Stationeers

Stationeers

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Plants and Nutrition
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389.759 KB
2021 年 8 月 25 日 上午 11:57
10 月 22 日 下午 3:11
36 项改动说明 ( 查看 )

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Plants and Nutrition

在 Thunder 的 1 个合集中
Thunder's Stationeers Mods Suggestion
29 件物品
描述
Description:

This mod aims to fix some balance issues with the plants and food system in Stationeers. With that, you'll have a reason to take good care of your plants and to build a big greenhouse in your base, maybe even a pantry room to store some emergency food in case something goes wrong and your plants die.
Plants will only do photosyntesis under light and with water, and they'll be much more balanced in terms of water consumption and gas output.

In this mod, I tried to use Real World data as a base parameter, whenever possible. But BE WARNED, this will add new challenges to the game and will make it harder (but much more interesting), you will need plants to survive and they'll need you. So, if you don't want that, don't use this mod.
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What this mod changes:

(most things below can be adjusted in the config file, if you want to)

* The growth speed of some plants. Now they take longer to grow. See the table in the images for details.

* The amount of water plants consume. In the stock game, plants take ~10x less water to grow relative to the amount of gas they output, this mod changes it so they take a more accurate water amount accordingly to photosyntesis rules, but values were adjusted to still allow a net gain of water when playing on planets like Vulcan and Venus.

* Plants will do photosyntesis and output oxygen (or wharever the plant outputs) only when they have light and water. Exception is Mushroom that will work in the darkness.

* The amount and types of gases plants will transpire will be more accurate with the simplified photosynthesis equation (6CO2 + 6H2O → C6H12O6 + 6O2) and the nitrogenase enzyme activity equation (N2 +8H+ + 8e− →2NH3 +H2). In simple terms, that means, unlike what happens in vanilla, less molecules should be magically created or destroyed by plants (Mutated plants could still drift a little out of mocelular equilibrium, but still far less than vanilla).
!!!! WARNING !!!!
Due to Soybean comsuming Nitrogen and accordingly to the nitrogenase enzyme activity equation, by default, it will give off some H2 as a byproduct. Make sure to upgrade your greenhouse filters to remove the volatiles from atmosphere or bad things will happen. This can be disabled in the config file if you don't care about plant equilibrium.

* Most plants will transpirate some of the water consumed back to the atmosphere when doing photosyntesis. By default they'll transpirate 25% of the consumed water back. Exceptions are Mushrooms (they don't transpirate in RL), and Hades plants.

* The max food and water of the character: Now you can stay 5 game days without water and 12 game days without food before you start dying (Stationeers difficulty).

* Winterspawn Volatiles output is increased to match the amount of Nitrogen consumed by the plant and make it molecular accurate.

* The amount you have to eat and drink daily: This setting was balanced assuming that an average person has to drink 2 liters of water and consume 2000 calories every day. So you'll need to drink a little more than 1 bottle of water per day (1 bottle = 1.86 Liters ingame) and eat 2 or 3 full cans of food (depending of the can) just to keep up with the Dehydration and Calories consumption rate. 20 min day cycle is too fast for a day, so i used 40 minutes as a day cycle reference for this parameter (the old sun/orbit 2).

* The amount of food/water you'll get after death/respawn (to avoid rewarding someone who dies with 100% resources). If you die or a new friend joins you, the character will respawn with food and water proportional to the days past in the save (for servers where ppl join later and make separated bases, there's also some config options to adjust this).

* The recipe and nutrition of some foods (see the table in the mod images). I tried to maintain the original recipes whenever possible, but in stock game, some recipes are quite unbalanced, take Bread for example, the vanilla recipe needs 200 flour and each wheat makes 5 flour so, to make a single bread, you needed to harvest 40 wheat. If you chose to sustain yourself with only bread, you'll need an hydrophonic with 540 plants growing. To fix this and other imbalances, I changed:
- 6 cooking recipes and 2 reagent recipes (the ones marked as yellow are the modified ones).
- Most of the foods nutrition values, to make all of them useful and feasible to be used.
- Complex recipes and the ones that need eggs now are kind like the endgame of nutrition. Now, the best food is pumpkin pie, it gives you enough calories for 4 days. But anything made with eggs will give you good nutrition.
- When you make Canned food and cereal bars, it will loose a litte nutrition as a tradeoff for their ability to never spoil.

