Space Engineers

Space Engineers

CAT - Much Foods v2.05
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
Whitefire 10 月 12 日 下午 1:05 
Coffee mod breaks when this is added, can no longer plant coffee
shumbalion  [作者] 10 月 12 日 上午 7:58 
I guess that works to :D
Hyligan 10 月 11 日 下午 8:34 
shumbalion  [作者] 10 月 11 日 上午 10:47 
[Part1]
My main request is that people keep free content free.

I have no issues with people making mods of mods since I make mods of games ;)
But please be sure to use a different thumbnail image to avoid user confusion if you do so.

As to translations, these are also fine.

If it is strictly ‘only a translation’, then editing the thumbnail to add the words “translation” along with the relevant language, is acceptable if clear. As this is then very clear to the users, what the mod is. I think it’s a reasonable request for the sake of user clarity. =D

If you want to add non-language tweaks to a translation, then I’d suggest doing that separately as it gives you and others more flexibility ;)
shumbalion  [作者] 10 月 11 日 上午 10:46 
[Part2]
Translations typically use translation files and references. As I started the original Much Foods v1 years ago before I understood the system, this mod simple doesn’t use that.
If you are planning to use language files in this way, then I will also consider converting to that system making life easier. Although I lack time at this end of the year.
However you do it is fine though, language files simply just mean less updating.
With translations in mind, I will try to remember to keep the change log up to date and more informative from now on.

For what it’s worth, I will be adding vanilla items back in for the next patch as I added them in the apex.advanced compatibility version, thus why it’s one version ahead right now. We are waiting on the fact I just need a break before I test the changes lol!

So, good luck with it =)
Hyligan 10 月 11 日 上午 8:43 
@shumbalion, I want to say clearly that I really like your mod, and I am warning you in advance. I am creating a mod that will change the language of the written text, but it will reference your mod, meaning all settings will be based on your mod. My mod will only localize text labels into my language.

I hope you don't mind, although I would prefer if you personally set the language switching parameters for the user.

I could also assist you with translating some mods, as I believe many would be willing to help.
Hyligan 10 月 11 日 上午 8:35 
@shumbalion, Hello, I noticed that with the latest update, radiation was added alongside hunger. I initially included radiation resistance in an item, but it needs adjustment to respond to low radiation levels in the game, while having minimal effect on medium and high levels. For example, eating one energy bar shouldn't cause radiation harm, as the planet’s atmosphere shields against it. In space, radiation makes building difficult, but there is an injection that disables radiation effects for ten minutes. The suit offers only five minutes of 96% protection; this could be reduced to 80% or 60% to make the game slightly easier. Additionally, algae produce iodine, which can counteract radiation, and substances like alcohol and salt also provide some protection.
Orion 10 月 7 日 下午 12:17 
Thanks for the consideration. Cloning is similar to us human growing up. Needs materials for cell division and nourishment. The "Agar medium" could be useful here!
Again, great mod!
shumbalion  [作者] 10 月 7 日 上午 8:53 
The long names covering GUI, I am aware of it and have seen it in other mods to. I think it’s a minor thing right now, with not a lot we can do about it. So I’m focusing other areas first, but may look into it to see in if I can make it use 2 lines of text. Not sure if that game even lets you do that in the names area tho, or what problems that may then make as well. We will see!
shumbalion  [作者] 10 月 7 日 上午 8:51 
@Orion and others that have mentioned it, 3D models would be great! Tho it is not a skill I have unfortunately.
Earthlike animals in my testing drop wolf and spider loot as that’s what they dropped before. If not try changing the load order.
Also thanks for the meat balance input, I’ll keep it in mind.

@Kill with Fire No bushes were removed I do not touch planet files. So likely bad RNG if you’re not seeing any, or some other mod. Bushes can drop extra items now, this is done by adjusting the loot table.
shumbalion  [作者] 10 月 7 日 上午 8:51 
@Sardaukai heh yeah I was more concerned by the balance compatibility than script clashing, just sat down to get on it now. Hectic week! I’ll poke you if I need to adjust anything.

@Hyligan I think I see what you’re suggesting, but I think it would be a little too easy to bypass the radiation mechanics completely to have protection on the starter item. I was pondering it for the drinks, but decided to hold back for now.
Kill with Fire 10 月 6 日 下午 6:01 
Wish you kept forageable plants on earthlike, since after getting my starter pod shot at and partially crippled by a Factorum station after accidentally passing through it, then initiating an emergency crashlanding on the earthlike near a surface station, forageable food would've been nice.
Orion 10 月 6 日 下午 12:47 
Hi. Very good mod and exciting.
Is it possible to add different 3D models/growth animations for the new plants? It will look cool!

