Stationeers

Stationeers

106 ratings
Plants and Nutrition
9
4
3
2
   
Award
Favorite
Favorited
Unfavorite
Mod
File Size
Posted
Updated
389.597 KB
25 Aug, 2021 @ 11:57am
6 Sep @ 8:15pm
34 Change Notes ( view )

Subscribe to download
Plants and Nutrition

In 1 collection by Thunder
Stationeers Mods
27 items
Description
Description:

This mod aims to fix some balance issues with the plants and food system in Stationeers. With that, you'll have a reason to take good care of your plants and to build a big greenhouse in your base, maybe even a pantry room to store some emergency food in case something goes wrong and your plants die.
Plants will only do photosyntesis under light and with water, and they'll be much more balanced in terms of water consumption and gas output.

In this mod, I tried to use Real World data as a base parameter, whenever possible. But BE WARNED, this will add new challenges to the game and will make it harder (but much more interesting), you will need plants to survive and they'll need you. So, if you don't want that, don't use this mod.
---

What this mod changes:

(most things below can be adjusted in the config file, if you want to)

* The growth speed of some plants. Now they take longer to grow. See the table in the images for details.

* The amount of water plants consume. In the stock game, plants take ~10x less water to grow relative to the amount of gas they output, this mod changes it so they take the correct water amount accordingly to photosyntesis rules.

* Plants will do photosyntesis and output oxygen (or wharever the plant outputs) only when they have light and water. Exception is Mushroom that will work in the darkness.

* The amount and types of gases plants will transpire will be molecular accurate with the simplified photosynthesis equation (6CO2 + 6H2O → C6H12O6 + 6O2) and the nitrogenase enzyme activity equation (N2 +8H+ + 8e− →2NH3 +H2). In simple terms, that means, unlike what happens in vanilla, no molecules should be magically created or destroyed by plants (Mutated plants could still drift a little out of mocelular equilibrium, but still far less than vanilla).
!!!! WARNING !!!!
Due to Soybean comsuming Nitrogen and accordingly to the nitrogenase enzyme activity equation, by default, it will give off some H2 as a byproduct. Make sure to upgrade your greenhouse filters to remove the volatiles from atmosphere or bad things will happen. This can be disabled in the config file if you don't care about mole equilibrium.

* Most plants will transpirate some of the water consumed back to the atmosphere when doing photosyntesis. By default they'll transpirate 25% of the consumed water back. Exceptions are Mushrooms (they don't transpirate in RL), and Hades plants.

* The max food and water of the character: Now you can stay 5 game days without water and 12 game days without food before you start dying (Stationeers difficulty).

* Winterspawn Volatiles output is increased to match the amount of Nitrogen consumed by the plant and make it molecular accurate.

* The amount you have to eat and drink daily: This setting was balanced assuming that an average person has to drink 2 liters of water and consume 2000 calories every day. So you'll need to drink a little more than 1 bottle of water per day (1 bottle = 1.86 Liters ingame) and eat 2 or 3 full cans of food (depending of the can) just to keep up with the Dehydration and Calories consumption rate. 20 min day cycle is too fast for a day, so i used 40 minutes as a day cycle reference for this parameter (the old sun/orbit 2).

* The amount of food/water you'll get after death/respawn (to avoid rewarding someone who dies with 100% resources). If you die or a new friend joins you, the character will respawn with food and water proportional to the days past in the save (for servers where ppl join later and make separated bases, there's also some config options to adjust this).

* The recipe and nutrition of some foods (see the table in the mod images). I tried to maintain the original recipes whenever possible, but in stock game, some recipes are quite unbalanced, take Bread for example, the vanilla recipe needs 200 flour and each wheat makes 5 flour so, to make a single bread, you needed to harvest 40 wheat. If you chose to sustain yourself with only bread, you'll need an hydrophonic with 540 plants growing. To fix this and other imbalances, I changed:
- 6 cooking recipes and 2 reagent recipes (the ones marked as yellow are the modified ones).
- Most of the foods nutrition values, to make all of them useful and feasible to be used.
- Complex recipes and the ones that need eggs now are kind like the endgame of nutrition. Now, the best food is pumpkin pie, it gives you enough calories for 4 days. But anything made with eggs will give you good nutrition.
- When you make Canned food and cereal bars, it will loose a litte nutrition as a tradeoff for their ability to never spoil.

