
Workshop Release: Consequences for Famine Foods
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Welcome to the Workshop Release! This is my first mod for the game and I plan on making more, feedback and suggestions are highly welcomed. Workshop link is below, though the entire text description can be found in this post
Following a discussion with the original mod author. I will be commissioning replacement artwork for the thumbnail, and the 4 recipes added by the submod.
Just to be clear, under the "Creative Commons Attribution 4.0 International" licensing the original mod was published under, I am under no obligation to do this. I am doing it as a courtesy out of respect for the original artist.
Consequences for Famine Foods is a balancing and expansion submod for Famine Food created by SirVan, which adds a range of desperation foods intended to keep colonies alive when normal food supplies run out.
For the full details on the original Famine Food recipes and how they are made, see the original mod page linked above.
What this mod changes
The main change is that famine foods are no longer something a colony can rely on forever without consequences.
Most famine foods now contribute towards a shared Nutritional Deficiency condition. Different foods build it at different rates, and it slowly recovers once a pawn returns to a better diet.
At low levels it only causes minor mood and performance penalties. If a pawn continues living on poor food for long enough, it progresses through increasingly serious stages affecting things such as work speed, tiredness, movement, manipulation, healing, immunity and eventually consciousness.
The condition also records which famine foods contributed towards it, so the health tab gives some idea of what has actually caused the problem.
Some of the more extreme foods have additional consequences of their own rather than just increasing Nutritional Deficiency.
Wood Dust
Wood Dust now causes a separate Wood-Dust Digestive Load as well as contributing towards Nutritional Deficiency.
The digestive load clears much faster, but eating enough Wood Dust in a short period can cause nausea, pain, vomiting and physical penalties.
Crafted foods also remember how much Wood Dust was actually used in the recipe, so lightly and heavily padded foods are not treated the same and give different severities of Nutritional Deficiency and Digestive Load.
Black Bile
Black Bile has been reworked around Putrid Contamination instead of the original Gut Rot effect.
Repeatedly eating it causes contamination to build up, leading to increasing nausea, pain, vomiting, tiredness and physical penalties. At higher levels it can also lead to Acute Foodborne Infection, while Gut Worms remain as a rarer additional complication.
The Strong Stomach gene greatly reduces the amount of contamination gained from eating Black Bile.
Black Bile is also correctly recognised as containing both meat and human meat, so normal cannibalism reactions apply where appropriate.
Rockail
Rockail now provides no nutrition and pawns will no longer treat it as a normal food source just because they are hungry.
Eating it builds an Ingested Mineral Load. Repeated servings cause increasing abdominal pain, nausea, vomiting and physical penalties, and a sufficiently high mineral load can result in an intestinal obstruction.
New recipes
Four new famine foods have also been added.
Peel's Brimstone
8 Corn makes one meal-sized serving compared with the 10 Corn needed for a Simple Meal, stretching a corn harvest by around 25%.
It is one of the safer famine foods, but relying on it as a long-term diet will still eventually cause Nutritional Deficiency.
Carpenter's Stew
6 Rice and 15 Wood Dust makes one meal-sized serving. It stretches quickly-grown rice much further, but carries the digestive and nutritional consequences of eating a considerable amount of sawdust.
Butcher's Loaf
10 Meat, 1 Fat and 25 Wood Dust makes two loaves, allowing a small meat supply to feed considerably more people at the cost of heavily adulterating it with sawdust.
Tanner's Pottage
5 Leather and 5 Meat or Vegetables makes one serving, allowing what little proper food remains to be stretched with leather.
Human Leather is tracked properly, including the appropriate cannibalism reaction.
Existing Famine Foods
The original foods have different levels of long-term consequence rather than all receiving the same generic debuff.
Moss Mush and Peasant Slosh are among the milder options, while Leather Stew, Mud Pie and other more extreme foods build deficiency faster.
Stone Biscuit is one of the strongest regular contributors, balancing its emergency calorie efficiency with being an extremely poor long-term diet.
Beaver Gruel and Pinewood Miche use their actual Wood Dust content rather than an arbitrary penalty.
Dietary classifications and ingredient handling
Several foods are now classified more appropriately for Ideology and dietary restrictions.
Leather Stew, Black Bile, Mud Pie, Stone Biscuit, Butcher's Loaf and Tanner's Pottage are treated as containing meat or animal material where appropriate, while plant-based foods remain vegetarian.
Human Leather used in Leather Stew or Tanner's Pottage is remembered by the finished food, and Black Bile is explicitly recognised as containing human meat.
Human Meat, Insect Meat, Human Leather and incidental Wood Dust are also unchecked by default when they are merely optional ingredients in a bill. They can still be enabled manually if you actually want to use them.
Medieval Overhaul
Medieval Overhaul is optional.
Without Medieval Overhaul installed, this mod provides lightweight versions of the ingredients needed by the Famine Food recipes that normally depend on it.
- Fat is obtained as a butcher byproduct.
- Flour can be made from Rice or Corn.
- Salt can be obtained through stonecutting or by sacrificing stone chunks.
- Pinewood Miche, Mud Pie and Stone Biscuit remain available without requiring the full Medieval Overhaul mod.
The fallback system is deliberately simple and only exists to support Famine Food.
If Medieval Overhaul is installed, its own Fat, Flour and Salt ecosystem is used instead.
Animals
Animals can also suffer from the ssme conditions that affect humanoids.
Some nutritional effects do account for the animal's normal diet, so suitable plant-eaters and meat-eaters are not treated exactly the same as human pawns.
Compatibility
The mod is intended to be safe to add to an existing colony already using Famine Food.
It is also intended to be safe to add to existing saves already using Medieval Overhaul.
Legacy fallback ingredient definitions are retained for save compatibility, including when Medieval Overhaul is enabled later, so CFFF's own Fat, Flour and Salt references do not disappear from an existing save.
This does not mean Medieval Overhaul itself is guaranteed to be safe to add or remove mid-save.
Requirements
- Harmony
- Famine Food
Medieval Overhaul is optional.
Credits
Famine Food was created by SirVan.
Consequences for Famine Foods is an unofficial companion mod and requires the original.
Medieval Overhaul was created by SirLalaPyon and project contributors. CFFF includes lightweight fallback ingredients for the Famine Food recipes which normally use Medieval Overhaul's Fat, Flour and Salt. When Medieval Overhaul is installed, its own ingredients are used instead.
Famine Food and its original assets are used in accordance with its CC BY 4.0 licensing.