Space Engineers

Space Engineers

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CAT - Much Foods v2.05
   
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Type: Mod
Mod category: Production, Other
标签: NoScripts
文件大小
发表于
更新日期
3.017 MB
9 月 19 日 上午 8:29
10 月 16 日 下午 4:03
6 项改动说明 ( 查看 )

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CAT - Much Foods v2.05

描述
Much Foods! v2.05 - Woof!

This mod slips smoothly into vanilla game play, adding more food/crop items and improving the end game with a vast variety and a better survival balance.
Wolves and spiders are optional again.
Custom planets no longer starve you.
Food acts more like food, typically recovering hunger not health.
Food trading is available!

Over all it fixed a lot of problems people seem to bring up.
The balance aims to be close to vanilla, just more survival focused.
Aims to improve your endgame and roleplay experience if you go that way.

Balanced for defaults (medium) food drain.

Currently adds about:
50 basic items (not including seeds or DNA samples)
60 meals items
5 drinks
3 types of poison (+whatever poison variants)

>>If you are playing with Apex.Advanced GO HERE instead!<<

Short guide:
The flow of the mod is simple, you start vanilla focusing on algae, while collecting DNA samples from unknown signals.
Bushes, wolves, spider and trade can also help you but are not strictly required.
DNA needs to be analysed to unlock new food items.
These are then farmed like vanilla or if its meat, cloned using algae as a base – giving you a reason to still collect it.
Meats require more matching DNA to unlock than plants, adding another small progression step (unless you’re just lucky!)
Vanilla starter food will keep you alive, but also provides you with a small amount of encouragement to move you onto better foods. But fear not, for while simple crops heal little, cooking thing up soon improved hunger restoration. The longer it takes to make something, the more rewarding it will be – see the time vs reward chart.
Some items can be traded, some appear as acquisitions and some items are not even useful just for fun.

Poison can also be crafted and applied to your foes (or friends) food to do damage.
In the right situation death is avoidable, but if you get stuck or are to far from help you may well die (please give feedback). Note Build Info will display food stats such as negative health, keep that in mind.

*These items are not dropped from unknown signals: DNA_21, Oak, Fungus, Herbs, Pumpkin. You can trade for all of them or their DNA. And some you can forage or hunt as well.

Road map:
Balance and tweaks.
>> Mod compatibility.
Improve drinks that currently do very little.
> Adding more items (basically whenever I get time).
May add more poisons, or split them into another mod.
>> Feature suggestions.

Mod makers and compatibility:
Food processer block mods need to include the correct classes to function. This is a very easy compatibility to add.
FoodProcessorRations : Food cooking
FoodProcessorSeeds: Make Seeds
UnidentifiedDNASamples : DNA extraction
IdentifiedDNASamples : DNA cloning
WCooking : Drink cooking
PCooking : Poison cooking

Adding new food:
In addition, there is a naming convention to help players.
A mid dot · indicates a basic food item. A colon : indicates a more useful food item and a degrees symbol ° indicates a seed item. Seed images have 2 icons as well, look in the sbc.
This is very important for players that still wish the ability to use a conveyor sorter without pain.

Farm Plot Blocks:
Farm plot blocks need to include mod seeds in white list!

Trouble shooting:
If you get no DNA from unknown signals (not even 1 in 10 drops) or DNA cannot be used in the food processor block. Then make sure this mod has priority in the load order!
Make sure this mod has priority (top of list for single player) over mods that add farm plot blocks.

Known bugs:
Language files can get ignored displaying the incorrect item text, such as the 'Fill Value'. Just ignore it until a fix can be found, I have a feeling this is on Keens end :3
MuchFoods never intended to show you how much food you got from an item. Just know the longer it takes to make something from-seed-to-plate total, the more benefit it will give you. See the benefits chart in images.

Final note:
This mod is script free for the lightest footprint posable.
I will continue to tweak the balance based on user feedback. So the good the bad and the ugly, comment on the steam page so I know what to improve. Please report any bugs or imbalance here also!
Thank you and enjoy. =)

Translations
Русский перевод выполнен независимым переводчиком Hyligan. Подробнее читайте далее. (Third party Russian translation by Hyligan. Read for more info.)