* Eggs:
- Fertilized Eggs now need controlled enviroments to hatch. Pressure between 50 to 120kpa, temperature between 36°C to 38°C (96.8°F to 100.4°F). Eggs need to stay 14 game days in hatching conditions to hatch. The egg will show an tooltip similar to the plants, so you can see if it's hatching or not.
- Eggs and Fertilized ones take 24 game days to spoil without refrigeration, so you have a chance to use the eggs from the lander.
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Installation:

Step 1 - Subscribe to this mod here in the workshop;
Step 2 - Leave the mod BELOW core in the workshop menu inside the game;
Step 3 - This mod uses scripts and it will only work if you use a modloader. Currently it support StationeersLaunchPad and BepInEx modloaders. Choose JUST ONE to install and follow the procedures:
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Mod config file:

You can find the file PlantsnNutrition.cfg inside the game folder\Bepinex\config directory. A lot of things the mod changes can be adjusted if you want so.
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Source and Contributions: https://github.com/ThndrDev/Stationeers-PlantsnNutritionRebalance-BepInEx

Discord: https://discord.gg/dq36VutyN3

Other of my mods that you may also like:
* High pressure Waste
* Fuel Jetpack
* Wind vs Gravity
* Aimee Challenge
* Custom Power DeepMiner

276 条留言
Thunder  [作者] 10 月 25 日 上午 11:08 
That's interesting... Yeah that what happens when you do things and don't do a lot of tests. I'm not at home this weekend, but i'll get this fixed on Monday. Thanks for letting me know.
Free Lunch 10 月 25 日 上午 8:15 
@Thunder
You're gonna hate me, I'm sorry. There is a new bug where your plants grow at 10x speed in the dark. Although its kinda funny and could be interesting, I don't think you intended for that.

I think its because your 'ComputeWaterPerTick' uses the 'lifeRequirements.WaterPerTick' value, which you already modify in your getter post fix. But then you divide by 10 again for computing in your transpiler.
Free Lunch 10 月 22 日 下午 6:28 
Haha, wow that was very quick, thank you.
Thunder  [作者] 10 月 22 日 下午 3:18 
@Free Lunch
Yeah me too, I've researched a crazy amount about RL plants to make this mod, at this point I'm almost becoming Mark Watney

Btw, I just pushed an update to fix that, should be working as expected now.
Free Lunch 10 月 22 日 下午 2:41 
No worries. As far as mistakes go this is very minor.

I've had a lot of fun learning about plant mechanics, thanks to your mod. :)
Thunder  [作者] 10 月 22 日 下午 1:01 
@Free Lunch
Yeah you're right. I must've been drunk when i wrote that :sefacepalm:
Anyway, I'll work on a fix. Thanks for spotting it.

About surviving on Brutal, I'll see if i can add a few more seeds
Free Lunch 10 月 22 日 上午 8:21 
Yes, with ferns and dargas, survival is very straightforward. Those plants have overpowered oxygen to water production ratio and essentially create matter from nothing (which is okay because this is a video game, it's meant to be fun).

I wanted to see if one could survive on standard brutal settings with just potatoes. Most people will not create their own starting conditions unfortunately, so you may want to add your own custom brutal starts that has fern and other plant seeds to help your users out.
Free Lunch 10 月 22 日 上午 8:19 
@Thunder
I meant plants use 100% of the water usage in the dark. You're applying a post fix to "TakePlantDrink" method, which in the original method already removes standard water quantity, before your post fix patch. Changing the __result will only send incorrect information downstream (to tablet info, etc.)

If you want to edit the water use rate, you either need to use a transpiler (with CodeMatcher) to edit how many moles get removed from the parent tray, or use a prefix and skip the original, like what you did with "TakePlantBreath" and O2 use. You can use a post fix, but you will then need to add 90% of the water back to the tray.
Thunder  [作者] 10 月 21 日 下午 5:19 
@Free Lunch
Like i said, plants are expected to use water during dark (they do in RL), but only 10% the normal day usage.

I just tried a new brutal run on Vulcan without traders, but i gave myself extra seeds, including dargas and extra food (4000 calories), and I managed positive water with an early game base with 20 dargas, 10 potatos and 10 corn plants. Day 50 and i'm still struggling with cooling, but i have 1kmol water on plants, ~1kmol on cooling loops, with some reserve of fuel and oxygen in piping. It's hard, but possible.

With stock brutal, you'll probably need traders for extra food and oxygen early on, until you can get your hands on Ferns and specially Darga Ferns.
Free Lunch 10 月 17 日 下午 12:52 
Hi Thunder, confirming plants still use water during dark hours, on the latest version of the stable release. Cheers.