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Bowl of beans for example. You can eat that right out of the campfire and it will lose it's "better hot" bonuses by the time your survivor starts eating. Realistically, most cooked foods stay warm for 15 to 30 minutes, and I know a bowl of hot cooked banes falls into the latter from experience!
Not to mention, full on meals can stay warm up to an hour.
Maybe a separate mod for this? I'd make it myself if I knew more about coding, but I'm still learning. Painfully slow.
If nothing else, applying it to your own mod here would be great. Ty for your time! Ty for the mod.
This 2 happiness difference is not significant enough for me to go further. The 10 Vs 30 minutes seems not very significant either. I guess they'll make higher stakes when they fully implement / rework temperature in the future.
Tell me if I'm wrong.
Meanwhile you can abuse a temperature bug with PZ41 : move the beans from the heat source to the ground (NOT to your inventory). You'll have infinite hot beans, but they'll rot.
Could you make it so that certain 'recipes' are saved? E.g. I lets say I prepare a salad with cabbage, potatoes and carrots (I'm not sure if these are actual ingredients, I rarely use salad). After finishing, I have to option to save this recipe (lets call it 'Nicesalad'), and next time I want to prepare something, I can chose 'Nicesalad' and the character prepares the exact same recipe (if ingredients are available).
Also, could you also implement the autocook for soup/stew?
The idea of our own recipes is interesting but this is slightly different purpose for a VERY different implementation. I am not interested in implementing it for now. I wish you someone else does.
The mod could add 3 menu actions:
1, autocook flavorful xxx (max happiness): take random ingredients that has not been added until no more new ingredient or cannot add ingredient.
2, autocook filling xxx (max hunger): take the highest hunger option, but do not take something more than 3 times (as that reduces happiness)
3, autocook nutritious xxx (max calories): for characters with nutritionist perk, take the option with highest calories, but do not take something more than 3 times. for characters without nutritionist perk, take everything but vegetables and fruit first.
I am interested in trying to make that if you want. I'll rewrite a mod of my own if I can learn PZ modding quickly so you can choose between these preferences and if you want to use salt (used for baking cakes and is resource limited while only giving +1 bonus in meals anyway)
I'd also like to make use stale ingredients in priority and if you're cook level 7, use rotten (togglable in the mod preferences)
but it's a really nice mod
One thing with AutoCook, that I'm digging through your code right now, is to figure out how to disable the usage of spices.
Considering spices do nothing but decrease unhappiness, and don't give out XP for their usage, I'd prefer not to use them.
I have no experience modding PZ, and my Lua coding is rusty as hell, so wish me luck.
I'm thinking all that needs to be done is a check for
item.Spice ~= true
in AutoCook:chooseItem
EDIT: Nah, didn't work. :(
I figure there's a function we can call to check the object's Spice value but, without access to the source code, I'm at a loss as to the name of the function.
1. Go to mods\AutoCook\media\lua\client
2. Open the AutoCook.lua file and go to line 84
3. Replace line 84's code with this:
The new line of code that is being added is
If you don't have a code editor that displays the line number, just do a search for
I'll see to integrate this in vanilla when a find a way to select with / without spice.
Normally, I just eat veggies and rabbit meat, but the spices added so much calories. At least I learned I can get his weight up by just adding spices. :D