* (Optional, default off) Converts any generic meat into chicken meat upon butchering. * (Optional) Converts any ruined eggs into unfertilized chicken eggs. * Configurable animal hauling efficiency. * Animals who should follow master when doing fieldwork or drafted are notified to come immediately instead of after the end of the current task. Unforbids eggs laid outside the home area. * Egg-layers will try to find a bed (or any other type of animal sleeping spots) in their allowed area to lay an egg. Safe to add and remove without starting new game. Safe to add to existing saves (for no effect), can be removed, but not recommended. More biome diversity around, somewhat better performance. Safe to add to existing saves, but not to remove. * Balanced recipe to produce chemfuel from hay. * Carbon tile with a signature chequered pattern. 750 HP, not flammable, neutral beauty, has an underwater variant. Cheap (relatively - it is expensive for raw resources category) and murky, synthetic diamond is still stuff that will last (x10 hp multiplier, not flammable, will not deteriorate). Not suitable for weapons (wood-like stats), but decent building material, on par with the stone in durability (x2 hp multiplier, not flammable, x0.2 deterioration speed). * Carbon composite - can be used both as wood and as metal. Worse than devilstrand, but non-flammable and chemically inert (x2 hp multiplier, not flammable, x0.2 deterioration speed). * Chemfuel is a renewable, eco-friendly stuff you can produce from any plant matter - you'll never totally run out of it * A sink to use tons of chemfuel you can find during deep drilling * Versatility - it covers all general stuff categories. * Reasonable stats - it is a sound material, but not ultimately good, and mostly intended for construction. NPCs can use it sometimes, but you won't see much of it. * Will not replace mineable ores and deep resources. * No new crafting stations (you only need Refinery), no overcomplicated production chain, single 600 points research. 600 points industrial level research after refining, uses refinery as crafting station. Kibble is made at your butcher's table, not a cook stove by the way.Adds three new carbon-based materials that cover all major stuff categories (wood, metal, stone, fabric). don't work with any animal large enough to haul ) - they need 'animal beds' made of a fabric (cloth, wool, hide, etc.) One chick will eat one meal, and it doesn't take long for you to get scores of chicks once you have boxes for your animals (note that those animal boxes you make of hard materials - wood, metal, etc. If you get chickens, squirrels or other small animals that breed quickly, I strongly advise trying to keep meals you make away from them. :/ But might as well put rotten corpses to good use - as food for your hungry meat-eating animals Dessicated corpses are useless, unfortunately, and the 'Allow Rotten' toggle on storage zones cannot distinguish between rotten and dessicated, so you have to micromanage a bit unfortunately. Animals that can eat corpses can also eat rotten corpses, so consider hauling rotten corpses into freezers near where your carnivorous/omnivorous animals sleep rather than let those corpses go to waste. Wargs CANNOT eat kibble, they are among the few - Wargs can only eat meat or corpses. And animals don't get mood debuffs from eating human meat, hint hint Kibble needs 20 of a vegetable, 20 of meat, and produces 50 (so there's a 25% bonus - 40 total ingredients, 50 total output). almost all animals will eat kibble which requires one meat and one vegetable - unlike human meals, the vegetable in kibble can be hay. The muffalo will binge on it, drink themselves and become incapacitated, then spill their entire inventory on the map and it won't get picked up again, so unforbid it and its your!Īs for animal feed. Keep some beer on hand around all your vital crop areas.
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