Also, the scientific names are nice but takes up the whole GUI text box. Overlaps with other texts.

Additionally, compatibility with the "Earth like Animal" mod will be fantastic!

I think cloning 1kg of meat should require more materials aside the algae/kelp. I mean its like free meat against a few min spent, and few watts of power. Can the organics help to grow the clones!?

Thank you.
Hyligan 10 月 6 日 上午 6:37 
<Stat Name="Health" Value ="0.004" Time="2.5"/><!-- +1%,2.5s -->
<Stat Name="Food" Value="0.0025" Time="10"/><!-- +2.5% 10s -->
<Stat Name="Radiation" Value="-0.0032" Time="300"/><!-- -96% 300s=5m -->
Hyligan 10 月 6 日 上午 5:15 
Mod Good. [RU]

<PhysicalItem xsi:type="MyObjectBuilder_ConsumableItemDefinition">
<Id>
<TypeId>ConsumableItem</TypeId>
<SubtypeId>MealPack_KelpCrisp</SubtypeId>
</Id>
<DisplayName>DisplayName_Meal_KelpCrisp</DisplayName>
<Description>
Паёк из водорослей – называйте как хотите, это все равно переработанные водоросли.
Самый базовый набор продуктов для выживания.
Ваш набор для выживания запрограммирован на автоматическое добавление горького вкуса и йода, с зернистой текстурой, чтобы отпугнуть переедание в стрессовой ситуации.
</Description>

<Stats>
<Stat Name="Health" Value ="0.004" Time="2.5"/>
<Stat Name="Food" Value="0.0025" Time="10"/>
<Stat Name="Radiation" Value="-0.0032" Time="300"/>
</Stats>

</PhysicalItem>
Sardaukai 10 月 4 日 下午 3:06 
Hey! Your concerns about balance are completely understandable.

But here is the good news regarding compatibility: Both the game and APEX.Advanced! are super forgiving! The system simply ignores any status values it does not recognize.

This makes balancing your items much easier, as you only need to enter the stats you want to change. You don't have to worry about unknown values.

Check out the supported status effects you can use here:
APEX.Advanced! Status Effect Guide

Good luck!
[82DK] wyomingwolf 10 月 4 日 下午 2:54 
1 thing, not sure if others have mentioned, but the scientific name text gets in the way of amount needed to make certain things. Hard to see the needed requirements when crafting
shumbalion  [作者] 10 月 3 日 下午 1:22 
This mod has no other requirements and is script free. If you are having issues then there may be an issue with the load order and other mods.
If any mod changes unknown signals then this mod needs priority over that mod, else DNA may not appear in the unknown signal loot tables. Top of mods list has priority in single play games. ;)


Apex Advanced: I’m looking into it. My biggest concerns are balance compatibility. May have to ask permissions, will see =)
Belugafest 10 月 3 日 下午 12:13 
does it require anything
[82DK] wyomingwolf 10 月 2 日 下午 7:55 
Think that would be good to recommend as that does bring about the thirst factor. Would play well along with more drinks for CAT
Geiger Rat 10 月 2 日 下午 5:45 
Hi, would love if you could add compatibility with Apex Advanced

