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  1. EXPANDED FOODS DOWNLOAD HERE GITHUB NOTE: PLEASE POST WHAT VERSION OF THIS MOD YOU ARE USING WHEN POSTING BUG REPORTS OR QUESTIONS THIS MOD HAS BEEN HEAVILY OVERHAULED SINCE PRE 1.4.0 RELEASES. YOUR COOKED VEGETABLES WILL NOT PORT OVER! EAT THEM WHILE YOU CAN! This is the biggest food mod Vintage Story has to offer - it adds so much extra food and ways to cook it that it basically adds an entire extra layer of complexity in the kitchen! Adds dozens of new liquids, hundreds of new items, and thousands of new recipes. Integrates with Acorns, Alchemy, Braziers, Primitive Survival, Superfuels, and Wild Farming! Why don't you have those mods already? THIS MOD INCLUDES THE ABILITY TO MAKE BUSHMEAT MEALS, VINEGAR, AND SALT - DELETE THOSE MODS IF YOU ARE USING THIS ONE. Basic Foods Advanced Items Expanded Foods New Meal Types New Liquids Compatibility WHEN IN DOUBT, CHECK THE HANDBOOK! I think I was pretty exhaustive about covering everything. I've added a lot of new food and I'd like to add more! Recommendations are encouraged. To-Do List: Add kebabs, halva, Pâté, aspic, fondue, acorn coffee, roasted acorns, peanut butter, mayonnaise, cabbage rolls, syrup-glazed termite sticks, century eggs, limed eggs, stuffed bell peppers Add Wildcraft compatibility Add config files
  2. Mod Only Suited To Play With 30 Day Months <Link to ModDB entry> This mod increases animal gestation and growth times to mirror real-life growth times. This changes some elements of the farming and survival game to require planning out your crops more efficiently throughout the year. Hives only swarm in the Spring and take longer to become harvestable (Expect only 2-3 harvests per bee season). Cattail and Papyrus roots can now be split in half to expand crops. A new stage of cattail/papyrus added "Growing". In the growing stage breaking the crop will get you nothing back. Tooltip informs of this. During the 'harvested' stage you'll get back a root. Normal gets you the normal drops. Split roots can be cooked or harvested, and will rot into half as much rot as normally cooked roots. Currently, only hives can have their growth time configured. Note: All grains have had their seed drops disabled, and that amount added into their grain drops. Grain now functions as a seed, but cannot be eaten raw. Default Growth Times In This Mod Are: Cattail/Papyrus: From Growing to Harvested - 22 days From Harvested to Normal - 22 days Hives: 1488 hours -> 62 Days Berry Bushes Empty to Flower - 62 days Flower to Berry - 100 days Berry to Empty - 14 days Mushrooms 45 days Crops: Amaranth: 84 days Bellpepper: 84 days Cabbage: 70 days Cassava: 540 days (Cassava takes a ridiculously long time to become harvestable) Flax: 110 days Onion: 100 days Parsnip: 90 days Peanut: 120 days Pineapple: 485 days (Can confirm, have Pineapples in my yard) Pumpkin: 90 days (Some concern over how well this works) Rice: 120 days Rye: 120 days Soybean: 65 days Spelt: 110 days Sunflower: 90 days Turnip: 40 days (this stuff grows FAST RL) Animals Aurochs (With Medieval Expansion) To Adult 17520 hours (two years) Pregnancy - 284 days Chickens Chick to Pullet - 2016 hours (84 days) Pullet to Adult - 6742 hours (280 days) Time to Lay - 50 seconds Incubation Time - 21 days Dogs (With Farm Life) Pregnancy - 63 Days To Adult - 547 days Foxes Pup to adult - 8760 hours (one year) Pregnancy - 52 days Hare Pregnancy - 30 days To Adult - 8760 hours (365 days) Hyenas To Adult - 17520 hours (2 years) Pigs Pregnancy - 115 days To Adult - 4380 hours (6 months-ish) Raccoon (Raccoons do not bear young in VS, they just multiply) To Adult - 7200 hours Sheep Pregnancy - 180 days To Adult - 4320 hours Wolf (As Raccoons) To Adult - 8760 hours FAQ Did you decrease hunger or increase crop yield to compensate? - No. The intent was to require larger farms and bring crop growth in line with a more realish standard. Future editions will have configuration files to allow users to adjust the yields to their desires. When that happens, the base settings will have harsher drops for grains in particular. They're too high at the moment in most cases. Rye, for instance, drops between 2-4 grain per harvest. 1-2 would be far more in line with modern farming values. Some other changes may be considered for this. Compatibility Wildcraft Medieval Expansion Farmlife Upcoming Features: Fauna/Lichen Compatibility Different bloom and harvest periods by berry type Seasonal growth for mushroom Recalibrated Lactation Periods for Sheep/Aurochs Starvation Mechanic For Animals Configuration for Berries Configuration to add a base multiplier to crop growth times based on Days per month/Hours per day Configurable swarming seasons for bees Configurable time between swarms for bees (?) Creation of 'handfuls of grain' as a way of splitting a grain item. The yield would be 2-3 handfuls of grain per regular grain. Handfuls of grain will be used for planting, as well as replacing grain in cookpot recipes. Intended result -> More uses of grain for mixed meals, while retaining one (whole) grain per flour standard.
