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Rapporter et oversættelsesproblem
@SPAZZ - I like the idea, I'll put that on my list
@CorvoAssassino - I personally think the calories are well balanced, I've tried to take values closely from real life examples while comparing them to how they are in the base game. If you have any feedback on it, please let me know!
@ReadyForTheDevil - working on 41
One small thing I found , and I think it's a vanilla problem as I think it's a vanilla item ,is the inability to make tea from tea packets. I might be missing something though, I only started getting into cooking once I downloaded this mod
@Juggernaut - thank you, I can look into it
@Luca - what would you suggest? Longer, shorter times?
But could you implement the boxing and packing of the canned food? Even with the "box more" mod I can't do it.
Thank you everyone for all of your feedback and wonderful support. We couldn't do it without you guys! We have some cool stuff cooking up for the next update, can't wait to show you!
It seems that some item boxes can't be opened while frozen.
A fix is on the way. In the meantime, you can thaw them before opening.
Thanks for the feedback!
(i work in mcdonalds)
also, 1500 models at just 60mb is outstanding, great job and thanks for this.
how much did it take you
@Ki Charn Ro - you cook it in a saucepan or pot, like vanilla pasta. You can right-click any item and use 'show recipes used in' if you're ever unsure
You're right to ask that question, compatibility can have two meanings:
- Compatible means the mods can run together without causing errors or crashes. They don’t interfere with each other, but they don’t necessarily interact either.
- Integrated (or interoperable) means the mods actively work together. One mod can use items, features, or data from the other, creating a more connected experience.
Here, 'compatible' refers to the first explanation
Thanks for your support
@Kaoeutsu
You can run both mods together without any issues.
Each one adds a bunch of food, with its own unique take
I just hit up Muldraugh on insane loot settings to confirm and test, I found 19 food items (base game and food added by VFX), across 20 houses, that's every single cupboard, fridge and freezer in a kitchen. 0.2 loot settings seems to spawn a tad more than insane loot settings from what I can tell?
If you do care about the logistics, VFX's loot distribution was designed with a hybrid approach - since adding thousands of items to the loot distribution tables would bloat it really fast. I made dummy items, that are replaced when the containers are filled. Then, I also piggy-back'd off base game spawns to reduce the potential bloat even further. Meaning, when fruit (for example) is spawned in, it looks for a base game fruit, then it takes that slot to either spawn the base game fruit or a fruit added by the mod. I re-wrote this script four times before I was confident in it for release, I've tested it on every possible loot setting and was really happy with the results.