Hunger/Afflictions

#1
Hello all,

I've recently picked up the game for myself, and my weekly gaming group. I've become mildly obsessed both with sub construction and system extension. I'd like to add a hunger system to the game to provide another layer of concern during some possibly uneventful stretches of the game.

The documentation for modding, in general, is lacking (no criticisms, I'm a software engineer by trade). So, I've been reading through the configuration files, and codebase, to piece together a pipeline for my modding plans.

I was initially going to make use of the Affliction system via overrides, but there doesn't seem to be an appropriate one to make use of, or a generic that can be extended.

After reviewing the git codebase, it looks like I'd have to make a new build to add additional Afflictions.

I've browsed BTE's (8.4) content, and it seems straight forward, but I believe it's out of date for 0.9.7.1 and likely won't function. Also, it requires an over-write of the main game directories, and I'd prefer to keep things simple for my non-technical group.

I have a few assumptions that I'd like to validate:

-If I were to get the code to compile and build, I wouldn't be able to package the executables in a content package for distribution through Steam.

-Overrides are strictly overrides, and would replace the target Afflication if it were overriden.

-My intent was to create a non-Core mod, and I've heard Core mods are not currently supported through Steam multiplayer.

If anyone has insight into how I can approach the problem, I'd appreciate the help.

Thanks

**Edit**
I've found the information I needed and have implemented rudimentary cooking. Thanks for watching.

Re: Hunger/Afflictions

#2
After some more investigation, reviewing the source code, and testing the standard Fabricator output, it seems like there is a bug. The standard Fabricator doesn't output to linked lockers, even though they're configured to do so (Deconstructors work as expected). Can anyone confirm this in 0.9.7.1?

**Edit**
Reviewing the source code, fabricators do not have output functionality, but Deconstructors do.