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Gastronomy (Continued)

Original mod by Orion [url=https://steamcommunity.com/sharedfiles/filedetails/?id=2279786905]https://steamcommunity.com/sharedfiles/filedetails/?id=2279786905[/url] GNU General Public License All the same, if the original author requests it, I will remove this update. Github: [url=https://steamcommunity.com/linkfilter/?u=https%3A%2F%2Fgithub.com%2FZaljerem%2FGastronomy]https://github.com/Zaljerem/Gastronomy[/url] packageID of Orion.Gastronomy has been retained for compatibility purposes. Please unsub from the original for 1.6 Patches for Medieval Overhaul: [url=https://steamcommunity.com/sharedfiles/filedetails/?id=2972623551]https://steamcommunity.com/sharedfiles/filedetails/?id=2972623551[/url] -- Known Incompatibilities: Animal Controls - animals treat dining spots as feeders - has been reported to them, but I have patched it on this side as of version 1.0.1 -- Original mod notes (1.5): Features: - Colonists and/or guests will sit down and order food - Your designated waiters will serve them - You can use the cash register to control the opening times, menu, and more - Hospitality guests will pay for their meals - Food price, waiting times and waiter affect the mood of the patron - You can run multiple registers with different shifts, menus and prices each How it works: Once installed, you can toggle any table to be a dining table. At every spot with a chair you'll see a decoration. This is where patrons can eat. If your chair configuration changes, toggle dining again to update the spots. Assign colonists as waiters to let them take care of any patrons who want to order. You do this by giving them the "Wait" job. It is recommended to set them to forced work at least for a few hours each day with waiting at maximum priority, so no one has to go hungry. You need to build a cash register to operate your establishment. Add shifts to the cash register and assign colonists that are set to be waiters. Set the radius of the register to include all tables that should be waited and all food that should be served. At the cash register you can also choose who can be a patron, when the opening times are, what's on the menu, and make price adjustments. During active shifts people will come and try to order at the dining tables, instead of just raiding the fridge or (Randy behold) eat out of their inventory... WITHOUT A TABLE. Outside of the active shifts, everyone acts as normal. Note that if patrons have to wait too long they will incur a minor mood penalty. The price of the food and the waiter serving them (opinion, traits, social skill, mood) will further affect their mood. Multiple locations: Each register can have its own setup, with separate menus, settings, and staff. From each register you can select, add and delete setups. Each setup needs at least one register to work. Compatibility: This mod can be added mid-game. As with all mods, it is not recommended to remove it mid-game. Known incompatible mods: [MOST OF THESE ARE UNTESTED IN 1.6] There are only few incompatible mods known yet (please let me know if you find any). Probably crazy stuff like special prisoners and babies and what-not will cause issues. We'll see. - Room Food (patrons will not order) - not 1.6 - Impassable Furniture (waiters stop moving if tables are impassable) - Vampires and werewolves from Jecrell's mods (cause errors) - Save Our Ship 2: Tables set for dining prevent ship movement - not 1.6 - Get Out Of My Chair (tables stop working)