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That's called margarine, which is a substitute made from vegetable oil, although some margarines have buttermilk it.
Hmm that is interesting....that should be either the cooking skill or your pressing corn oil from the artisanal bench instead of the oil press. As that has a 40% efficiency cap in oils, butter, and jams.
Also 55silver in (10)corn => 100 silver in (10)oil = 45 silver profit!!! Not including the uh...actual trading buffs/debuffs that happen in game.
Smokeleaf = 1.6 value, 50 smokeleaf = 80 therefore smokeleaf should yield 14 (or 15, I dont know how these recipes deal with rounding numbers), but I get 10
I may be misunderstanding how it works so please let me know.
@Aluxxen: Culprit is the mod that adds "FuelGen_Ambience", that one is not mine
@Consecutive: I have a spreadsheet, you can see it there.
For example in the case of oil, making it with corn yields 4, using smokeleaf gives 10, is there a way to see this without actually crafting it?
Awesome mod btw.
It seems the Artisan Fermenter won't dispense vinegar once it is brewed. It's at 100%, it has a valid storage spot, but colonists won't collect it and it doesn't drop on the floor like a brewing barrel would.
My log is spammed with the following two messages. It finally stopped the log bc it reached the character limit lol. I suspect this is the thing name?
https://pastebin.com/3vG20Px0
BlacklistedIngredientDefs.xml (from 1.6/Mods/VanillaFoodVarietyExpanded/Defs/BlacklistedIngredientDefs/) is unable to find some Defs
-
Type VEF.CookingVariety.BlacklistedIngredientDefs is not a Def type or could not be found, in file BlacklistedIngredientDefs.xml.
Type VEF.CookingVariety.BlacklistedFoodDefs is not a Def type or could not be found, in file BlacklistedIngredientDefs.xml.
Checked my logs and there were no errors when either placing or removing any of the aforementioned stations, vanilla or modded.
This may be an issue on my end, as I haven't tested it without the rest of my modlist, but I just wanted to put the bug on the map! Thanks for all the hard work you do on these mods.
Fixed flowers inheriting from wrong base
- Fixed condiments not being recognized in gourmet meal recipes
A little question/suggestion, is it possible to make all items usable? It would be nice if some of them could add some kind of temporary buff. Like soap adding comfort or a minor mood boost, as if they were non-addictive drugs.
Updated for RimWorld 1.6
Blood sugar vinegar hehe.
"USE HYDROPONICS"
https://www.steamcommunity.com/sharedfiles/filedetails/?id=3220129183
AC_BeetsIntoKvass:Alpha Crafts\1.5\Mods\VanillaPlantsExpanded\Defs\ProcessDefs\ProcessDefs_Plants.xml
(I'm aware I could plant flowers without a harvestYield, but they're not as pretty for me to look at. And I'm aware I could use prop flowers, but they're not as pretty for my colonists to look at.)
Good news! I made a Mod that did that!
https://www.steamcommunity.com/sharedfiles/filedetails/?id=2959585309
In all seriousness, having way more fun with this mod than I ever thought. I think selling cocaine/sculptures/thousands of human leather just was too old, and this was something I never realised was missing from the base game.