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Great mod!!
Had to rummage in the mod files to figure this out. Great mod, dont get me wrong, but the page needs updating.
Roasted Beans x2 Honey x2 = wet goop
Black coffee and frappe works
Coffee Ham works.
Tried with and without Smart Crockpot
It can be used as a filling in various dishes such as meatballs.
And it doesn't spoil even if you don't put it in the refrigerator.
I really like the shaker though.
Although I think I could be more useful if it could also cook up some of the coffees but that's just a random idea.
Really good mod I love it! ^^
╭☆╭★╭♬ ╭☆╭★╭♬ ╭☆╭★╭♬ ╭☆╭★╭♬ ╭☆╭★╭♬ ╭☆╭★╭♬ ╭☆╭★╭♬
❤️Thank you very much to the authors / secondary creators of the creation, without you would not be able to organize these collections, welcome to download❤️
╭☆╭★╭♬ ╭☆╭★╭♬ ╭☆╭★╭♬ ╭☆╭★╭♬ ╭☆╭★╭♬ ╭☆╭★╭♬ ╭☆╭★╭♬
❤️DST超實用新手萌新老手必備【伺服器端】全面模組推薦合集MOD (๑╹ω╹๑ )❤️
_punkmuffin_, do you use other mods? If so, does this also happen if you try it in isolation?
Warwickswei, IIRC it's compatible with Heap of Food in the sense that it doesn't break, but you'll have two types of coffeebushes and coffeebeans in the world, which could be confusing.
MageTrash, that's actually a good point. That's something I'll have to discuss with Snook.
Писeчный Диктaтор, this should be fine. Quotes are unlikely to break things.
We'll remove that setting and replace it with other settings, giving players more control.
MageTrash, we will add some more configurable settings in the near future to enable more user freedom.
MFC, textual versions of the recipes will be added in the near future as well.
Shengzy, "black coffeebeans" are simply cooked coffeebeans. You can cook them at the firepit.
HeyYou, we're still thinking about how to implement the widget. It's possible we'll make the widget draggable so that it's easier to make it work with other UI mods.
As for your suggestion to add other effects, this is probably not going to be implemented. Coffee, in our opinion, is not supposed to give you overall superpowers. It increases your movement speed at the expense of some gradual sanity drain (and health drain at high caffeine levels), but nothing more than that.
The icon for the coffee cannot be dragged to adjust its display position with this mod. Is it possible to fix this issue? Additionally, can the specific effects and speed boost ratios of each coffee be displayed in more detail? Also, since there are so many food items, is it possible to give them additional effects such as increasing attack power, defense power, or providing temporary night vision?
I'd imagine in the code you could just introduce these variables as modifiers, but I'm still quite new to DST modding haha.
We will take them in consideration. :)
- nerf frappe caffeine level to 0.25
- make frappe require at least 2 coffee value in shaker
- buff black coffee caffeine level to 0.3
- keep the only black coffee recipe as is (3 beans 1 filter)
Anyway, it depends on the type of coffee. For example, Espresso and Frappe are strong coffees and therefore require high coffee values in the recipes. I suppose in that light one of the Frappe recipes might indeed have a too low coffee value. I'll discuss that with Snook.
Aside from Coffee Ham, there is also the Coffee Milkshake, which is kind of a quasi-coffee. I think 1 coffee value is fine there. Its caffeine bonus is modest as well.
I suppose some of the other coffees fall somewhere in the middle. Obviously, there has to be some relationship between the coffee value and the caffeine bonus, but I don't think the relationship necessarily has to be linear.
Of course easy recipes that can be exploited and thereby overshadow other recipes are undesirable. It is possible we might revise some recipes at some point after more testing.
Feel free to share your findings if you happen to find an exploitable recipe.
Tropical Experience itself states the following in their mod description: "THIS MOD NOT NEED MORE COMPLEMENTS AND THIS MOD IS NOT COMPATIBLE WITH OTHERS MODS."
I personally disagree with that approach, because people want to be able to pick and choose the mods they want to create their own personal experience, but it's the approach they've chosen. This means everything they built wasn't built with the idea to be compatible with other mods, which makes it easier to make something work but at the expense of mod compatibility.
Still testing just how far the rabbit hole goes with this, but it's fairly severe from what I've seen.
Reason I started testing this comes from having caffeine levels reset to 0 upon entering/exiting Caves—somehow the conflict results in this.
I don't expect you to try to resolve these issues or anything, just want it noted somewhere in case others run into the same issue. Saves them from the same headache 'n' such.
Accessing 'terrain.rooms' directly is being deprecated, please use AddRoomPreInit("Badlands") instead
=||= AddRoomPreInit("BGBadlands") instead
=||= AddRoomPreInit("HoundyBadlands") instead
=||= AddRoomPreInit("BuzzardyBadlands") instead
=||= AddRoomPreInit("Lightning") instead
(=||= is the same as in first error)
I'll look at the flingomatic issue later today.
Running a decent number of mods, so odds of that being a conflict or such are certainly there, but wanted to mention it on the off-chance Mini Sign icons haven't been implemented yet
Kudos for the mod