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Author Topic: Food mods  (Read 1587 times)

zubb2

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Food mods
« on: February 16, 2012, 05:42:10 pm »

How do I change the buiscuits to toast?

I prefer toast.
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Vattic

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Re: Food mods
« Reply #1 on: February 16, 2012, 06:30:24 pm »

Open /raw/objects/item_food.txt and change [NAME:biscuits] to [NAME:toast].
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Krantz86

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Re: Food mods
« Reply #2 on: February 16, 2012, 06:52:02 pm »

i was thinking to create a topic with same name, i need suggestions on food, since now a whole lot of possibilities can be created, i was thinking to add dozens of small effects to nongrowing herbs so importing will be a wise choice
also i was thinking to add bonuses to some creatures meat (like dragonheart give you NOFEAR and NOEXERT) meaning that you wont tire in battle nor fear anyone else, any suggestion?
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bombzero

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Re: Food mods
« Reply #3 on: February 16, 2012, 07:05:07 pm »

make dragon hearts edible and add ingestion syndrome to it? should be possible with new interactions and syndrome changes.
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Gizogin

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Re: Food mods
« Reply #4 on: February 16, 2012, 07:42:59 pm »

Actually, dragon hearts should be edible already.  Adding a syndrome to it would be slightly more complicated than it may seem; you'd have to define a new tissue with an ingested syndrome, then replace the heart tissue in the dragon's raw file with this new tissue.

Another food-related question: has anyone experimented with cooked foods and syndromes yet?  I was wondering if the syndromes from individual ingredients combine in cooked food.  Obviously, since no vanilla foods have syndromes (unless random FBs have ingested syndromes in their tissues), this would require modded ingredients, but it'd be interesting to see how it works.
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Trapezohedron

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Re: Food mods
« Reply #5 on: February 16, 2012, 07:52:13 pm »

Actually, dragon hearts should be edible already.  Adding a syndrome to it would be slightly more complicated than it may seem; you'd have to define a new tissue with an ingested syndrome, then replace the heart tissue in the dragon's raw file with this new tissue.

Another food-related question: has anyone experimented with cooked foods and syndromes yet?  I was wondering if the syndromes from individual ingredients combine in cooked food.  Obviously, since no vanilla foods have syndromes (unless random FBs have ingested syndromes in their tissues), this would require modded ingredients, but it'd be interesting to see how it works.

I guess it would work. Everything is handled by the material used to make the item itself. However, I assume that the additional ingredients would either have effects, or have their effects nullified, because they're not the base material.

That said, I haven't done a proper experiment with food syndromes, so the above is just conjecture until proven otherwise.

And I guess you can add syndromes on the material templates, so you don't have to tinker with the tissues. Just duplicate the related raw file, add the syndromes and you have your syndrome inducing flesh thingy.
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Sirus

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Re: Food mods
« Reply #6 on: February 16, 2012, 08:00:45 pm »

I had a similar question. Is it possible to add multiple food types, rather than just changing the name of the default? Not just biscuits for simple meals, but also bread, stew, candy, etc?
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Gizogin

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Re: Food mods
« Reply #7 on: February 16, 2012, 08:04:35 pm »

I had a similar question. Is it possible to add multiple food types, rather than just changing the name of the default? Not just biscuits for simple meals, but also bread, stew, candy, etc?

Absolutely.  Just copy the existing food types and change the names.  Just don't change the food level because then you won't be able to make it (it may also cause other problems).
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Sirus

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Re: Food mods
« Reply #8 on: February 16, 2012, 08:06:14 pm »

I had a similar question. Is it possible to add multiple food types, rather than just changing the name of the default? Not just biscuits for simple meals, but also bread, stew, candy, etc?

Absolutely.  Just copy the existing food types and change the names.  Just don't change the food level because then you won't be able to make it (it may also cause other problems).
Awesome, thank you.
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zubb2

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Re: Food mods
« Reply #9 on: February 16, 2012, 09:17:29 pm »

Thanks I suspect world regen will be needed.
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(when goblins showed up, I mumbled "Smithers! Release the hounds!" and had the lever pulled.)