  3. It is a relatively shared issue/opinion that berries are too strong. They are one of the easiest to obtain and lowest-maintenance food sources in-game, and are very easy to collect in mass quantities until the player effectively needs no other food sources outside of winter (given you're not surviving in extreme climates). Though, there are a matter of "false" solutions to the problem: - Nerfing saturation threatens more problems than it solves. Berries are already one of the lowest time:saturation ratio growables, and lowering them further would make them tedious to eat and require more berry gathering (which is tedious on its own) for the same satiety. - Increasing natural bush rarity, making bushes harder to translocate, decreasing berry harvest size, or increasing length between harvests doesn't solve the issue, it just increases the labor it takes players to reach the aforementioned tipping point where they need no other foods. Players can still collect berries in mass to reach this status, and the problem persists--you just have to eat more of them for the same satiety, which adds tedium. Both of these changes add tedium to the berry-usage process (and makes them generally less useful), which can threaten the abandonment of berry usage as a whole. Though, making all of these changes but in small amounts may avoid more glaring consequences while still maintaining a nerf to overall usefulness, but it is a patch over the wound at most--not a full fix. The problem lies with how berries are obtained and cultivated--they are far too easy to collect and plant in obscene quantities. The solution relies on changing how berry planting functions with minor tweaks elsewhere to complement such changes, but nothing severe enough to discourage berry use altogether. A few example solutions: - Berry bushes must be planted in tilled soil like crops, and consume nutrients. A rather unelegant solution, this poses problems: they may have to be removed to regenerate soil nutrients, they don't naturally grow/function like soil crops (no growth stages, seeds, etc.), they'd now need water for the soil, etc. On the other hand, berries would now be limited (like other crops) by soil quality and quantity, access to water, nutrient regeneration/crop-cycling, etc. which begins to solve the prolific-propagation problem. - Give berries alternative, useful uses. Encouraging players to use berries for uses other than eating will simply reduce the amount of berries used for satiation. Things like brewing alcohol (which can be drunk or traded for non-satiety benefits) or baiting wild animals (have them eat stray berries on the ground) provide alternative use that creates more content or solves other existing problems, respectively. One could also make berries significantly more useful for generating rot/compost than other options (which helps solve the problem that compost takes so much rot it is not worth actively pursuing... it takes 1 stack of rot for 1 compost and 8 stacks of rot for one high-fertility soil block). The main issue with this is that it is a pseudo-solution: players do not have to actually pursue/utilize these alternative uses. The reason I mention "minor tweaks elsewhere to complement such changes" is that, with proper tweaking, one can create the most solutions while preventing the most problems. I personally think that a combination of a slight all-around nerf to raw berries as food plus enough alternative uses would slightly discourage their usefulness (and commensurately use) as food while greatly encouraging using berries for other purposes. This would not only create more content and depth to berries in the process (a positive change), it would largely avoid the negative repercussions that may come with major numbers nerfs. There are definitely more potential solutions I have not thought of, but I think it is safe to say that berries need some form of tweaking in order to balance them.
  4. Allows Bushmeat to be used as an ingredient in meals. Bushmeat Meals v1.0.6.zip
  5. Adds two new food preserving blocks for long term food storage. They require no maintenance and will always work at their full potential and will only be affected by regional food spoilage rates, great for dedicated servers. The two new containers are: Ice Box- Preserves food at the following rates: Vegetables-50% slower decay Grains-75% slower decay Fruits-75% slower decay Proteins-50% slower decay Dairy-75% slower decay Salt Box- Preserves food at the following rates: Vegetables-75% slower decay Grains-50% slower decay Fruits-50% slower decay Proteins-75% slower decay Dairy-50% slower decay Each box has 8 slots, the same as the basket. The decay values can be improved further by putting the blocks in a cellar, food items with no category currently decay at their standard rate. Includes sounds, animations and custom models for the blocks: Download: https://mods.vintagestory.at/show/mod/1231
  6. Adds Acorns as a food source. Also adds a Wooden Mallet which is needed to crack the Acorn shells. Acorns (Oak seeds) drop from Oak tree leaves and are highly nutritious. Acorn flour is gluten-free. It must be mixed with another flour and water to make bread dough. It gives a 50% nutrition boost to bread. Acorns can also be fed to pigs. "There is no food that means more to me than the acorn, for the acorn fulfills both a promise and a fantasy: that the forest will provide for me. When I gaze across the [valley] I see more than scenery. I see thousands of acres of bounty, millions of pounds of delicious food dropped from the crowns of countless trees, waiting to be gathered by eager hands. I see more food than I could ever eat—more than I can even fathom. A wilderness and an orchard in one." ...from "Nature’s Garden: A Guide to Identifying, Harvesting, and Preparing Edible Wild Plants" by Samuel Thayer. At some point I'll add Acorn Griddle Cakes, too. These can be made without adding another flour. Changelog Download For VS 1.15 Acorns v0.4.0 for VS 1.15.zip For VS 1.14 and earlier Acorns v0.3.2.zip Previous Versions
  7. As in the subject when I try to make Meat Stew, the cooking process is not progressing. I tried to do this with berries, onions and carrots in all configurations. It always looks like on the picture. I think this is a bug, but I can also be doing something wrong. Meat and vegetables are fresh.
