RimWorld

RimWorld

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Variety Matters Redux
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Mod, 1.4, 1.5
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4.186 MB
1 Oct, 2023 @ 12:45am
15 Apr @ 1:48am
50 Change Notes ( view )

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Variety Matters Redux

In 1 collection by HTxL
RimRealism - Hardcore Survival
279 items
Description

2023-12-05
  • Improved the food searching algorithm to locate items not currently stored in the pawn's recent meal memory to reduce micro-management. The new algorithm also has superior performance.
2023-12-04
  • Variety presence is now affected by whether a pawn experiences a negative mood debuff from consuming the food. This enhancement ensures better compatibility with mods that introduce new foods, precepts, genes, or traits.
  • Lack of variety associated with Insect and Fungus meat is now contingent on whether the pawn holds the Despised precept for insect meat.
  • General bug fixes.
2023-11-23
  • Better visualization of recent meals, their variety, and reasons for lack of variety.
  • Enhanced compatibility with popular cooking and food-related mods.
  • Reduced variety need for prisoners and slaves.
  • Improved performance.
  • Enabled variety need for Gourmand pawns with specific requirements and mood impacts.
  • Option to adjust the mood impact of the variety need.
  • New setting to treat all meal qualities (Simple, Fine, Lavish, Gourmet) as the same type for variety calculations, integrating seamlessly with mods like Vanilla Cooking Expanded. Enabled by default, can be toggled in settings.
  • Nutrient paste meals are now so unappetizing that they do not contribute to dietary variety, unless a pawn has the appropriate precepts.



Pawns now have a new need: variety in their diet. This mod introduces a unique gameplay dynamic where pawns require different types of food to stay mentally healthy and happy. Instead of just eating for survival, pawns will now seek out a diverse range of meals to satisfy their craving for variety. This new need adds an engaging layer of complexity to the colony's food management.


  • Diverse Diet Requirement: Pawns will experience mood penalties if they repeatedly consume the same type of food. A varied diet is key to keeping their spirits high.
  • Enhanced Cooking Gameplay: Cooks in your colony are now more autonomous and will prepare meals with a variety of ingredients without the need for player micromanagement, ensuring a diverse diet for the pawns.
  • New Challenges and Strategies: Players will face new challenges in food procurement and meal planning, leading to more strategic gameplay when it comes to managing resources and keeping the colony thriving.
  • Detailed Needs Visualization: The mod includes a needs bar for each pawn. Hovering the mouse over this bar provides insights into their variety requirements, current satisfaction level, recent meals, and the diversity contribution of each meal.

By integrating this mod, you're not just adding a feature; you're enhancing the depth and realism of your colony's daily life. It encourages players to think more critically about their food sources and meal choices, turning the act of feeding your pawns into a more immersive and rewarding experience.


What Counts as a Variety?
A food must provide nutrition and either joy or be at least tasty raw to count as a variety. Rotten foods do not count. Cultural and preference variations apply, such as cannibals treating human flesh differently.
Meal Variety Options
Option 1: Ingredients Only
This mode focuses exclusively on the variety of ingredients. Meals are considered varied based on the different ingredients they contain, irrespective of the meal type. It's ideal for players who play without many mods that add additional meal types.
Option 2: Meal Name Only
This option simplifies the variety mechanic by considering only the type of meal consumed, disregarding the ingredients used. It's particularly well-suited for gameplay with a wide array of meal types introduced by mods, where the meal itself brings the variety.
Option 3: Both Ingredients and Meal Name
The most player-friendly option, this mode tracks both the meal's name and its ingredients. A meal is considered a new variety if either its name is different, or it contains a different ingredient. This approach is perfect for those seeking a challenge that is not too demanding, allowing for varied gameplay without extensive micromanagement.

How Much Variety Do Pawns Need?
The base variety expectation depends on a pawn's current thought expectation and can be adjusted in settings.

How do Pawns Track Varieties?
Pawns remember foods eaten up to 2.25x their current variety expectation, requiring around half of their diet to be new varieties to meet this need.

Will Pawns Seek New Varieties When Eating?
Pawns have a preference for new varieties and will choose meals accordingly, requiring less micromanagement.

Will Pawns Use a Variety of Ingredients When Cooking?
Cooks will use a variety of ingredients, with better cooks having a longer memory for ingredient diversity. Note: cooks prioritize ingredients based on proximity to the stove.

Are There Any Other Features?
Options include preventing meals with different ingredients from stacking and adjusting the number of ingredients tracked in meal stacks. These features vary based on the selected variety option.

Additional Notes:
  • Prisoners and slaves have a reduced variety need.
  • Gourmand pawns have unique variety requirements and mood impacts.
  • Ascetic pawns do not require variety.


  • Github repository is here [github.com]
  • The original mod this mod is based on is here


Banners: Mewn Goddess
Mod: HTxL
Popular Discussions View All (2)
30
14 Jun @ 11:47am
Bug Reports
HTxL
8
11 May @ 9:47pm
Suggestions
HTxL
201 Comments
Maux 21 Jul @ 3:39am 
It seems pawns stack gourmet meals from Vanilla Cooking Expanded as long as the condiment is the same, regardless of other ingredients.
Kaeh 11 Jul @ 8:55am 
I think there is an incompatibility with project rimfactory. The auto cooker can't get food.
Darknote 7 Jul @ 11:53am 
Alright, so, I had to remove this from an existing save (@WithTheFlow it should be fine).

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.
WithTheFlow 6 Jul @ 9:57pm 
is this safe to remove from an existing save?
tide{S}haper industries 29 Jun @ 9:27am 
Hoi! Coming here based on troubleshooting ppls errors. Is there a possibility to curb down the logging for stuff like;

> 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.
none 24 Jun @ 12:14pm 
not sure if its helpful or not but my pawns simply don't mix enough ingredients in the meals causing a bad mood for my colonists as i have multiple foods from vegetable garden lying around but when cooking bulk or normal they just grab only rice and cook it and sometimes rice and one vgp vegetable and cook them even though it makes no sense because they have many many options but stick to only one to two ingredients and i dont know what im doing wrong here... does vgp not work well with this mod? theres no error or anything and if needed i could send my logs. i also tried with and without pawns use ingredients close to spoiling and issue persisted.
Dr PhiZZ 21 Jun @ 11:03pm 
Can I add this mid-save? I really like the features of this mod but I don't want to start my longest colony over :)
按住F检视你的牛子 21 Jun @ 9:30pm 
Of all things, this mod requires new colonists to need four different types of food right after landing. What kind of spoiled star-level young master is this?
lintence91 7 Jun @ 12:25pm 
I reported a couple of bugs to the forum thread, fyi. Not sure if you prefer here or there.
joyce manor enjoyer 31 May @ 7:13pm 
are there any known incompatibilities?