More Sensible Interactive World Nutrition

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Author: realpikkio

Last revision: 21 Jan, 2022 at 17:22 UTC

File size: 50.64 KB

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Description:

I love the Interactive World mod but I felt that some of the food chains are way too OP and they produce so much food that even with just one production building per type you’ll have food piling up after a while.

In addition to that, we all know that the vanilla food items in Kenshi have prices and nutrition that makes no sense, and that’s why I always used the mod Sensible Nutrition to balance these values in a rational way.

With this mod I have rebalanced the various food items introduced by Interactive World, so that they follow an approach similar to the Sensible Nutrition mod.

I have also substantially slowed down some of the production chains, so that it takes so much longer to produce "easy" food like fish and meat, especially with buildings which don’t require workers.

Obviously you can still easily have an incredible amount of food with minimum effort if you spam lots of traps. It’s up to you to role-play a bit and place only a couple of them for more realism. 😉

Detailed list of changes:
  • Behind the scenes I have added an even lower tier to the chart followed by Sensible Nutrition, and then I used it to rebalance the values of all the "cheap" food like Sand Potatoes, Yuca and Quinoa, so that they have a better Cost Vs Nutrition but a worse Nutrition Vs Size.
  • Rebalanced the values of the fish (raw and dried) so that they make sense.
  • Tweaked the values of any raw food (including vanilla meat and fish) so that the raw version has less nutrition than the cooked one. For food that can be quickly cooked without other ingredients on the fire the difference is minimal, while if it’s more complex to cook them (need ingredients or specific buildings), then the diffference is more substantial (might end up in a higher tier).
  • dramatically slowed down the production from Fishing Rod, Fishing Net, Drying Rack. And slowed even more the Fishing Net (passive), Log Trap, Stick Trap, Crab Trap and Rat Trap.
  • also slowed down the process to cook meat on a vanilla firecamp, in particular because it was taking so much longer to cook it on a firepit and it didn’t make sense. And as meat can now be produced in a chain from traps, it seems better if the cooking time is more in line with the production time of a few traps.
  • Stick Trap (for BatRat) should be built on terrain rich in Stone. To make it a bit more interesting/challenging. In a similar way, the Rat Trap should be built on fertile land. Log Trap (Froggo) and Crab Trap must be built in terrain rich in water (as it is in the original mod).
  • Introduced a new type of Compost which allows to produce Fertilizer from Riceweed. It is less efficient than the others but at least it’s something you might easily have in excess.

Foot Notes

This mod is part of a series of mods I made to extend Interactive World. Check out the others:

More Realistic Blackpowder Recipe

Please let me know in the comments if there is something that you would like to change or something broken.

And please don’t forget to like or favorite if you’re enjoying this Mod! 🙂
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Interactive WorldSteam Workshop
Sensible Nutrition - A Food OverhaulSteam Workshop