RimWorld
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Gastronomy
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Ulubione
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Mod, 1.2, 1.3, 1.4, 1.5
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8.483 MB
7 listopada 2020 o 3:13
28 września 2024 o 2:01
Listy zmian: 24 ( zobacz )

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Gastronomy

W 1 kolekcji stworzonej przez Orion
Mods to use with Hospitality
Przedmioty: 12
Opis
Always wanted to build your own restaurant, tavern, or cafe? Now you can!

Gastronomy allows (optionally) guests and (optionally) colonists to sit down and order their meals from a waiter.

Excellent video explanation on YouTube.

Note!
I've tested this mod as much as possible, but conflicts are always possible (see "Reporting bugs"). There's also a lot I still want to add (see "What's next"). So try it out and let me know what you think!

Features
- Colonists and/or guests will sit down and order food
- Your designated waiters will serve them
- You can use the cash register to control the opening times, menu, and more
- Hospitality guests will pay for their meals
- Food price, waiting times and waiter affect the mood of the patron
- You can run multiple registers with different shifts, menus and prices each

How it works
Once installed, you can toggle any table to be a dining table. At every spot with a chair you'll see a decoration. This is where patrons can eat. If your chair configuration changes, toggle dining again to update the spots.

Assign colonists as waiters to let them take care of any patrons who want to order. You do this by giving them the "Wait" job. It is recommended to set them to forced work at least for a few hours each day with waiting at maximum priority, so no one has to go hungry.

You need to build a cash register to operate your establishment. Add shifts to the cash register and assign colonists that are set to be waiters.

Set the radius of the register to include all tables that should be waited and all food that should be served.

At the cash register you can also choose who can be a patron, when the opening times are, what's on the menu, and make price adjustments.

During active shifts people will come and try to order at the dining tables, instead of just raiding the fridge or (Randy behold) eat out of their inventory... WITHOUT A TABLE. Outside of the active shifts, everyone acts as normal.

Note that if patrons have to wait too long they will incur a minor mood penalty. The price of the food and the waiter serving them (opinion, traits, social skill, mood) will further affect their mood.

Multiple locations
Each register can have its own setup, with separate menus, settings, and staff. From each register you can select, add and delete setups. Each setup needs at least one register to work.

Compatibility
This mod can be added mid-game. As with all non-QOL mods, it is not recommended to remove it mid-game.
If you're on Linux, use the Linux Harmony Fix to prevent crashes.

Known incompatible mods
There are only few incompatible mods known yet (please let me know if you find any). Probably crazy stuff like special prisoners and babies and what-not will cause issues. We'll see.
- Room Food (patrons will not order)
- WM Smarter Food Selection (patrons will not order; suspected)
- Z-levels (patrons freeze at tables)
- Variety Matters Dinner Time (waiters won't prefer room food, a VM DT feature)
- Impassable Furniture (waiters stop moving if tables are impassable)
- Vampires and werewolves from Jecrell's mods (cause errors)
- Save Our Ship 2: Tables set for dining prevent ship movement

Recommended mods to use with
- Any mod that adds new meals will make this mod more interesting
- Vanilla Cooking Expanded: A good balance of new meals
- Hospitality: Guests who come by will sleep in a bed, rate their stay and buy things on sale
- Variety Matters: Patrons will prefer food that has variety.

What's next?
I'm curious what you think about this mod. If you want to have a say in where the mod goes, check out the roadmap, or discuss features, please consider becoming a patron[www.patreon.com].

Reporting bugs
Should you encounter any issues, first make sure the mod has updated correctly. You do this by unsubscribing and resubscribing whatever mod you think causes the issue. Then restart Steam.

If the issue persists, press CTRL-F12 (right after the problem occurs!) to upload your log and paste the link and a description of what went wrong HERE[github.com] or in the discussions section. If possible, provide a screenshot of the error, the link to your log and an explanation of what happened. This will speed up fixing the problem tremendously.

In 90% of all cases, the problem is a conflicting mod, failed update or a corrupted installation on your side. First try to resubscribe this mod (and restart Steam), then try a different load order. The Mod Manager mod and Mod Sorter[bitbucket.org] can help find obvious issues.

If you just complain and don't include an error log, I'm not able to do anything about it.

Older versions
Can be found HERE[github.com].

Credits
- Ingame graphics refined by Oskar Potocki
- Banner background by Alastair[ko-fi.com]
- Portuguese / Brazilian by Edu
- French by qux
- Russian by sanovskiy[github.com]
- Polish by [https://steamoss.com/id/Graj-se]Graj.se[/url]

Wanna support development or add ideas and request?
[www.patreon.com]
You can take part in votes, suggest ideas and get priority support!
Popularne dyskusje Zobacz wszystkie (19)
16
29 września 2023 o 3:29
Colonists Not Eating Error Log
Kaz the Mercenary
7
20 października 2023 o 15:34
More furniture capability?
KH老仙儿
4
20 kwietnia 2024 o 9:21
Stock meals do not appear in the cash register
şahin
Komentarzy: 1 594
kurikinton 21 stycznia o 19:37 
So for the bar mod, pawns have traits like "chemical interest" and alcoholism that can be checked. There should be a way for this mod to leverage that.
kurikinton 21 stycznia o 4:44 
The only way to get them to buy alchohol and cigs for example is to run a storefront out of the same register (with the Storefront mod).
kurikinton 21 stycznia o 4:43 
And I'm also having the bar problem. Customers will only buy "food" items with calories, not drinks. This is a bug that needs to be addressed.
kurikinton 21 stycznia o 4:41 
Feature request: Add mod options and allow us to configure how long it takes staff to serve each customer. It's too long, and I can have three people waiting to serve eight guests, but of those eight, a few will be made to wait too long because it takes literally forever to each order and then serve that customer. It needs to be much quicker if I'm to avoid having as many waiters/waitresses as clients.
V 15 grudnia 2024 o 5:42 
I have the same problem as @Thonming. I try to sell beer but no one buys it
Orion  [autor] 9 listopada 2024 o 6:06 
Sorry, I don't actually know. Maybe one of the other players knows.
Zairya 9 listopada 2024 o 2:25 
Hello Orion,

the vanilla expanded crew made their own version of "variety matters" now. Do you know if patreon's bevahiour will carry over? I'm not far enough into a playthrough to actually test it and the VE version feels differently from the original.
Orion  [autor] 31 października 2024 o 9:59 
@Thonming: It should generally work. But maybe not all of them are interested.
Sughit 31 października 2024 o 1:02 
Good mod. A new way to make money
Thonming 30 października 2024 o 21:17 
i want run a bar. selling alcohol and weed .but visitors have no willing to buy it . is there any setting could help it