RimWorld

RimWorld

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Smoked meat
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Mod, 1.0, 1.1, 1.2, 1.3, 1.4, 1.5, 1.6
File Size
Posted
Updated
947.776 KB
18 Oct, 2018 @ 9:38pm
11 Jun @ 5:02pm
26 Change Notes ( view )

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Smoked meat

In 3 collections by dismarzero
Tammabanana's Revived Mods
3 items
Vegetable Garden Project 1.1
25 items
Revived Mods by dismar
6 items
Description
This is a very old mod that has been taken care of by many authors. I seen that it has not received an update in a version or two and have to decided to keep it alive. I will add it to my collection of the Vegetable garden and keep it up to date.
~Dismar


Changes:
-Can smoke vegetables.
-Can Smoke Human/Insect meat into a meal. Cannot be used to make other meals.
-Smoke pit requires Pemmican research.
-Smoke House requires Pemmican and Complex Furniture to build.

Later two were added for balance purposes.

Meat can be preserved by drying and smoking it. Smoking meat takes a long time, but you can make a lot simultaneously.

* Smoked meat lasts 35 days.. It's categorized under MeatRaw, so that it can be used in all recipes that use meat, like meals and kibble.
* The Smoked Meat recipe excludes itself as a possible ingredient, and disables human+insect meat from the ingredients used by default.
* The smokepit is the campfire, modified to use less wood, and more slowly; create much less heat; die faster in the rain; smoke meat.
* The smokehouse allows you to smoke much more meat simultaneously than the smokepit does.

* The smokehouse looks funky when you rotate it. Sorry. I'm not artist enough to fix this. Panggul_mas's version sets it non-rotatable, but I think sometimes the lay of the land makes that inconvenient, and have sacrificed beauty for function.
* I've made the delay agent on smokehouse-building the requirement for lots of construction materials instead of a Research prerequisite. You can usually get enough stone from deconstructing ruins.

-Most food recipes in the game you get a 25% bonus in output of Nutrition. These recipes are a 1:1 input / output. With a small bonus to mood and longer shelf life.

The original smokehouse author is Panggul_mas
https://ludeon.com/forums/index.php?topic=20387.0

A16,17 versions made Tammabanana
can be found on,
https://github.com/Tammabanana/Smoked-Meat/releases
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=930862857

Orange_Mushroom's B18 version :
https://ludeon.com/forums/index.php?topic=41511
Steam:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1315736571




Old versions of my mod:

I do keep the last stable version of each version of the game on my Nexus mods page. And 1.0 and older mod downloads can be found on my Dropbox / Forum / Nexus accounts.

Forum:
Forum Download Link[ludeon.com]
Dropbox 1.0 version
DropBox Download Link[www.dropbox.com]
Nexus mods:
Nexus Mods Download Link[www.nexusmods.com]
Steam News and Credits For my mods:
Vegetable Garden 1.0 / 1.1 Collection On Steam

Wanna support the mod? Buy me a Coffee! [ko-fi.com]
287 Comments
CoronAronshear 31 Jul @ 7:56pm 
I appreciate the response! Apparently if the alien race's mod changes the color of the race's meat, the framework automatically makes a "human-like" meat for them with the same image as the human meat but a different color. These all count for the cannibal/non-cannibal conditions, as they really are identical. I'm not really sure how one would be able to identify all of those automatically, but in an ideal world they would be included in the smoked human meat. I thought that this was a thing some time ago, but I could be remembering a different mod from within the 1000+ hours I've played. So no worries.
dismarzero  [author] 30 Jul @ 7:59pm 
I made that change a year ago. The way recipes work the Thought of eating like Human meat does not carry over if you use the ingredient twice. Its in the Change notes with more details.

I'm not sure about the change to Alien races. I did not know that were being counted as Human meat :P
CoronAronshear 28 Jul @ 8:40pm 
Just realized that I hadn't used smoked human meat recipes in 1.5, as neither of my main colonies did such. I still feel this used to be a thing, but now I'm not sure that I'm not remembering it wrong. If so, please ignore my ramblings.
CoronAronshear 28 Jul @ 8:17pm 
Wanted to start by saying that I love your mod and have been subscribed to it since I was first told about it. I have run into an issue since switching to 1.6 that I hope isn't too big of a problem to fix. When playing with alien races previously, the alien meats that some races use counted as human meat for the purpose of the smoked human meat recipe, but do not appear to be working now. Is this something that can be fixed? I tested this with just my race mods and this mod, so there shouldn't be any issues with other mods causing problems (besides the races not using human meat in the first place, bloat be damned).
Stellar Harbour 14 Jul @ 5:58am 
Why do we have to research smokepit?
cyu4770 17 Jun @ 8:25am 
@dismarzero - thank you for replying!! Much appreciated
dismarzero  [author] 16 Jun @ 8:19pm 
yes i believe there is a small chance like with all food
cyu4770 15 Jun @ 11:40pm 
Can colonists get food poisoning from smoked foods? :o
cyu4770 15 Jun @ 2:11pm 
thank you for keeping this one updated!! i needed a simple meat preservation mod for my medieval playthrough :)
dismarzero  [author] 11 Jun @ 5:02pm 
1.6 beta update!