https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3570977190
Xander_Opal 10 月 2 日 下午 4:13 
Pretty good, an excellent mod! Not quite the theme I'm looking for right now, but I really appreciate the efforts and will keep an eye on it to see where it goes.
shumbalion  [作者] 10 月 2 日 下午 2:57 
Very likely ;) I was planning to add more, I was just waiting for feedback on what I had first, balance and bugs and such =D
While drinks don't offer that much, I intend to add all sorts of things in mind for 'roleplay'. As let’s face it, in SE ‘just build more’ solves most problems. Thus for end game I focused food for more about ‘what you want to eat’, rather than a struggle to do so. Thus why we even have pet food ;) So I will most likely be adding more between other things I have going on.
=)
[82DK] wyomingwolf 9 月 30 日 下午 5:55 
When does the alcohol update come? :> (jk... maybe..)
shumbalion  [作者] 9 月 27 日 下午 3:12 
I’m not the world’s greatest 3D model artist unfortunately, but if opportunity appears ill likely pounce on it. =D
GingerBrit 9 月 27 日 下午 3:05 
your mod is a great mod and i do love it
GingerBrit 9 月 27 日 下午 3:03 
i know this is more work but are you planing for do custom growing stage for all your plants? say a apple tree for the apple and a cactus flowering for the cactus fruit?
GingerBrit 9 月 27 日 下午 2:06 
thanks
shumbalion  [作者] 9 月 27 日 下午 1:32 
v2.02 Should be working with that mod specifically now :)
I have to add a small patch for every farm plot mod separately. So feel free to link me to others and ill fit them in when I can.
shumbalion  [作者] 9 月 27 日 下午 12:02 
Oh interesting, I had believed that would be compatible so had not yet tested that mod. Thank you for pointing it out. I will work on it this weekend as a priority if I can!
GingerBrit 9 月 27 日 上午 9:30 
@shumbalion can some of your foods and the not the ones that replace the one yours replace form keen be place and grow in the vertical farm plot? say tea leaves or the smaller plants
shumbalion  [作者] 9 月 25 日 下午 12:47 
Missing items on the players hot bar... if you type in the search box on the G menu, then they 'should' appear. I will investigate why they are not showing up by default tho. I suspect I forgot that bit when switching to the new system or left a file out. Thanks for pointing it out =)
shumbalion  [作者] 9 月 25 日 下午 12:29 
Algae hurting the player is intentional to stop people being so lazy and to pressure seeking out new foods, else you could live off of the algae (some people just need that little kick to give them reason myself included =D )
Meat is intentionally harder to find as it requires 2 matching DNA, this adds a step of progression to the game and reward with better healing stats. In my testing you should be able to get a few types of fruit/veg reasonably soon. That can normally cook into something. Ether way, algae + survival kit is something to fall back on. I can get you might want to find a nice place to set up, I do the same =) If you feel you need a little more time to get going, you can always start with hunger disabled or food set to a slower drain speed. You can change the game settings at any time. =)
JayMole77 9 月 25 日 上午 9:15 
Also the missing meat is an issue in early gameplay, as if you dont have a small grid mod then all you can eat is cooked meat! Now thats removed and unless you find food then you pretty much die before you can get a base made up enough to start farming. (I like to explore for a good spot before building a base)
JayMole77 9 月 25 日 上午 9:13 
Have this mod, but now the Algae Crisps harm the player, you still get food value, but you take health damage, and at 20 odd points of damage the crisps dont give you that much food pojnts in comparison, at beginning crisps is all you can get as yoou can't eat the raw fruit, there is no icon to at to toolbar!
shumbalion  [作者] 9 月 24 日 下午 3:54 
If you know a little moding, you can make wolves and spiders drop whatever you want just copy MuchFoods_ContainerTypes LOOT.sbc and edit it, but best delete anything that’s not listed under the comment text ‘Wildlife Loot’. This patch should have priority so it overrides my mod. I suggest however you make things drop mod items as vanilla meat isn’t in any recipe. From memory something like TypeId: ConsumableItem SubtypeId 9Wolf tho I could be wrong it’s late right now for me. :D For spiders you might try 20StickInsect. Take a look at items labelled as Class="IdentifiedDNASamples" in MuchFoods_BlueprintClasses.sbc for raw meats and such. Most of these are consumable but not all.
I did not dig deep into the Earth-like animals code, but from memory they copy the wolf/spider loot table, I could be wrong tho.
shumbalion  [作者] 9 月 24 日 下午 3:53 
I use to have a composting and fertiliser system but it did not fit into the vanilla system or work without scripting, so I simply remove it. I decided to leave the organics in for a bit of fun. Part of the reason was to slow down the progression to meat, but I totally understand it doesn’t make the most sense. It was progression balance choice. =)
valtroth 9 月 24 日 上午 9:27 
I forgot to add my main question...

What do I do with organic? Is that just a joke for poop?
valtroth 9 月 24 日 上午 9:26 
Im using this on my server, along with Earth-Like animals. It would be nice if animals still dropped meat, as this mod seems to have removed meat from wolves and spiders.
Otherwise, this mod is pretty fun!
[82DK] wyomingwolf 9 月 22 日 下午 1:33 
The icons did throw me off at first, yet made me laugh too. The MRE style looks better in my opinion yet that is also coming from someone who enjoys Meal #10 Chili Mac :>