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Might I suggest, as an alternative, use this in the fish drying rack's fuel filter directly, instead of applying it as a separate, second patch?
<li MayRequire="VanillaExpanded.VCookE">VCE_Salt</li>
@Argon is there a chance we could make Spiced/Herbal Sausages with a mood boost for colonists when eaten, kind of like fine meals compared to simple meals?
TLDR Version:
Rot timer is bugged. Change back to OrganicProductBase. Use <optimalityOffsetHumanlikes> to set preferability.
Maybe remove Animal Product from food type, since it's not an animal product? Could also add <DeteriorationRate>2</DeteriorationRate> to statBases, same rate as Pemmican.
Maybe change or <li>FoodMeals</li> to <li>Foods</li> for raw sausage? Possibly do the same for sausage when you add <thingCategories> back after changing to OrganicProductBase?
<optimalityOffsetHumanlikes>10</optimalityOffsetHumanlikes> will make pawns prefer to eat Simple meals, but will eat Sausages if there's no meals.
Every point of priority over 16 seems to add one tile of distance that the pawn will pick Sausages over Simple meals. So if the priority is set to 18, as an example, if the pawn were standing on top of a Simple Meal, they would walk two tiles over to pick up a Sausage.
So, yeah.. if you want pawns to eat Sausages but not prefer them over Simple Meals, just put in <optimalityOffsetHumanlikes>14</optimalityOffsetHumanlikes>. No idea why <preferability>MealFine</preferability> doesn't seem to do anything for pawns meal selection.
<ingestible>
<foodType>Meal</foodType>
<preferability>MealFine</preferability>
<ingestEffect>EatMeat</ingestEffect>
<ingestSound>RawMeat_Eat</ingestSound>
<optimalityOffsetHumanlikes>14</optimalityOffsetHumanlikes>
</ingestible>
So when you changed the parent class to MealFineBase, it made sausages have 2 rot timers. 4 days AND 52 days.
You can use <optimalityOffsetHumanlikes> inside <ingestible> to influence which food pawns will pick. Simple meals seem to be equal to 16, Fine meals 56. So if you set <optimalityOffsetHumanlikes>16</optimalityOffsetHumanlikes>, pawns will pick between Simple Meals and Sausages depending on which is closest to them. There seems to be some odd selection priority based on which tile the Sausage is next to the Meal; North, West, South, Etc.. making the Sausage require 2 or 3 higher priority to always be selected at the same distance, in all tiles around the Simple Meal. Was very confusing when I was testing, and I still have no idea why it works like that. There also seems to be selection priority based on the quality of the Sausage; it seems the pawns always select higher quality Sausage if the distance is equal.
Unfortunately none of the storage mods seem to recognize this salt as something that should be stored together with food ingredients :/
currently the parent class for the sausage def is set as "OrganicProductBase" and I think that might throw off the pawn ai searching for food to eat.
In the itemdefs (example, for sausage) set the parent def as this instead:
<ThingDef ParentName="MealFineBase"> (for fine meal. simple meal = "MealCooked")
testing this change on my own end, colonists reliably choose sausages over simple meals when hungry. im not sure why the preferability tags dont work.
hope this helps @Aristarchus @Argon
below is the code, just added " <li>VCE_Salt</li> " right below of SM_Salt
<comps>
<li Class="CompProperties_Refuelable">
<fuelConsumptionRate>1</fuelConsumptionRate>
<fuelCapacity>5</fuelCapacity>
<fuelFilter>
<thingDefs>
<li>SM_Salt</li>
<li>VCE_Salt</li>
</thingDefs>
</fuelFilter>
<initialFuelPercent>1</initialFuelPercent>
<showAllowAutoRefuelToggle>true</showAllowAutoRefuelToggle>