Indoor Farming/Food Packing mod for big squad + a few others

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PotatoMaster
Posts: 26
Joined: Sat Apr 02, 2016 4:57 pm

Sat Apr 30, 2016 11:39 pm

So the major food/indoor farming mod is made up of a few things (and is pretty much stand-alone; except for tech, all the items and buildings aren't part of the base game, so an update shouldn't affect it),

For Food:
-General food barrel (stores every type of food that can be made from stove)
-Specialty food barrels that belong to one type of food (you will see why later), color-coded (see link below)
-General food packer (packs 4 of each food type into one, increases nutrition), also they require no energy to operate
-Specialty cooking stoves, produces one type of food continually (so no need to micromanage or click the food item how many times) and each type is color-coded (see link below)
-Specialty food packer, produces one type of package food continually (again, so no need to micromanage), also no energy required to use and each type is color-coded (see link below)
-General food packing barrel (all packaged food is delivered there)
-Rations packs unlocked for production, through tech
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http://steamcommunity.com/sharedfiles/f ... =673158702

Click link for Image of kitchen stuff

Going Clockwise; Color Pink, dried meats; dark brown, foodcubes; metal yellow, dustwich; neon yellow, chewsticks; green/pink, cooked vegetables; sandstone (pink/yellow), meatwraps; marble white, ricebowl; greyish white/metal, rations; blackish picasso, gohan.

Centre: General food packer and cooking stove + shiny metal general food storage
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These food buildings are unlocked from research in food (cooking, advanced cooking, desert cooking, etc).

For Indoor Farming:
-Technology 4 required, as well as engineering book tech, 8 of the harvest items, robotic parts
-Yields 1/4 of outside farm at minimal harvesting penalty, also can withstand longer periods without water without wilting
-Straw, rice, cotton, hemp, greenfruit and cactus are farmable, by a single individual

WARNING!!! IF you plan on using the food packer, you have to use specialty food barrels, rather than the general food barrel (it seems that the food packer cannot pick up the food from it).

I mesh the two together to make life simple. Also, this mod helps for those with rather large ... squads. I made it since feeding 80 guys became a chore (around 5 mins for every game day). With this, you can make it a game week or two without needing to feed them again (or a year, if you're ambitious).

The mod is called CondensedFood
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Guarder Mod (v2)


-Creates a 2 torch version and 2 light stand version of a guard post, with the guards huddling around the light. Shift + left clicking it will set it to doing nothing but guarding the lamp post and surrounding area. Helps when importing more than 25 people, especially when all of them run off in different directions.

Advice: If you got a lot of farmers wandering off, set this as their last task. Should keep them in your fort/area.
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Wandering Squads Mod (v4) (updated July 22, 2016)


WARNING: Before UNSUBSCRIBING, you have to modify the equipment of your characters recruited under this mod and save it with the modification. Otherwise, they will disappear!



You been over the hills, through valleys and rivers, chased by bandits, cannibals and goodness what else, in order to find a recruit (after exhausting them). Not too mention, there are hardly any people that don't want to fight you. Also, it is somewhat barren, no matter where you go. This mod fixes just that.


What it Adds:

* 4-5 invincible (or pretty invincible) level 50 guards (which are non-recruitable) guarding the inexperienced adventurers, seeking someone to take them in (more delightful then buying from slavers). The inexperienced comes from the list of generic adventurers, so it could be anybody. They now appear in most regions in the map, but the kind of recruits depends on the region. They are four types of recruitables: Skeleton-only, hive-only, human-only for holy areas and regular.

* 2 types of nomads: Sheks and humans, searching for a new home but are non-recruitable. They are just there to make it less empty.

* Mercenaires: 2 types, human-only and mixed. Human-only is for holy lands. They have a diplomatic function added, plus they will automatically talk with your characters before leaving the area. So no need to search for them.

* Caravans: 3 types. human-only, hive-only and mixed. Human-only for holy lands, while hive-only for the hive area. Mixed is for all other areas. They also have a diplomatic function, but it will be revamped for the next update. The merchants sell goods to player, while they try to replenish the stocks of inventory they have little of. Take note, as these they will automatically buy in bulk from your trade counters, while the stuff they have plenty of will not. 4 traders: adventurer trader, food trader, contruction trader and trade good trader. All have different items they need, so diversify your offerings at your trade counter!

