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Tips:
Don't forget about rations, cans of food with white labels, are safe to eat.
As for most other canned foods, 2 of them + a clay bowl = cooked meal, which is safe to eat.
Make chicken coops to gather eggs, and snares to gather meat, the only cost is apples to make animal feed and the farmer class.
I played my first two days pretty much perfectly, ate three bananas freshly picked from a tree and instantly died.
Just a little too realistic for me. Reminds me too much of few weeks ago, when i ate few bananas from the super marked and immediately died.
I mean, you are doing a mod to escape the 'easy' mode of vanilla (at least that's why i do it) so the bit of effort you put into food would enhance that immersion and challenge. If you're wanting to just eat everything you run into in a POI as you do in vanilla, well that's part of the challenge of DF. It's NOT vanilla. Always take a stack of food/drink with you. You have a much larger backpack and Pack Mule is worth the points in this mod. Take the cans you find in the POI home and turn them into soup. More immersion...
No clue how you'd tweak the poison out, though.
One thing I'd want to point out to a new player is that crafting some clay bowls for tree sap (not a player-planted or burnt tree) is fantastic in the early game. I think it's about +20% stamina regen, and I'm pretty sure it stacks with coffee. No downsides, just free stamina whenever you're close enough to click a tree.
Or you could change the consequences for buffIllFoodPoisoning01 in buffs.xml to make them less severe. This would be simpler.
Problem is: i don't speak mods and haven't understood most of your post. Still i searched for said buffs.xml - found it 7 times...
Searching all documents i found (thanks to notepad++ at once) i actually did find said "buffIllFoodPoisoning01" along with those characteristics:
<triggered_effect trigger="onSelfBuffStart" action="ModifyStats" stat="Water" operation="add" value="-20" />
<triggered_effect trigger="onSelfBuffUpdate" action="ModifyStats" stat="food" operation="add" value="-50" />
I will now greatly decrease those values, i will try with 33% for now. Hopefully this will let me finally enjoy this mod...
<triggered_effect trigger="onSelfBuffStart" action="ModifyStats" stat="Water" operation="add" value="-25" />
<triggered_effect trigger="onSelfBuffStart" action="ModifyStats" stat="food" operation="add" value="-15" />
I think the first idea sounds like a more elegant solution, as i think having a really bad poison that very rarely occurs fits it better than my now quite harmless but frequent one. But i have no clue about modlets and wildcard xpath statements at all. Once again thanks for all the help in this thread.
Well, as expected i made fruit quite OP now, as it is everywhere where i spawned. On the other hand i couldn't let raw fruit be a huge net negative on food levels. You got 2 food on a coconut, while losing 250 in 10% of cases. But now i don't have to care about food or water again, until i look into wellnes.
That was never the question. I felt like that whole poisoning thing was very immersion breaking, at least with freshly picked fruit. Poisoning is way too common, at least with that impact. I mean look at those numbers:
With a chance of 10% (i believe) for coconuts or bananas, you will gain in average 20 food until you get one poisoning, removing 250 food. Meaning, after eating some fresh foods you are most likely starving twice - meaning fruit is no food, but poison. And this was in fact cause of my first death, after getting through my first two days fully unhurt: three unlucky bananas in a row.
Indeed. I can get mad at games easily, but not this time. It was a fun little experiment, while also greatly improving my experience with that mod... Now two weeks in i am on jerky all day anyways, and never used any fruit again for days.