* Eggs:
- Fertilized Eggs now need controlled enviroments to hatch. Pressure between 50 to 120kpa, temperature between 36°C to 38°C (96.8°F to 100.4°F). Eggs need to stay 14 game days in hatching conditions to hatch. The egg will show an tooltip similar to the plants, so you can see if it's hatching or not.
- Eggs and Fertilized ones take 24 game days to spoil without refrigeration, so you have a chance to use the eggs from the lander.
---

Installation:

Step 1 - Subscribe to this mod here in the workshop;
Step 2 - Leave the mod BELOW core in the workshop menu inside the game;
Step 3 - This mod uses scripts and it will only work if you use a modloader. Currently it support StationeersLaunchPad and BepInEx modloaders. Choose JUST ONE to install and follow the procedures:
---

Mod config file:

You can find the file PlantsnNutrition.cfg inside the game folder\Bepinex\config directory. A lot of things the mod changes can be adjusted if you want so.
---


Source and Contributions: https://github.com/ThndrDev/Stationeers-PlantsnNutritionRebalance-BepInEx

Discord: https://discord.gg/dq36VutyN3

Other of my mods that you may also like:
* High pressure Waste
* Fuel Jetpack
* Wind vs Gravity
* Aimee Challenge
* Custom Power DeepMiner

234 Comments
Joew 1 hour ago 
I've bepinex and launchpad. So the question is, if i only subscribe this mod and added it below core, the config file will be on my bepinex config subfolder or another?
Thanks!!!!
Thunder  [author] 14 hours ago 
Hello everyone, a new version of the mod is out with lots of new stuff, make sure to read the changelog: https://gtm.steamproxy.vip/sharedfiles/filedetails/changelog/2584817814 for more info.
One of the changes includes Soybean outputting a small quantity of Volatiles (due to the fact it consumes Nitrogen), make sure to read the description to understand why and to upgrade your greenhouse filters. You can also disable that in the config file if you want so.
Thunder  [author] 3 Jun @ 8:31pm 
@dr.Yang in the current version it should be avobe core, so the modified food recipes can work as intended. Remember to restart the game after changing.
You can confirm if it loaded correctly by processing 1 wheat in the reagent grinder. It should give you 20 flour instead of just 5
dr.Yang 2 Jun @ 10:18pm 
Colleagues, do we have a final decision on where to place the mod - under the core or above the core?
WhatTheDuck 17 Apr @ 12:04pm 
I did a lot of testing today and found some interesting facts. Changing the PlantWaterConsumptionMultiplier didnd hat any effect at first.
It seem the base game has a 10 times bigger water consumption on plants than the mod expects. Maybe a change in the near past?
Mod says vanilla = 0.000006 per tick (5 Zeros)
Reality = 0.00006 per tick (4 Zeros)

The PlantWaterConsumptionLimit prevented a complete escalation of consumption. When i removed the limit, the ConsumptionMultiplier worked as intended. It should be on 50 now instead of 500. I put it to 15 to reduce my water consumption. The ConsumptionLimit should stay the same or if someone decrease the Multiplier, decrease the Limit by the same relativ amount.

On the wiki its still 0.043mol per hour
Ingame Wiki tells 0.43mol per hour
Thunder  [author] 12 Feb @ 7:21am 
@ARC190 About StationeersMods, it's probably some issue related to it's install. If you want to investigate the problem further, join the StationeersMods discord and ping me there.
Thunder  [author] 12 Feb @ 7:18am 
@ARC190 it's because if you use the "pure" bepinex install, you still need the mod subscribed (to apply the reagent/recipes XML patches).
ARC190 11 Feb @ 9:33pm 
@Thunder then I had it "correctly" installed the first time. BepInEx zip extracted into Stationeers folder, StationeersMods zip extracted into the plugins folder, and only subscribed to this mod in the workshop. that gave me the errors, and reset my hunger and hydration to critical level every time I loaded a save, not just the first time.

then I deleted the StationeersMods folder and replaced it with the nutrition dll from this mod, and it worked a lot better, except that now the reagent processing doesn't work, it's just the same as in vanilla
Thunder  [author] 11 Feb @ 1:45pm 
@ARC190 I mean what's written in the Installation section, step 3. If you go with StationeersMods, you don't need to copy the plants and Nutrition DLL to the bepinex plugin folder (otherwise the mod will be loaded twice and this will give you errors)
ARC190 10 Feb @ 9:48pm 
so what you're saying is, only install BepInEx, because the instructions for the StationeersMods framework calls for the installation of BepInEx. I deleted the StationeersMod folder out of the plugins and now the mod work properly