* Bounty hunters are present everywhere except the holy lands, as the paladins are sort of like police.

* Increased spawning of squads by a bit in some areas.

What it MODIFIES:
Nothing. Creates new squads and dialogue for most situations. Only caravan dialogue is vanilla.
Attachments
WanderingRecruitables_V10.zip
Wandering recruits, caravans, and mercenaries; updated for mercenaries to notify their presence via dialogue bubbles, with confirmation from your own characters, as well as disengagement of conversation. No more forced conversations.
(24.79 KiB) Downloaded 270 times
CondensedFoodv4.zip
Packed, Continious food production and indoor farming v4, fixed storage issue with latest update (2016-07-29). Created new packing baskets to get around problem
(11.78 KiB) Downloaded 173 times
Guarder v2.zip
Guarder (v2), added guard light post I and electric torch
(3.02 KiB) Downloaded 189 times
Last edited by PotatoMaster on Sun Sep 11, 2016 12:53 am, edited 11 times in total.

TannHaals
Posts: 4
Joined: Mon May 09, 2016 8:36 am

Wed May 11, 2016 5:55 pm

I downloaded the CondensedFood mod and I really like it, there's been no issues so far with the food production and food consumption, since chars readily use the specialized food bins for food too. I haven't gotten far enough to test out the various food packers though, so I can't comment on that, but at least it solves one of my major gripes with the current build (so my guys get to eat something other than bread...).

PotatoMaster
Posts: 26
Joined: Sat Apr 02, 2016 4:57 pm

Wed May 18, 2016 5:56 pm

Glad you like it! :D

A lot of testing went into it before I released the first one and then some for the upgraded second release. As for the packing part, it helps when you got way too many squad members, like me (since having made it, I have more than 80 guys).

If anything comes up as an issue, let me know. Any updates pretty much won't modify or mess up these mods, as all of the modifications are new items in the game (a lot of copying and pasting was involved, plus creating new strings). But there are a few places where it has to tie into the game, like tech and certain inputs. So a change in those might mess it up.

Also, sorry about the late response. I completely forgot about checking up on it over here. :oops:

PotatoMaster
Posts: 26
Joined: Sat Apr 02, 2016 4:57 pm

Sat Jun 18, 2016 2:34 pm

Alright, updated CondensedFood mod v2 and Guarder v2.

-For the CondensedFood Mod, fixed up the values for indoor farming. Made a mistake for the farm yields, thinking fertilities were higher than they originally were. Also improved harvest speed and some slight increase to total crops.

-For Guarder Mod, added lamp post and electric torch, added regular building material requirements back as well as electricity requirements.

As for the wandering squad mod, will look into refining it once we get new area, as the place names have changed a bit so far within the game.

PotatoMaster
Posts: 26
Joined: Sat Apr 02, 2016 4:57 pm

Mon Aug 08, 2016 1:11 am

So I have released another mod, this one related to cannibals, well, two types. Good cannibals and bad cannibals. Bad cannibals are the traditional ones you love or hate. The good cannibals are the enlightened bunch, who suddenly find themselves on the wrong side of their system. Needless to say, both will join you for free, but some may be more trouble then their worth.

Also added Wandering Squads Offline, for cases where Wandering Squads or Recruitable Cannibals is off, otherwise members recruited under this mod on or after 93.0 will disappear.
Attachments
WanderingRecruitablesOffline.zip
For cases when you desire for Wandering Squads or Recruitable Cannibals to be off
(16.52 KiB) Downloaded 273 times
RecruitableCannibals.zip
Allows you to fast recruit (recruit without editing name or looks) cannibals.
(8.77 KiB) Downloaded 135 times

PotatoMaster
Posts: 26
Joined: Sat Apr 02, 2016 4:57 pm

Mon Nov 28, 2016 12:27 am

Look for the more current Zartury mod page in this mod section for the more updated mods. Also, the wandering squads mod has been redone. Look for it there. All the mods on this page are officially obsolete.

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