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Thread: FarmLifeMod

  1. #31
    Inventor stasis78's Avatar
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    Quote Originally Posted by DelStryker View Post
    Use the beer barrel models already in game and make them workstations for fermenting the wine and the beer, instead of the chem station.
    Itís on my list to add new stations

  2. #32
    Inventor stasis78's Avatar
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    New Release - 1.4

    FarmLifeMod 1.4 Released!

    This release features fruits and wine! Its a pretty big release in terms of items so lets dig into it.

    New Growable Plants:

    Grape
    Apple
    Orange
    Lime
    Cherry
    Meyer Lemon

    New Items:
    Salt
    Halite
    Black Pepper
    Black Pepper Corn
    Grape Pulp
    Grape Extract
    Pink Rose
    White Zin
    Merlot
    Port Wine
    Mojito
    Lemon Lime Coolaid
    Orange Juice
    Cherry Pie
    Apple Pie


    Tell me all about the fruit!

    Sure thing. Fruit grows on plantable trees. The trees mature like other trees you plant. When harvested they give you fruit instead of wood.

    How does wine making work?

    Wine requires grapes. Grapes are turned into either extract or pulp. Different types of wine require different combinations of pulp and extract. Combine water, pulp, and extract at chem stations to create batches of 15 bottles of wine. Wine can be combined with grain alcohol to create Port Wine (fortified wine).

    Halite?

    In order to make things more realistic without requiring RWG changes and a bunch of other wonky things, I added a small chance to get Halite from mining stone. Halite (rock salt) is normally mined from salt mines. I thought about adding a new type of mineral you had to find, however that requires a brand new map and has other issues I donít want folks to have to deal with. The compromise was making it so you can find halite anywhere you mine rocks.

    In order to extract salt, right now you simply use the chem station. I plan to make a more involved and realistic process in the future that requires the use of a specialized station that takes large amounts of stone and water, and extracts salts that way. It will be a much longer and complicated process. For now I wanted an easier but still semi realistic approach to finding salt

    Salt and Pepper

    Several recipes were updated to use salt and pepper in their ingredient lists. I feel its a bit more realistic to require salt and pepper on different dishes. It might be the apocalypse, but you can still have fancy pasta dinners with salt and pepper!

    Misc changes

    Add returning jars to a few drinks (bug)
    Added new categories to the items.xml for drink, wine, and mixedDrink.
    Added a new ingredient type to items.xml to easily mark something as a non-edible item.
    Made some changes to how the food tiers work with food and stam.
    Added some modTag helpers to easily add salt, pepper, and crafting station/tool to any recipe.

  3. #33
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    I gotta say, between your mod and the Firearms mod from Mayic, I've been sucked back into the game something fierce. Carrying around my beloved M1 Garand and sipping a glass of merlot is my idea of zombieland Valhalla . You MUST add proper honey mead and single malt Glenlivet!

  4. #34
    Inventor stasis78's Avatar
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    Hard liquor is on my list and Iíll note mead, love the stuff.

    My priorities right now are.

    - add buffs so that the items are useful beyond just variety
    - get meat farming working in a realistic way that still works with in game assets
    - crafting stations \ gating

    Iím glad you are enjoying the mod. Lots more to come. Gotta have something to do when itís dark out right?

  5. #35
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    I just thought I'd give some positive feed back and say that I LOVE your mod, it's actually one of my favourites. I look forward to what will come in the future. I hope at some point you are able to implement some new textures to both the seeds and the plants themselves. Keep up the great work.

    My only very minor problem is the fact that I have to download every other mod you make just to update this one. I'm not sure if you considered doing a different way to make your individual mods available.

    Otherwise keep up the mod. I'm sure there are LOTS of people out there happy with your mod.

  6. #36
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    use the git hub desktop app it makes it alot easier and dont have to download it all

  7. #37
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    Ideas for buffs:

    Single malt - boosts charisma for trading, and intelligence for crafting, 1 hour boost. drink too much, negative 3 cha/int for 2 hours. Nobody likes a drunk

    Honey mead - boosts strength, damage resist, cold resist. Vikings drank it for a reason.

    Fruit cocktail- heat resist, energy boost similar to Mega Crush in game.

    Cooking recipes could boost healing rate/disease resist, stamina rate.

    Things to add possibly: banana, watermelon, coconut, peanuts, peas, green beans, spinach.

  8. #38
    Inventor stasis78's Avatar
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    Iím glad you are enjoying it.

    I have a long term plan for adding icons and textures in an add on mod that you load with this one. There is an open question with TFP about how they plan to handle mods once the game is released so Iím holding off on this work until there is some more info on asset handling.

    Iím actually working on a mod packer that allows folks to take a bunch of modlets and combine them into one with a type of dependency tree. Some mods have to be installed in a specific order or they donít work properly. Anyways the short point I was trying to make is:

    Iíll start posting a stand alone zip file for this mod.

    Thanks for all the ideas will keep them in mind!

  9. #39
    Inventor stasis78's Avatar
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    Updates the main post with a stand alone zip link. Enjoy

  10. #40
    Inventor stasis78's Avatar
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    Working on the next release and getting into buffs heavily.

    I want to improve the drunk system to be more fun but also have consequences for over drinking.

    Here is a sneak peak at whatís coming

    https://youtu.be/PgejutXqFwE

  11. #41
    Inventor stasis78's Avatar
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    FarmLifeMod 1.5.0

    Notes:

    Moving to a normalized version number. This will mostly make me feel better and release things more rapidly to you all without needing to build out huge systems over days and weeks!

    1.5.0

    Added buffs to drinks!

    Beer, wine, and mixedDrinks now have custom buffs. Drink too much and you will feel the consequences. In moderation you will get buffs :

    Beer
    - EntityDamage-fists 30% dmg
    - StaminaChangeOT 35% replenish
    - BuffResistance buffInjuryStunned1 +1

    Wine
    - perkBetterBarter +1
    - perkCharismaticNature +1

    Mixed Drink
    - attStrength,attPerception +1

    Enjoy


    release -> here
    Last edited by stasis78; 01-16-2019 at 12:55 AM.

  12. #42
    Inventor stasis78's Avatar
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    I will add a bar hopping as well as hung over bebuff next release. Donít get too used to stacking your drinks!

  13. #43
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    Quote Originally Posted by stasis78 View Post
    Working on the next release and getting into buffs heavily.

    I want to improve the drunk system to be more fun but also have consequences for over drinking.

    Here is a sneak peak at what’s coming

    https://youtu.be/PgejutXqFwE
    OMG that was hillarious.

  14. #44
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    Any plans to add Snowberries? Would be nice to have them farmable...

  15. #45
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    Quote Originally Posted by Punisher66 View Post
    Any plans to add Snowberries? Would be nice to have them farmable...
    There is a modlet from Sinz that makes snow berries farmable.

    https://7daystodie.com/forums/showth...-A17-Mod(let)s

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