Updates!
v2.05
Wolf and Spider loot improved, it was brutal... Now more likely to drop DNA.
v2.04
Added compatibility for coffee mod
Added vanilla items back into the game with new recipes and rebalanced stats.
Added new bugs relating to the vanilla items, thanks Keen! :D
v2.03 and before
Added compatibility for USGC (small grid conversion).
Added compatibility for the vertical farms mod. More farm plot block compatibilities to be added, link me to one below if you want it adding!
57 条留言
Orion 10 月 21 日 下午 6:37 
Ahhh, that makes sense!
JayMole77 10 月 21 日 下午 3:42 
I've played this mod now for a bit and am getting really into it, coupled with another mod for small ship food processor and my trouble with it vanished. Adding a food processor for small ship onto my starter buggy allowed me to roam around looking for a nice place to begin building a base, stop every once in a while build a small platform and solar and connector and charge up battery, then take it down a move on, all the while discovering new food sources and making new recipes. 10/10, though you should either remove the organics or do something with them, its annoying a bit to kill a wolf and just pick up organics, and they're useless. Maybe make it so that 10 Organics can be turned into one low grade meat or something else!
shumbalion  [作者] 10 月 21 日 上午 10:19 
@Orion That looks like what build info might do ;)
So I’m assuming what’s happening is the vanilla values are displaying as "normal" even though they shouldn't (the bug that’s been plaguing me).
Then build info looks at the item to tell you what it’s actually doing.
So this is technically displaying correct, it’s just using the vanilla description text instead of the text I set lol! So it’s the same bug and build vision being messy. Build vision uses the correct values because it looks at the values not the item description. =)
Orion 10 月 21 日 上午 5:54 
Well, I am not using any other food related mod right now. And yes it is there even after the complete restart of the game. It shows in the block menu when pointing the cursor over the food items. Two fill values, "Fill Value" & "Consumable".


Meal Pack (Steak Dinner)
Fill Value: 100%
Build time: 1m 6s
Requires:
1x : Boiled Veg
1x : Low Grade Meat
1x : Apple (Malus sylvestris)
5x : Herbs (Origanum majorana)
5x : Mushrooms
Result item: Meal Pack (Steak Dinner)
Consumable: +46.8% Food over 20s
Mod: CAT - Much Foods v2.05
Modid: Steam:3570895766


I am currently experimenting with the mod locally to add the 3D growth stages of the new plants, but I didn't change anything that can cause this.
shumbalion  [作者] 10 月 20 日 下午 1:25 
@mttopman That was actually what v1 did :D Tho as the block didn’t have the correct interface you ended up finding it via the menu system more often than not. It is also DLC dependant thus I skipped over it. I may add it back in later if I get time =)

@Orion Both!! Ok I’m impressed lol. Assuming this is in the item description in player inventory and maybe the food processor? I was aware of a bug with the vanilla values refusing to be overridden, how it ends up displaying 2 descriptions at the same time is mind blowing tho. Dose it persist if you completely close SE then reload? That should fix other mods interfering at least in my testing, that can happen right now.. yay! Keen did something funky with item descriptions and language files. But I am working on finding a fix when I can, tho it probably won’t come fast. Thanks for letting me know :)
mttopman 10 月 19 日 上午 9:06 
i like this mod but i would recommend using science blocks for the DNA testing/analyzing. I would like for them to have a use. maybe building/adding different science blocks reduces analyzing time, or one block creates a DNA---> DNA Sample then next block does the analyzing. you could add more and more to this. just a thought.
Orion 10 月 18 日 下午 3:01 
Hi. The vanilla food packs show the vanilla fill value and the mod rebalanced fill value at the same time.
shumbalion  [作者] 10 月 14 日 下午 1:09 
Well.. that's how you find DNA samples! =D
Unknown signals contain far more loot now in there construction, than in previous patches (large thrusters, lots of panels and plats and event controllers and…). So I honestly would not be surprised if Keen nerfed them in the next update along with the loot tables all over. You don’t even need to mine cobalt now, in this latest patch :P
But that aside, other than unknown signals and animal NPCs, I don’t think I poked any other loot tables. You will find ‘additional’ items available for trade or in acquisition quests however, alongside what is normally there. So trade is more or less the same with extras. I did not go to deep into trade since people suspect it may get a face lift in 1-2 patches time. Or at least they’re hoping for that. :3
Morndenkainen 10 月 12 日 下午 5:47 
Mod seems to overwrite loot tables of unknown signals, kind of a pain when it overwrites the loot tables from tiered tech and you no longer find components when starting out. Also overwrites loot tables for wolves, haven't checked NPC stations yet.
shumbalion  [作者] 10 月 12 日 下午 4:51 
Thanks for the info, looks like a whitelist thing, ill put it on the to do list :3