, 2024 @ 10:26am 
Can someone explain to me how I can set the sun/orbit config in the current version? There is no config entry in the gameplay part of the settings. Is there a console command i can use?
Great mod btw! Don't want to play without it anymore!
Ketusha 24 Nov, 2024 @ 1:15pm 
hey, im not sure if this is a bug duo to recent update or im mistaking, but increasing PlantGrowthTimeMultiplier in cfg looks like it doesnt do anything or worse makes it faster even tho according to ##Hint increasing it should make plants grow slower or is it opposite ?
Thunder  [author] 19 Nov, 2024 @ 3:53pm 
Miraculously the last update didn't seem to have affected the mod, so i'll just add the new plants to it.
But, as usual, if someone sees something odd or errors, let me know.
Vath 18 Nov, 2024 @ 1:29pm 
FYI: The new plants system is incompatible with the current state of the mod, the author knows, but no ETA on fix, do not use until updated after 18 November.
Thunder  [author] 14 Oct, 2024 @ 8:40am 
@Jeb Kerman Yes, the info in Stationpedia should be the mod values
Zero_Sum_Outcomes 13 Oct, 2024 @ 4:07pm 
Thx for the update
Jeb Kerman 13 Oct, 2024 @ 1:46pm 
Does this mod also update in-game Stationpedia with recipes and shown parameters for water consumption etc?
Thunder  [author] 12 Oct, 2024 @ 6:47pm 
@ryangoslinglover306 Maybe play the first time without the mod, if the unbalances in the vanilla food system bothers you, things like 1 potato plant being able to keep you alive indefinitely, then try this mod. The mod main changes is to make the plant/food/water management meaningful and somewhat progressive, whith real incentives to make better foods like pumpkin pie, keep emergency food reserves, take care of your plants and make more efficient water production systems (on Venus and Vulcan).

@Whiplash @Sazamaki Huge thanks for the feedbacks
Sazamaki 12 Oct, 2024 @ 4:42am 
thanks for the quick fix and this amazing mod, it's a must have

btw, no problems so far
Thunder  [author] 11 Oct, 2024 @ 4:59pm 
I just published a fix for the mod. Didn't had time to heavy test it, but think i fixed all the issues. Let me know if any errors happen
Sazamaki 11 Oct, 2024 @ 1:25pm 
did the update break the mod ?
it's not working to me
ryangoslinglover306 6 Oct, 2024 @ 11:51am 
should i use this mod when im new?
Mad_Shooter 11 Sep, 2024 @ 6:10pm 
I think it needs an update, it's not working in beta for me...
Whiplash 22 Jul, 2024 @ 9:47pm 
The best mod for this game. Looking forward to making a new run in Brutal on Vulcan and see how far I can make it before I have to cheat in food and water lol.
Thunder  [author] 13 Jun, 2024 @ 12:25pm 
@SaberTech It's working for me. I just tested with the latest game version released today. Make sure to restart the game after you change the mod to be below core in the loading order screen or the changes will not take effect.
SaberTech 28 May, 2024 @ 9:46am 
One thing that I have noticed is that the changes that you propose on the .xml files for cooking and the reagent grinder are not applying to the game. If I place the mod above or below 'Core', it will not load those overrides. For example, 1 soy = 1 ml oil not 5ml as the mod suggests. Just letting you know.
Thunder  [author] 15 May, 2024 @ 1:45pm 
@evilshroud the mod was updated with the latest foods. Check it out!

@xceled it should be working in the latest 2 versions of the mod. Make sure to update the mod, try it out and let me know if it's working (egg needs to be colder than 10ºC)
evilshroud 13 May, 2024 @ 7:12am 
Oh boy, they messed with food again. *Audible sigh* Luckily it seems (keyword) like from this mod's standpoint they only added some things, so hopefully shouldn't add much more than 20% copy/paste/rename code? Look at me, wishful thinking.

Hopefully no lies about cake, I can't take that kind of bait&switch again 😭
xceled 16 Apr, 2024 @ 9:41pm 
I can't seem to make eggs white with cooling, any chance this mod breaks that?
Buddha Abusah 31 Mar, 2024 @ 10:32pm 
Doesn't sound too difficult, but considering I am still learning the game it does make it a bit difficult. Appreciate the info, I will give it another shot.
Speedro 31 Mar, 2024 @ 8:07am 
Hey I love the idea of plants exhaling water. I've never even considered before that our bases have 0% humidity and how much the game just deletes water. How difficult would it be to make the character exhale some % of their used water?
Thunder  [author] 31 Mar, 2024 @ 7:34am 
@Buddha

You can make more efficient food and it will fill you much more. I recommend making Bread when you can and then go to egg based food, they are the best ones.

To not die, you need ~15 plants growing in Stationeers difficulty or 10 in normal. If you find this too difficulty, can also adjust the HungerRate in WorldSettings.xml in your save, or several other mod parameters in the config file to make it easier for you.
Buddha Abusah 28 Mar, 2024 @ 1:48pm 
Would be cool if you didnt have to eat 5 cans of food a day. Theres no way you will have enough food before dying a few times. Is there a way to edit this?
Thunder  [author] 21 Mar, 2024 @ 7:09pm 
@Sparky It's updated already :)
@everyone they changed a lot of things related to survival, food and water, but i've not had time to play a lot with this version, so it's possible some balance issues slipped through. But if someone sees something odd, let me know.
Sparky 21 Mar, 2024 @ 5:30am 
@Thunder are you going to do update now, or wait until they finished the update with the survival tinkering?