  8. Hello, noob here. I know that you have to feed animals in order for them to breed, but do I have to keep feeding them to keep them from starving or some such? I assume I don't, since exploration for further than a day's away from base would be impossible if animals had to be fed every day, but I'm running low on grains for my chickens and it's winter now... Extra side question: do pregnant animals need to be continually fed in order for their pregnancy to progress, or is it going to take the same amount of time no matter if they have no food since becoming saturated enough to breed or not?
  9. I saw a couple of posts touching at it, but nothing more general than flowers die back, so here's a more general one. I want. To suffer. ... apparently. Skip to the bottom for a bullet list of "Liked" and "Want" My spouse and I were discussing our surprise at the way a harsh winter turned out. I can understand if it makes it too difficult to play for the standard setting (don't want to scare off new users) but I'd like to have winter be even more punishing without switching over to the seriously-don't-die mode, because that's more about unlucky reincarnation and scary monsters than dealing with a Napoleonic winter. A sort of "do your ancestors proud" setting that really kicks you when you're down if you weren't fully prepared. I enjoy the standard difficulty settings, but I struggled to settle in for a devastating cold season that was only mildly inconvenient. I'm glad to see fewer animals, and they have less meat or fat, sometimes none at all, but the plants were unexpected - once fall came, I had hurriedly stocked up on horsetail and reeds (I intended to explore caves and needed poultices handy) and gathered a couple stacks of hay bales so I could breed animals all winter and/or keep them fat enough to be tasty. But the grass grew back, the horsetail stood out like a red flag, and perhaps the most convenient but not immersive, any and all wild crops were fluorescent green against a snowy backdrop. I could climb a mountain and pick out every tasty or seed-bearing target within my very long line of sight. Berries falling off in the snow was a nice touch (I've definitely found mid-winter or last-year berries on bushes and eaten them IRL, but it's super rare), but I wanted more than that. Here's some of what we considered, liked, and wanted. I understand that animal husbandry has a lot on the menu already, so I'm not touching that at all in here. I look forward to others' suggestions! As an aside, the first time I started shivering, I thought it was an earthquake XD Classic human-imposter mistake. Glad no one was around to see my telltale blunder. Liked: *Trees didn't regrow, just got ready. *Snowed-on bushes lost berries (I did find a single bush under a pine tree that had fresh fruit) *Devastating cold (I look forward to clothing crafting lol) *Animals became more scarce and leaner *Snow piling up meant animals (or drifters) could jump fences *If I forgot to light a fire, I froze my butt off while sleeping *Oil lamps appear to keep snow a little bit at bay Wanted: *If skeps are either unprotected or without a full store of honey, bees die (I brought one in side just in case) *Immature wild crops die, or die back to their smallest form to start again next spring *Flowers die/hide *Any short grass the gets snowed on gets buried/destroyed, no grass grows. *Tilled, uncovered ground becomes untilled. Perhaps you could put hay bales across the dirt to protect it/crops? *Snow packing/building. Maybe right click with a shovel to compress or toss more onto your in-progress block? *Dirt gets hard - the top two or three layers of dirt should take double or triple time (and durability?) to dig up once it's below freezing. *I may have just not noticed if snow wets you, but once there's access to clothing, non-oiled clothes should slowly get damp and then soaking in snow. *Food preservation dramatically increased near the cold/snow *Using a saw, collect ice to pile up for later in the year, re: previous food preservation. Underground, in a cave, under a linen tarp all work. Packed snow and piled ice can last until August. *Hot potatoes: heat up a brick (not too much) in a fire and carry it with you. In your pocket, very slight warmth, in your active or off hand grants much more heat at the cost of a free hand. *Naked trees - leaves disappear, branchy leaves replaced by plain branches, trees drop seedlings much less often in winter and spring, much more often in summer and fall. *Hot food, like fresh or reheated on a fire, should boost and/or maintain your body temp. *High activity, like running, chopping wood, shoveling snow or dirt, should keep you warm in most conditions, but at a significant cost to your satiation. A couple parting thoughts - these things will mostly make the game harder (hot potatoes and food preservation notwithstanding) but there will also be other benefits to some of that. Were all the vegetation to die back, sure it'd be rough on me, but if I had food and firewood stocked (I did, in this first case) then I'd spend the winter planning, preparing, and prospecting. Caves and ruins would become more hazardous, but also easier to find, either for a risky expedition or to revisit in the warmer months if you can find them again. It would be easier to find surface deposits after vegetaion but before snow, or in a lull. Finding an animal, or a mature plant you had missed, would be immensely more rewarding. Warming by the fire on a long winter trek is good, but eating some toasty wolf steak will stick with you longer. The lessons learned the first time around, about leaving food for your bees or collecting ample firewood, would significantly reshape your second-winter preparations, and I think would further endear anyone who managed to stick it out Hit me with your ideas.
