精致快餐机 Fine Fastfood Machine
🍔 Fine Fastfood Machine ✅ Auto-Production: No cook required!
🍔 Fine Fastfood Machine
✅ Auto-Production: No cook required! The machine automatically processes ingredients from connected silos, completely eliminating food poisoning.
✅ Smart Catering: Like a buffet, pawns prioritize their favorite ingredients. Fully compatible with ideoligions and cannibals.
✅ Meal Quality: Set individual dining quality (Awful/Simple/Fine/Lavish) for each colonist, guest, prisoner, or slave.
✅ Ingredient Preservation: Provides cooling for connected silos. No need to build a dedicated freezer room.
✅ High-Capacity Silos: Hauling ingredients into the silo hides ugly stack numbers to keep your screen clean. Features 10 ultra-large storage slots.
✅ Perfect Compatibility: Fully compatible with ASF (Adaptive Storage Framework), various deep storage mods, and Hospitality.
✅ Pickup Windows: Extend the dispensing point to other rooms via food pipes, making it easy to feed prisoners and animals.
✅ High-Efficiency Stalls: Bind animals to a 1x1 stall to drastically reduce performance consumption and keep your barns tidy.
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1. Added support for pets and livestock to use the dispenser (excluding wild animals).
2. Added fast food pipes and pickup windows. You can now extend outlets to other locations, such as prison cells and barns, for prisoners and livestock to use.
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1. Added the "High-efficiency stall" building to address severe game performance impacts when having large numbers of barn animals (e.g., >50).
2. The 1x1 stall binds one animal and keeps it in an "idling" state. The animal cannot move, requires no pathfinding, cannot think, and draws no extra animations, greatly reducing CPU load. Since it cannot move, it generates no animal filth.
3. Bound animals face the adjacent interaction cell. You can build a pickup window there. When the outlet detects hunger, it consumes ingredients and spawns an awful meal. The animal breaks idle to eat, then resumes idling.
4. The idling state does not block animal product harvesting or egg-laying (drops in place).
5. Tired animals will break idle to sleep in the stall, then resume idling upon waking.
6. Animals cannot leave the stall on their own. Nuzzling, manhunter, and hauling behaviors are disabled. However, manual selling, slaughtering, and roping are unaffected.
7. Added 4 Gizmo buttons: Select animal, Release current animal, Auto-assign idle animals, and Release all animals.
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1. Fixed a bug where fast food pipes and power conduits would wipe each other out when placed on the same tile.
2. Refactored the core code to completely detach from the vanilla nutrient paste dispenser class, resolving conflicts with other nutrient paste mods.
3. Added 4 new toggleable options to the Mod Settings:
- Allow auto-drop of animal products in stalls.
- Forbid wardens from delivering food to prisoners who have usable pickup windows.
- Forbid colonists from using prison pickup windows.
- Forbid colonists from using stall pickup windows.