RimWorld

RimWorld

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Vanilla Food Variety Expanded
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Mod, 1.5, 1.6
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317.668 KB
Sep 20, 2024 @ 3:38am
Jul 9 @ 11:37am
8 Change Notes ( view )

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Vanilla Food Variety Expanded

Description


Check Change Notes for details.



Vanilla Food Variety Expanded is a lightweight mod that aims to add a little bit of depth to the colonists, and it does so by rewarding you for providing your colonists with decent food variety. After all, it feels a bit unnatural that your colonists are more than happy to consume rice simple meals for every meal of their life, forever.

Now, each colonist will remember a certain amount of meals they last consumed, as well as the ingredients of these meals. The more varied the meals and ingredients are, the happier your colonists will be. On the other hand, providing them only with one ingredient in the form of one meal, forever, will make them miserable.

Furthermore, each colonist now has a favourite meal or ingredient, which will count as two different meals/ingredients when consumed!

Unlike other similar mods, we do not patch the food searching job, which means it should have almost no effect on performance. As our mod takes the average of both meals consumed and ingredients consumed, there was no need to have the pawn look for specific meals to satisfy their variety - this will come naturally simply as they eat stuff.










A: Can I add it mid-playthrough to an existing save?
A: Yep!

Q: Will my pawns automatically pick meals that are the most beneficial to their variety?
A: Our mod takes into account the average of meal variety and food variety, which means looking for specific meals is not necessary. As such, no such checks are done, which in turn saves performance by a lot.

Q: Can I adjust the amount of required variety in mod options?
A: Of course! You can decide how many meals and ingredients are ‘remembered’, and how different they need to be to provide the mood bonus.

Q: Can I adjust the mood gain and loss from not meeting variety in mod options?
A: Yes, you can make it less or more impactful on the mood if you so wish.

Q: Does this work with Combat Extended?
A: Of course.

Q: Where can I see the ingredients remembered?
A: Simply go to the Needs tab and then select the little info button underneath the food variety need.



[forms.gle]



Authors:
Sarg Bjornson, a programmer responsible for everything. What a guy.

Special thanks to testers and patrons!

Rimworld is owned by Tynan Sylvester.
(CC BY-NC-ND 4.0)[creativecommons.org]


263 Comments
Sarg Bjornson  [author] 5 hours ago 
You know that little "seal of warranty" electronics have? You just broke yours
Bramblefire 11 hours ago 
You can remove this mod mid save. It'll throw some errors on first load, but it won't break anything. The following load after saving won't generate any errors.
I would keep using this mod if it had the ability to modify favorite foods. I don't like the idea of one of my pawns having Yorkshire Terrier meat as a favorite food.
Ignari velk.ca Nov 18 @ 6:47pm 
This is the mod I was searching for to clear my bug that was happening. Thank you Raptor!
Raptor Nov 16 @ 1:10am 
This mod did not clears its internal cache right and poisons the next save.

Could not resolve reference to object with loadID Thing_Human292 of type Verse.Pawn. Was it compressed away, destroyed, had no ID number, or not saved/loaded right? curParent=VanillaCookingExpandedVariety.GameComponent_FoodVariety curPathRelToParent=/pawns_and_diet/keys

and in the save:
first save (fine one)

<li Class="VanillaCookingExpandedVariety.GameComponent_FoodVariety">
<pawns_and_diet>
<keys>
<li>Thing_Human786</li>
<li>Thing_Human790</li>
<li>Thing_Human794</li>
</keys>


second save:

<li Class="VanillaCookingExpandedVariety.GameComponent_FoodVariety">
<pawns_and_diet>
<keys>
<li>Thing_Human786</li>
<li>Thing_Human790</li>
<li>Thing_Human794</li>
<li>Thing_Human1074</li>
<li>Thing_Human1078</li>
<li>Thing_Human1081</li>
</keys>
Raptor Nov 16 @ 1:08am 
To trigger it:
1. start a new colony (crashland)
2. wait until the 2 peeps pop and save.
3. reload the save
3. go back to main menu
4. start another colony
5. save (which will now poison the save)
6. relaod with bugs
Triel Nov 11 @ 2:31pm 
The best mix mod has an option to use ingredients randomly, dunno what else could help you vary your meals non manually
MerLatus Nov 10 @ 2:53am 
There may be issues when there are two pawns during the eating process, such as when doctors feed patients and colonizers tame savages.
拳鸡高手泰深 Nov 7 @ 9:55am 
Will the pawns try to eat something new automatically if there are various food avaliable?
Scytheangel Oct 21 @ 3:52am 
is there a way to specify or change a pawn favorite ingredient?
Sarg Bjornson  [author] Oct 10 @ 6:37am 
Nutrient paste is taken into account