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[Vanilla + DLC] Diet Variety
   
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Compatibility: Base Game, Spaced Out!
文件大小
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更新日期
1.854 MB
4 月 30 日 上午 2:34
5 月 31 日 上午 7:13
2 项改动说明 ( 查看 )

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[Vanilla + DLC] Diet Variety

描述
Introduction
Duplicants will enrich their diet and will avoid meals they ate recently. For each unique meal eaten recently, they will get morale bonus. However, this comes with expectation to provide enugh unique food types to them - failing to do so will result in negative morale.

Settings
Use settings file or in-game options to adjust the mod to your playstyle, making it easier or more challenging:
- MinFoodTypesRequired - duplicants will need that many unique meals to satisfy their expectations. Everything lower will result in negative morale.
- MaxMealsCounted - duplicants will remember only that many past meals.
- MoralePerFoodType - each unique meal grants that much morale.

GitHub
If the mod crashes your game, please open an issue on my GitHub and provide logs from the game so I could search for the source of the problem. You can also use it for local download and to access source files. You can find it here[github.com]

PLib
This mod uses PLib library by Peter Han to create in-game Option menus.
It is available under the MIT License and you can find it here[github.com]
Great thanks for helping modding community with this library!
13 条留言
asurendra 6 月 7 日 上午 12:32 
That just brilliant! No longer barbeque-only colonies...
pether.pg  [作者] 5 月 31 日 上午 7:20 
released fixed version, thanks @turtledactyl
pether.pg  [作者] 5 月 30 日 下午 1:22 
Thanks, I might have do some math error while I was cleaning the code, I must check it and test. Thanks for pointing that out
turtledactyl 5 月 29 日 下午 2:55 
this is a GREAT idea. But looking at the code I'm a bit confused by the pathing / dupes-seeking-variety logic. This might be just because I'm not familiar with the ONI code. Nonetheless

When a dupe is looking for food, you're adding a "lack of variety penalty" to his pathing logic if this food type has been eaten recently. So far so good. But this penalty seems to scale with the time since this food type was last eaten? In other words, a dupe is less likely to eat a food type the longer it's been since he's eaten it, so long as he's eaten it already within the MaxMealsCounted. That's weird, right?

I'm gonna give this a spin anyway. Might experiment with the PreferencePenaltyForEatenTypes setting; I'm curious how this variety logic will interact with (overshadow?) the regular food quality logic, since the morale diff is pretty small compared to quality-related morale. If this works it could make the food metagame a lot more interesting, I think.
pether.pg  [作者] 5 月 10 日 上午 1:42 
OMG, yes! My playtest didn't reach space age, even early one, but true, longer travels would have this kind of effect
Spotty 5 月 9 日 上午 11:30 
My favorite effect of this mod is for dupes that go on space travel where the large bonus at the start can give way to a painful negative as they miss the comforts of home.
Ace Pneuma 5 月 4 日 上午 7:12 
I like this mod :D Seems pretty realistic and it adds an element of difficulty as well. You could also make it so that higher tier foods can be eaten more times before they give negative morale and lower tier foods can be eaten less times for the same amount of negative morale. You could also make dupes vomit after eating the same food too many times. I feel like this should be implemented into the base game.
Thirteen 5 月 3 日 上午 12:53 
PETHER FOOD MOD PETHER FOOD MOD! Screaming shaking yippie WAHoo bounce off walls rattles table balloons confetti sobs yodels backflips into a split UEUEUEUE!
thank you for your service yet again
Scisher 5 月 2 日 下午 7:17 
Personally, the third straight meal wood dinner... I'd be going STRAIGHT INTO a stress reaction (or maybe multiple) :meepmad::meepded::steamsalty:
pether.pg  [作者] 5 月 2 日 上午 1:45 
I'm a big fan of mealwood, I'm not doing that :P It feels a bit extreme ;p