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I would say it is not normal.
I do not recall spices taking 'that' long to make.
Sounds like something is hindering production.
A few things come to mind, to check for.
Low power slowing down powered crafting stations like the cooking stove.
A possible bottleneck in production of ingredients. (e.g., raptors eating some crops and/or the farmers, or a lot of an ingredient that also takes a long time to make. 4x crop drying campfires FTW)
A worker with a low skill
A worker's job priorities causing issues.
A navmesh issue or other obstacle causing workers to regularly get 'stuck' (more evident with fast runners who keep 'over shooting' where they are going and getting hung up on nearby obstacles trying to get turned around)
Yes, it can be made.
It should be unlocked by the research for Cooking, based on what I see when poking around the mod files.
Tripling the base cost of Water.
Due to how Kenshi calculates the prices of things, this causes a 'lot' of stuff to get more expensive.
I had been wondering for some time why prices went up across the board in some ways, but not others. I was surprised when I discovered it was this mod that was responsible.
Only the basic food crops, Greenfruit, Cactus and Rice, don't have Water designated as an ingredient.
The other crops do have water listed in the files as an ingredient.
Which in turn makes stuff like flour and bread more expensive, stuff like Grog gets a lot more expensive. Cotton and hemp prices increase the cost of cloth, increasing the cost of bandages, sleeping bags, etc.
It also causes food and drink items from other mods to get more expensive.
All due to the price of water being increased by 3x.
https://steamcommunity.com/sharedfiles/filedetails/?id=3412722780
@Maxene
I can agree, digging through that mile long recipe list, looking for a specific thing, can be a bit bothersome at times.
One thing at least one other mod does, that could work here, is have its own 'cook stove', for their recipes (or perhaps even biome specific stoves?), to lessen recipe clutter.
@Bizarro
I've had this issue with mods in general, of odd store inventory behavior, stores not seeming to refresh inventories ever, etc.
@Swindle
For Greenfruit sugar, I can imagine Sugar Beats were the inspiration for that. I like the idea of a swamp plants as a sugar cane alternative. I do wander if the cinnamon plants (which I never really grew it myself), resemble trees/shrubs, since that's what real cinnamon comes from.
Not a complaint, mind you. Great mod!
I found a problem with this mod, take the cactus for example, because the MOD changes the size of the cactus storage container, and the cactus and dry cactus can be put into the cactus storage at the same time. When the dry cactus at the top left of the container, which causes an NPC to keep take the dyr cactus when it wants to use cactus for food,because dry cactus can't make that food,so NPC will put dry cactus back to container. then the NPC gonna repeats the process over and over again, i recommend not to change the storage size of such containers to avoid this situation.If you encounter this issue, please import this mod into FCS and change the "store size height" and "store size width" of the corresponding container.(My English is not good, so I used a translator to translate part of the content.)
I read in the comments before that people actually want the food store to double as resource container to draw from, but that wrecks automation when you are trying to craft several different types of food in a repeat chain.
Turning the food store from Resource Storage_NO EMPTYING to just Resource Storage mutates cooks into hoarders, who take stuff from the store they don't need to craft, clogging up the inventory, thus stopping production. Same goes for the bread basket that stores a multitude of different breads.
If anything, I'd want such containers as an additions, but not a replacers for the vanilla food store and single-type storages.
It should be unlocked by default. (unless a mod or custom start is a factor)
If you are specifically looking for "Greenfruit Farm" in the build mode, that could be the issue, as it is simply named "Vegetable Farm" in game.
Vanilla: Food Store
it stores all modded and vanilla food, for me it's at the bottom of the Storage tab. It has a metal texture wrapped around it, and it looks like an upscaled version of your average food storage barrel.
I actually answered that same basic question a few posts down, on Sep 4.
Simply put, the mod has its own food storage, called "Food Store", it looks like a wide barrel that is made of metal type material.
It should be with the other food recipes. If not there, you might not have done the right research yet.
@kamrem1
For me, it is flour that is 1000 cats.
In Kenshi, crafted items have a value based on the cost of their ingredients. Since some of the new items can have an insane prices, the game might be retroactively changing the prices of said ingredients to compensate. That's my theory anyways. If true, a mod I have that gives 4 bread per flour meaning wheat/flour is not even more expensive for me.
It's hard to miss with the build preview, because it is one very wide looking barrel.
Since there are cannibal food items, it might not be coincidence it looks wide enough for multiple hivers/starving bandits to fit in... standing or otherwise...
It looks visibly different from other food barrels, as it looks to be made out of metal, not wood, has stuff like yellow/white warning stripes on the sides in a few places, grid/X patterns on the lid/sides, etc.
It definitely would be nice if the mod description itself listed the name of included storage containers, or if the build item descriptions in the build mode mentioned the mod said build items are for.
(lack of edit options to fix typos is bothersome...)
They do not appear in the list of constructions.
I cannot store cactus soup or dried cactus.
When characters get hungry, they appear to always go for the closest container with food (regardless of the path needed to get to it)), and in the container itself, it appears to go from left to right, top to bottom, when selecting what to grab. So if possible, just store the food closer than the stuff to be used in ingredients. If you must use a single container, put the food at top and ingredients at the bottom. Also helps to keep actual food in their inventory, they (usually) will leave a food item in inventory when doing cooking jobs.
If you think your people eating the goods is bad, try dealing with a raid of ninjas in the mood to steal food, and looting almost 2 dozen of them to recover 200+stolen dried cactus, because it was the closest container with 'food' to the start of their raid.
What gives? Its meat, and why would they be able tell what meat It Is? I get some of It, the icons and all, but Its meat. In the world of Kenshi I'm sure people would rather have meat and bread, than just bread.
That's my two cents, maybe I'll just look Into editing the mod myself.
Out of curiosity, has anyone had the 'campfires' for making dried greenfruit, dried cactus, dried bloodspider meat, etc, not unlock? I've had two different playthroughs where they never unlocked, yet a previous one does have them. Not sure if the order the tech is researched/unlocked is a factor, or if I got a mod conflict that is only 'sometimes' happen.
This mod adds its own food storage (looks like a larger type of barrel) and it also holds some ingredient/trade items like Vain Vinegar and Rice Oil.
@Months
Yes, and the other 'spices' also, you just need to do the right research.
About the bandages issue.
It's likely due to how the game appears to spawn items in stores. More food/trade items = less chance for bandages, more chance to run out of allowed space for items to spawn. Bandages do seem to spawn a little more consistently at places like Waystation bars, and the bar in the Hub. Basically bars that sell more than just food. Maybe also due to having more 'space' for items to spawn.