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Food Texture Variety Core

Are your colonists tired of eating the same unidentifiable round blob day in and day out? Are you longing for some variety in their meals, without micromanaging a dozen different recipes that require a bunch of different ingredients? This mod contains the graphics and comps class used to randomize meal textures. No content is added to the game, this mod is to support modders who want to build their own varied meals. [b]If you just want to have varied textures in the game, check the following out first.[/b] This is just the supporting classes and you'll want to subscribe to another module first. [url=https://steamcommunity.com/sharedfiles/filedetails/?id=3377231633]Food Texture Variety Collection[/url] Features To use this feature, you need to include a few things in your <ThingDef>. Include the graphic data: <graphicData> <texPath>path/to/your/textures</texPath> <graphicClass>FoodTextureVariety.Graphic_MealVariantsExpanded</graphicClass> </graphicData> And include the comp: <comps> <li Class="FoodTextureVariety.CompProperties_FoodAlternateTexture" /> </comps> Texture files need to be named a specific way. This mod [b]does[/b] support textures by ingredients, but you need to name them very specifically for... reasons. Experienced developers are like "oh no Goat you didn't." Yes. I did. Each texture will need three files. [b]FOLLOW THE FILE FORMAT EXACTLY AS SPECIFIED[/b] Files need to be named <yourtextgoeshere>_<number>_<a, b, or c> Yes, I'm serious, you'll break strict mode otherwise because I've got some hardcoding in there (for now). There are three ways to organize textures and yes, you can mix them. In priority order, the class will select textures based on: [b]Ingredients[/b] The class will look for textures with names matching the [b]defName[/b] of the ingredient in the filename. However, I am stripping out some keywords just to make filenames a little shorter and easier to remember. For base game, I'm stripping out "Raw" and for Vanilla Expanded, I'm stripping out "VCE_Raw" which will leave you with just things like "rice" and "peas". No case sensitivity, I'm converting everything to lowercase. Ex: if we're making textures for rice, we'll use: - rice_1_a (the singular meal texture) - rice_1_b (multiple meal textures) - rice_1_c (full stack meal textures) - rice_2_a (the singular meal texture) - etc If your texture has multiple ingredients, put both in the filename. Ex: "rice_corn_1_a" Meat gets translated into a couple types. Chickens become "chicken" Cows and yaks become "beef" Pigs become "pork" Turkeys become "turkey" Everything else becomes "meat" All eggs are simplified to just "egg". Vanilla Expanded Fishing can be supported by using the keyword "fish" If a meal has multiple ingredients, it'll gather up everything that matches for each ingredient. Place underscores between each ingredient. Ex: We have meal textures "meat_corn_1" and "meat_rice_1" and "rice_1". Rice and meat - "meat_corn_1", "meat_rice_1", "rice_1" Meat and corn - "meat_corn_1", "meat_rice_1" [b]Strict Mode[/b] Currently strict mode is disabled by default. Turning it on will scope the meals by all the ingredients in a meal. Ex: We have meal textures "meat_corn_1" and "meat_rice_1" and "rice_1" and "meat_rice_corn_1". Rice and meat - "meat_rice_1" Meat and corn - "meat_corn_1" Meat and corn and rice - "meat_rice_corn_1" Meat and berries - nothing, will use the fallback of a random texture [b]Meal Type[/b] This is mostly to support survival meals. There's three options you can use: - vegetarian: searches for this when the meal has no meat - carnivore: searches for this when the meal is all meat - any: searches for this when the meal contains meat and vegetables Ex: if we're making textures for all three, we'll use: - vegetarian1_a (the singular meal texture) - vegetarian1_b (multiple meal textures) - vegetarian1_c (full stack meal textures) - carnivore1_a - carnivore1_b - carnivore1_c - any1_a - any1_b - any1_c [b]Anything[/b] If you don't care about ingredients or whether the meal has meat or not and just want random textures, you can use any filename you want. They all go into the same bucket. - <filernamehere>_a (the singular meal texture) - <filenamehere>_b (multiple meal textures) - <filenamehere>_c (full stack meal textures) [b]Fallback Meal[/b] If you want to support default fallback textures for when ingredient searching can't find anything, just include a texture set containing the word "fallback". It'll select from those textures. This is an optional setting that is not enabled by default. Supported Mods Supports [url=https://steamcommunity.com/sharedfiles/filedetails/?id=3245374432]Flavor Text[/url]! Searches for an exact match on the new label (ex: plum preserves) and then searches for a more generic version based on the FlavorDef. No ingredient searching is done when Flavor Text is enabled. It was giving me some confusing results during testing. Compatibility This mod can be added to existing saves. I wouldn't recommend removing it later unless you feel confident in your ability to make sure nothing in the game is using these classes. Issues If there's an issue just follow standard bug reporting procedures. Send me a log and a description of what was going on when the error happened. The more information you can give me, the more likely I'll be able to figure out how to recreate it and fix it. If I can't do that... then you're stuck with the bug, sorry. Help me help you. Future Plans None - this is actually a pretty small change and I'd like to keep it that way. Also, this is meant to be an anti-micromanaging mod, so I don't want to stuff a bunch of features into it.