Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem






my pawns still hate all the food in this mod and get twisted meat negative, except for the four new meals added in v1.3.
I got recommended to use an actual drawing program instead of a crash happy animation program and I'm trying. The new foods might look a little different, hopefully not too much though.
100% Horax would be like "How dare you make- actually these are quite good, pass the potato things?"
Thanks for finding that issue, I was using the nutrition value getter in the code as part of the recipe because most food does as it's useful for mixing ingredients but it's not needed with this modded fixed ingredient style of meals. With that gone ingredients with no nutrition can go into the food and there's no issues with salt or herbal medicine.
Again thanks for the heads up!
That... might be a bug with the recipe. I'll look into it now, might be as simple as a missed period or I might have just straight up used the salt in the recipe code wrong.
They are around 4 - 6 as they are still simple, fine and lavish meals more than anything. The buffs are generally weak and are more just defining features than anything game changing until you leaned into them for some specific aspect. Even then the meals do require manufactured ingredients generally though so you'd expect some small return.
Yeah the lasagna was inspired by the monster lasagna from Don't Starve directly, the first designs for the meals did have stronger positives and distinct negatives, either mental break threshold, sickness or some sort of sleep effect
as I worked on it and debugged stuff I dropped the negatives pretty quickly, it's already difficult to manage pawn foods and I didn't want to add more overhead to that with this mod as I feel the game does enough to make food rough
having heard that feedback a few times though I might implement a mod setting to switch from "British" normal to "Horror" hard mode and change the effects to be stronger positives with new negatives for people who want a tougher difficulty/reward curve.
If you've got the biotech DLC I recommend getting that gene removed.
my guy... cmon man...