Space Engineers

Space Engineers

28 ratings
CAT - Much Foods v2.05
   
Award
Favorite
Favorited
Unfavorite
Type: Mod
Mod category: Production, Other
Tags: NoScripts
File Size
Posted
Updated
3.017 MB
19 Sep @ 8:29am
16 Oct @ 4:03pm
6 Change Notes ( view )

Subscribe to download
CAT - Much Foods v2.05

Description
Much Foods! v2.05 - Woof!

This mod slips smoothly into vanilla game play, adding more food/crop items and improving the end game with a vast variety and a better survival balance.
Wolves and spiders are optional again.
Custom planets no longer starve you.
Food acts more like food, typically recovering hunger not health.
Food trading is available!

Over all it fixed a lot of problems people seem to bring up.
The balance aims to be close to vanilla, just more survival focused.
Aims to improve your endgame and roleplay experience if you go that way.

Balanced for defaults (medium) food drain.

Currently adds about:
50 basic items (not including seeds or DNA samples)
60 meals items
5 drinks
3 types of poison (+whatever poison variants)

>>If you are playing with Apex.Advanced GO HERE instead!<<

Short guide:
The flow of the mod is simple, you start vanilla focusing on algae, while collecting DNA samples from unknown signals.
Bushes, wolves, spider and trade can also help you but are not strictly required.
DNA needs to be analysed to unlock new food items.
These are then farmed like vanilla or if its meat, cloned using algae as a base – giving you a reason to still collect it.
Meats require more matching DNA to unlock than plants, adding another small progression step (unless you’re just lucky!)
Vanilla starter food will keep you alive, but also provides you with a small amount of encouragement to move you onto better foods. But fear not, for while simple crops heal little, cooking thing up soon improved hunger restoration. The longer it takes to make something, the more rewarding it will be – see the time vs reward chart.
Some items can be traded, some appear as acquisitions and some items are not even useful just for fun.

Poison can also be crafted and applied to your foes (or friends) food to do damage.
In the right situation death is avoidable, but if you get stuck or are to far from help you may well die (please give feedback). Note Build Info will display food stats such as negative health, keep that in mind.

*These items are not dropped from unknown signals: DNA_21, Oak, Fungus, Herbs, Pumpkin. You can trade for all of them or their DNA. And some you can forage or hunt as well.

Road map:
Balance and tweaks.
>> Mod compatibility.
Improve drinks that currently do very little.
> Adding more items (basically whenever I get time).
May add more poisons, or split them into another mod.
>> Feature suggestions.

Mod makers and compatibility:
Food processer block mods need to include the correct classes to function. This is a very easy compatibility to add.
FoodProcessorRations : Food cooking
FoodProcessorSeeds: Make Seeds
UnidentifiedDNASamples : DNA extraction
IdentifiedDNASamples : DNA cloning
WCooking : Drink cooking
PCooking : Poison cooking

Adding new food:
In addition, there is a naming convention to help players.
A mid dot · indicates a basic food item. A colon : indicates a more useful food item and a degrees symbol ° indicates a seed item. Seed images have 2 icons as well, look in the sbc.
This is very important for players that still wish the ability to use a conveyor sorter without pain.

Farm Plot Blocks:
Farm plot blocks need to include mod seeds in white list!

Trouble shooting:
If you get no DNA from unknown signals (not even 1 in 10 drops) or DNA cannot be used in the food processor block. Then make sure this mod has priority in the load order!
Make sure this mod has priority (top of list for single player) over mods that add farm plot blocks.

Known bugs:
Language files can get ignored displaying the incorrect item text, such as the 'Fill Value'. Just ignore it until a fix can be found, I have a feeling this is on Keens end :3
MuchFoods never intended to show you how much food you got from an item. Just know the longer it takes to make something from-seed-to-plate total, the more benefit it will give you. See the benefits chart in images.

Final note:
This mod is script free for the lightest footprint posable.
I will continue to tweak the balance based on user feedback. So the good the bad and the ugly, comment on the steam page so I know what to improve. Please report any bugs or imbalance here also!
Thank you and enjoy. =)

Updates!
v2.05
Wolf and Spider loot improved, it was brutal... Now more likely to drop DNA.
v2.04
Added compatibility for coffee mod
Added vanilla items back into the game with new recipes and rebalanced stats.
Added new bugs relating to the vanilla items, thanks Keen! :D
v2.03 and before
Added compatibility for USGC (small grid conversion).
Added compatibility for the vertical farms mod. More farm plot block compatibilities to be added, link me to one below if you want it adding!
50 Comments
shumbalion  [author] 14 Oct @ 1:09pm 
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 12 Oct @ 5:47pm 
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  [author] 12 Oct @ 4:51pm 
Thanks for the info, looks like a whitelist thing, ill put it on the to do list :3
Whitefire 12 Oct @ 1:05pm 
Coffee mod breaks when this is added, can no longer plant coffee
shumbalion  [author] 12 Oct @ 7:58am 
I guess that works to :D
shumbalion  [author] 11 Oct @ 10:47am 
[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  [author] 11 Oct @ 10:46am 
[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 11 Oct @ 8:43am 
@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 11 Oct @ 8:35am 
@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.