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For now beds connected to nutrient paste network via connectors are producing "DietTracker:: Variety reason mismatch
UnityEngine.StackTraceUtility:ExtractStackTrace ()" error
Their concept on variety is kinda similar to here, but is simpler and straight forward; as example, this mod also considers pawns expactions and VE version don't;
This mod also has code to improve pawns micromanagement; they will intercalate between ingredients when available; VE version don't, you have to micromanage yourself.
This mod has the same and more tweaking options than VE.
The only thing VE has that this mod doesn't is pawns favorite ingredients, and also is more performance friendly.
To be clear, this is not a way to say one mod is better than the other, I just wanted to highlight their differences in hopes that people are aware of what this mod does and also hoping it doesn't get deprecated in favor of VE. As others said, their concept doesn't appeal to everybody, and I would like to keep using this one if possible.
FYI, this mod causes a massive annoyance unlike any stuttering. It doesn't make the game unplayable, but it does hit you with random stutters that give you the illusion something's wrong. Then everything's fine, until it isn't. Schrodinger's Stutter.
I would recommend a thorough check with Dub's performance analyzer. FYI I was using it with CE and SOS2, and all other performance improvement mods.
> DietTracker:: Variety reason mismatch
At least making it opt-in via a verbose logging option or something. Because it really clutters people's logs (excessively at times) and is also not really helpful for the user or us troubleshooter to determine WHAT is going wrong and how to potentially fix it. And if it's only really helpful for you to find out incompats, making it opt-in instead would be a good middle-ground, since people would only ever need it being logged while specifically looking into it to begin with.
Unless the message has some critical meaning - in which case it having more details about what exactly is the issue would preferable - otherwise users will just outright ignore it anyways.
Also, on low wealth up to mid game wealth the original values work just fine. It only became finicky at very very high wealth. Tuning the expectation values did the trick for me.
But if there was no chocolate, tea and coffee, all 10 meals would have used lavish and gourmet meals, hitting the necessary score.
I started a new colony (low wealth) and there, it enhances my variety score, as do simple meals with a new single ingredient.
But I, umm, have a little trouble with my tea and coffee drinking population, people drink coffee and tea like 2-3 times the day (it's healthy :D) and they always start complaining because each drink counts as full meal and it consists only of one ingredient only, which is very bad. Mathematically, drinking tea and coffee 2-3 a day hits the score negatively, in my experience. (Also, albeit to lesser degree, chocolate, cider and other luxury things produce this outcome). Maybe luxury drink/food could just give a little flat luxury bonus. Currently I restrict my people to 1 tea or 1 coffee every few days, not every day, ahh! ;-D