  10. One thing I noticed seemed a bit off was that you can't feed vegetables to animals, and I thought it might be a cool thing to add. Sometimes you find yourself with a surplus of vegetables, turnips for example, and in real life, animals like pigs would definitely eat them, which would be better than letting it rot. I think it would make sense for it to be 2 vegetables for 1 serving, although I'm not sure about that.
  11. BERRY BREAD! (Outdated) Go download Expanded Foods instead, it includes this mod! Looking for a new use for all those berries rotting in your storage? Got more flour than you know what to do with? Do bright spots make you happy? This is the mod for you! It's pretty simple - just put some berries into your dough recipe and make berry bread! Berry breads come in 2 main types: Fruity, and Really Fruity. Fruity breads require less berries, but still count as grains. Really fruity breads need more berries, but give massive amounts of fruit saturation! Compatible with the Acorns mod for SUPERBREAD! Downloads: Berry Breads v 1.1 BerryBread 1.1.zip Berry Breads (Acorns compatible) v1.1 BerryBread 1.1 (Acorns).zip Old versions: Berry Breads v 1.0 Berry Breads (Acorns compatible) v1.0 Let me know if you find any bugs.
  12. A simple content mod that adds a almost imperishable foodstuff. The 'Hard-Biscut' (like hard tack, or ships bread). hardbiscut.zip
  13. I've noticed a few things that may be bugs related to food and eating. Some times food being stored in a vessel will say it as 4 days left, then the next day it's partially spoiled. Some times eating food from a bowl, the bowl will go back to inventory with food still in it. There's been a couple times so far when my hunger meter seems to be staying stationary, even while sleeping.
  14. How is the soilage of cooked food calculated? Does it make a difference when you use fresh food (e.g. fresh for 50 days) vs not fresh food (e.g. fresh for 5 days)?
  15. MammaJamma

    Fishing

    I didn't find a previous post on this so: Fishing as a mini-game is a great way to extend the play life of a survival/sim game (for me at least) I love seeing what I can catch in different ponds and biomes fish are a great early game, non-scary way to get protein fish traps, weirs, poles and nets would all add to the immersive feel of the game, primitive skills can create fish farms and managing a fishery is interesting and challenging It would add some use for the lovely ponds scattered everywhere (other than farming and water) (what about turtles and frogs too?) streams! could add special awesome fish (trout) and maybe a flyfishing mechanic? maybe just a few flies rather than a fully stocked inventory of flies adding mayflies (or other inverts) as an indicator of where fish are would be super cool Entities? the programming in this language is less resource hungry for sure but I wouldn't want to cause entity induced lag so I understand if these ideas are unreasonable.
  16. So, I've been playing for a few hours (on single), I love it so far except I sorely miss a minimap (or maybe there is one and I haven't found it?), but one thing that bugs me is that I still cannot grow my own food. I can't hunt also, I tried, but everything is faster than me and arrows seem to require feathers and chicks ... are faster than me . I've read in the wiki that I can replant berry bushes, I need to start doing that. But I have a house, I have storage, I've left my first charcoal pit smoking yesterday when I logged out, yet I'm all the time at the edge of starving, because it's either go and scavenge for food (and get lost, often!) or do something useful (like produce charcoal to finally make that copper hoe...) I really don't like it. It's counter intuitive, it's pushing me too fast into metal age. Agriculture is older than metalworking. I vote for a stone hoe. There can be improvements after metal is introduced. Maybe metal hoe is more effective and allows farmland to be better irrigated? So we could have degrees of irrigation (medium/high), crops would mature slower on medium irrigated soil and/or give smaller yield (like 2 carrots instead of 4 from a mature crop). BTW, side question: do wild crops mature? I have a 8/9 flax almost next to my house and it's stayed that way for several in-game days now...
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