
Workshop Release: Confirm box for "Quit to OS" on Main Menu
Long story short I accidently clicked "Quit to OS" while in the main menu while having a 280+ modlist that takes 5+ minutes to load. So I created this QoL mod.

Long story short I accidently clicked "Quit to OS" while in the main menu while having a 280+ modlist that takes 5+ minutes to load. So I created this QoL mod.
Doing some development testing for a mod that's in the works, thought I'de share this lol. I can't even see the individual pawns up there anymore
This was a real pain to get right. Will be part of a larger mod I have in the works called "Hard Labour"
Instead of making heavy machinery reinstallable, Hard Labour lets colonists physically move it as a crew, with the required manpower determined by its construction materials and the route determined by its actual footprint.
The wider mod will expand this into other strenuous jobs, worker prioritisation and Physical Strain caused by jobs that fall under Hard Labour.
Once the development of Hard Labour is finished, I'll separate this machinery / furniture relocation tool into a standalone mod.
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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.
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 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 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 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.
Four new famine foods have also been added.
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.
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.
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.
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.
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.
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 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.
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 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.
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.
Medieval Overhaul is optional.
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.
I have begun my modding journey at last. This is the first game and first mod. And it stems from my dissatisfaction that Famine Foods, whilst a great mod, doesn't currently have any consequences for the foods inside of it. Wish me luck. I will be releasing the mod when it's ready. Ideas are welcome below.
Workshop link for Famine Foods
For those who would like to be notified of when the mod releases, I have created Steam Group for that very purpose. Also functions as a discussion space
https://steamcommunity.com/groups/ConsequencesforFamineFoods
This has been an issue since the release of the game
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Finally got the Runebear form after 5 straight days grinding the dragon isles quests so I could access and emerald dream and defeat Aurostar at the chance of him dropping the item that unlocks the form. I'm relieved it unlocked on the first fight instead of taking weeks to do it lol
His lore/backstory is in the works, but for now his title is "The Verdant Bastion"
Title: the Light of Dawn
Head: Circle of Flame
Shoulders: Mantle of the Dawnfire Phoenix
Chest: Fireplume Halter
Back: Wings of the Dawnfire Phoenix
Wrists: Cuffs of Unrelenting Anguish
Hands: Fireplume Claws
Legs: Fireplume Coverts
Feet: Fireplume Talons
Various bits of Regalia applied from the barber
After continuing work on the exterior details for the a Juggernaut before attempting to design the interior once I've figured out how much empty space will remain after all of the gadgets that come to mind as the ship is built, the next showcase is ready.
Another retractable platform which takes advantage of the unified grid system to be invisible when closed and able to be minimally deployed to have single-block gun ports as well as a full-platform open view when needed.
Given that we only have Gatlings as far as turrets go, they are sitting in place of artillery-style turrets, which hopefully will be added at some point. Currently only the top and the back of the rear citadel is complete, as far as a retractable platform goes. I plan to build the port and starboard sides next, as mitigating the limited firing angle of these platforms will be an ongoing task.
There is no limit to the satisfaction I feel from this being possible, may Clang blesseth the Unified Grid System
Completed another chunk of progress on the SE2 build of the Tri'al Juggernaught
The exterior armor modules will await the arrival of Merge blocks before I'll attempt to build those, so after finalizing the exterior profile, I'll be focusing on the interior structure.
Once decoy blocks arrive, those will be integrated beneath the raised rib sections and the dark triangle sections. And further, once we can build custom turrets, those will be integrated on the sides and the tops alongside artillery turrets once we get those too.
A Survival Moon Crawler I built in SE1 a while ago. Never shared it beyond the workshop post, put quite some thought into its design, intended to be suitable for a starter survival vehicle for single or multiplayer for up to 3 players.
Pasted from the workshop description -
1 - Fully functional ramp with a button outside and inside, removing the need to open the ramp via the control panel.
2 - The ramp switches off when closed, using braking torque to remain closed.
It also will open to whatever height the terrain is at, being fully functional in a no-jetpack playthrough.
3 - Roof door that also has a button, allowing for quick exits without needing to use the ramp if wanted.
4 - Carefully configured suspension optimised for Moon gravity, you will need to strengthen it for higher G's
5 - Medium cargo container attached to a connector, allowing the transfer and storage of items requiring large conveyers
6 - Survival Kit (which is required for a starting vehicle) allowing respawn and resupplying your suit.
7 - Sufficent lighting in the cabin for night-time and searchlights pointed forward for driving.
8 - Oxygen Generator and a Hydrogen Engine, alongside (I think) 6 small batteries
9 - Antenna, a remote control block, and a forward facing camera. Allowing remote control
10 - And last, but not least. An autocannon turret mounted at the back.
Designed to fend off wolves, spiders and other players
It is not modifiable with drills, the limited conveyer system connecting the generator, engine, turret and connector is all in the back of the rover. You would have to rip the vehicle open to be able to modify it to be a mining rover. You would be better off building a mining rover once you've used the Survival Kit to get enough resources from Stone to be able to build one.