Kenshi
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Foul Meat Purification
   
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803.605 KB
17 Nov, 2019 @ 3:10pm
17 Nov, 2019 @ 3:15pm
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Foul Meat Purification

Description
PLEASE NOTE
This mod is incomplete, and should probably function differently. Thanks for all of the suggestions, making it normal meat should have been how it works, and will be if I get to modding Kenshi again. This is a bit over-engineered.

Description
This mod adds two researchable buildings which can purify foul meat. This purified meat can be cooked and eaten like normal raw meat. The process of purifying meat requires power and fuel. These new meats have their own semi-unique icons.

Goals
Provide new industry buildings and food options.
Provide an alternate use for fuel.

Details
New Research

Foul Raw Meat Purification I
  • Cost: 4 Books
  • Research Level: 2
  • Requires research: Cooking
  • Enables Items: Purified Raw Meat as well as Purified Dried Meat
  • Enables Buildings: Foul Raw Meat Purifier I

Foul Raw Meat Purification II
  • Cost: 4 Ancient Science Books
  • Research Level: 4
  • Requires research: Foul Raw Meat Purification I
  • Enables Buildings: Foul Raw Meat Purifier II

New Buildings

Foul Raw Meat Purifier I
  • Construction: 8 Iron Plates, 1 Electrical Components
  • Power Requirement: 5
  • Crafting: 2 Foul Meat, 0.1 Fuel -> 1 Purified Raw Meat
  • Speed: Slow

Foul Raw Meat Purifier II
  • Construction: 2 Iron Plates, 5 Copper Alloy Plates, 4 Electrical Components
  • Power Requirement: 20
  • Crafting: 2 Foul Meat, 0.1 Fuel -> 1 Purified Raw Meat
  • Speed: Very Fast

New Meats

Purified Raw Meat
  • Restrictions: Same as raw meat
  • Nu: 10
  • Value: 10

Purified Dried Meat
  • Restrictions: None
  • Nu: 25
  • Value: 50

New Functionality

General Cooking Stations can now cook Purified Raw Meat into Purified Dried Meat

Notes
This mod is mostly made for flavor/roleplay and not pure balance.

It follows the same stacking logic that I use with my own stacking and weight mod (that I should release eventually). This means purified raw meat stacks up to 5 and weighs 1.5, and that purified dried meat stacks up to 5 and weighs 0.5. It also follows the same nutrition logic as my own food mod (which I should also release eventually). This means uncooked meat has 10 Nu and that cooked meat has 25 Nu. This makes them slightly better than vanilla, but it works well with my (eventual) other mods since hunger will be higher and meat will be more expensive and animals will drop less of it.

Compatibility
This mod should be compatible with any other mod.

Implementation
Basic function - Buildings, items and research (done)
Populating specific vendor lists (luxury)

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My Other Mods
Link to my Kenshi mod page
I mostly make mods for myself, but I do enjoy the whole process of shipping and getting feedback. Feel free to give suggestions for improvements or fixing bugs, however please do not have any expectations.
9 Comments
Arack Babara 2 Jul, 2024 @ 9:43pm 
I made an update without custom meat items guys, check this out
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3279417927
Don 30 Dec, 2020 @ 7:03am 
Great mod but PLEASE change the purified version of the food just to the normal thing. It would make storage so much easier.
infreno 30 Nov, 2020 @ 12:03am 
very cool mod , good job man!
Poppa 3 Jun, 2020 @ 1:10pm 
I have to agree with the others here. A new kind of meat just adds another storage problem. I also feel that the purifier should either require fuel or electric power but not both at the same time. I'll check back on this mod in the future. It has a lot of promise.
Sulyvahnn  [author] 12 Mar, 2020 @ 2:55pm 
Hello! Sorry for the late answer and thanks for the suggestions. I agree that removing the new meat is better for gameplay (I sorta got a bit carried away there) - When I get back to playing Kenshi a lot I will most likely make that change.
Princess Trollestia 11 Jan, 2020 @ 5:35am 
Unlocked: sausage from the times of the USSR
May contain beef offal, hooves, anus, and other one delicious and not so

PS: sreen on preview looks like... distill of liquid meal?
Flesh Forge 5 Jan, 2020 @ 8:37am 
I'd like it if there was a way to just dispose of foul meat, or maybe a biofuel fermenter to convert it to fuel. If you build in a place like Gut you end up with gobs of foul meat AND regular meat and you just can't store and eat it all, you need some way to just make it GO AWAY sometimes that doesn't require gobs of clicking.
Phoenix 31 Dec, 2019 @ 8:04pm 
Yeah i agree with the martin. Adding a whole new meat just causes a lot more problems. having to make a patch for in game stuff to use it LET ALONE the many food mods. Making it just turn into regular raw meat would be stellar.
Koriath 27 Nov, 2019 @ 6:31am 
Just a sugestion: you should not add a new type of meat.
Have the machine create normal Raw Meat, so it can be used on other recipes aswell.
Another sugestion would be using Water instead of fuel. As it stands, there's not much use for water either way, and it would make more sense (you're washing it).
For balance: have the first level building not consume power, but consume extra water.
The second level would also consume power, but less water/foul meat or be faster.

I'm not too familiar with the FCS, but you could also toy around with the idea of needing someone to work with it on the first level, and have it be automatic on the second level (kinda like mines).

Great work either way. I hunt way more Foul Meat than my pet Beakthing can eat, so this would help immensilly.