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my recipes are added in a pretty straight forward way
might be something to do with those mods yeah
can you post the link to them here so i can test with the right versions?
you have any mods that effect tech? stuff like tech advancing, anything that would impact research etc?
could you try a new game/save?
and or without mod list?
Pet Food should be unlocked from the start at any tech level, and at the cooking station.
Are you running a big mod pack?
Thanks for sending this over - that sounds like a thing that i'd do and could happen. Will look into this.
Glad its not causing any fatal errors, but an easy red error fix is always nice.
Haven't checked your code nor file-structure - so I'm only going by the person's log here - but I would assume that you just need a check if the Def is even existent or at least a 'MayRequire' for Ideology. Most likely isn't causing any real issues - but it throws unnecessary red-errors at startup.
The log of the user in question if you need it; https://gist.github.com/HugsLibRecordKeeper/a1c0cb82a88601631a3dc832487cb29f
That got me thinking about blending hay and excess veg for long term food stocks - which ultimately turn into meat if you know what I mean - and then I got bored on a commute and scoped it out to cover other animal groups.
Rendered meat was actually the tricky one, I wanted a way of making more meat, from meat, without impacting the value of meat for colonist meals. It also had to be realistic, and industrial tech or lower. The artwork for that was also hard, and I felt awful sending Argon the design doc for that. Some of the images for 'industrial meat proccessing, petfood, meat rendered, meat jellies' are....grim. But Argon delivered some excellent options, way way better than I could have.
I also, when using the transhumanist meme, stick with nutrient paste so I can literally never need to use meat in anything else, really.
I think that would be something VE side as I'm using base game item categories. I'll take a look at this over the weekend though to see if its an easy fix. If I start patching for that, I'd have to start patching for every storage mod.
I think if you check the mod options for VE.Furniture you might be able to expand its categories, otherwise I'm pretty sure LWM Storage lets you configure storage settings in game for anything storage related.
I don't know what is easier to patch, if it's easier for you to make a patch so your foods will be options for their objects, or if it's easier for them to make their objects have your foods in the filters, so I'll post this message to both of you :)
Thank you very much for your work!
If you want to disable the need for electricity you can open this file:
Recipe Defs
Remove this line:
<researchPrerequisite>Electricity</researchPrerequisite>
Anywhere you see it in the file.
This is from the FAQ on this mod:
I cant find Grazing Feedstock or Rendered Meat in the Butchers Table or the Stove!
Pet food is unlocked by default at all tech levels, but Rendered Meat and Grazing Feedstock are locked behind Electricity research. You can disable this by rummaging through the Recipe Defs an just removing:
<researchPrerequisite>Electricity</researchPrerequisite>
and saving the mod as local copy. Remember to do this for both the individual and bulk recipes.
'But...but why' you ask?
The inspiration for these items was looking at industrial processes, so this felt appropriate, and the simplest way to do it.
I still need to confirm game version, latest stable or are you playing an older build (such as 1.4 pre anomaly). If your not sure, and your just playing whatever steam downloads, that would be latest public build.
Need a mod list, ideally you can go through it and try to find any conflicts.
Error Log
Game Version
Check for for Mod Conflicts/Mod List
If you could make a Github issue that would be ideal
Thanks for looking at this, can you just confirm you had the research unlocked and any potential mod conflicts?
I loaded up vanilla 1.5 and had no issues a week or so back.
Just seen this mod, I dont have anomaly but its a great idea and should be buffed by Pet Food.
I cant find nutri-cream on the workshop...so I dont think so?
None of the foods in this mod effect animal milk/wool/produce output.
This mod just provides different ways of keeping them fed beyond Hay and Kibble, and a nuzzle buff for any animal that can nuzzle.
Just needed version check updating.
Update just pushed now. Please report if it had any issues
@Puck G tried loading it?
Thats odd, might be a mod conflict or something really mundane.
- Do you have any mods that might change animal food permissions?
- Any errors in the logs that you feel might be related?