RimWorld

RimWorld

Crickets [v1.2]
62 Comments
Hydromancerx 6 Apr, 2021 @ 7:59pm 
The UF got updated and now your mod glitches my game when used together. Please update to work with the new version of the Universal Fermenter.
desrtfox071  [author] 15 Aug, 2020 @ 11:40am 
@SkyLarkBlue Screenshot added as well now, and I'll look into the dll conflict thing. It seems maybe all I need to do is rename the dll and that can stop conflicts. I don't run any of the conflicting mods, so I'll have to do a little research to verify if a conflict even exists.
SkyLarkBlue 15 Aug, 2020 @ 11:37am 
Thank you for the response! I appreciate the information. Honestly the reason I don't mind insect meat is I've been using VCE to fry or can it, which removes the penalty. I can understand that wouldn't be a play style for every base. Thanks for the referral as well. Grub farming does seem to do what I need, although I'd prefer a separate item rather than using farm plot like that seems to do. I guess I'll play around with them and see what works.
desrtfox071  [author] 15 Aug, 2020 @ 11:29am 
@SkyLarkBlue. I'll look to add some screenshots, but this mod adds one building (the cricket box) and two types of meat. It adds a cricket jerky that can be eaten directly like Pemmican, or you can choose to have the box produce cricket meat, which can be used as an ingredient in cooking (or eaten in a pinch). The reason I didn't choose insect meat is because of the insect meat penalties. I suggest grub farming if you're looking to go that way. Cricket meat is meant to be a palatable version of "insect" meat when used as a cooking ingredient.

Crickets uses the Universal Fermenter dll underneath. So, if you are using another mod, with a different version of universal fermenter, this may conflict. I am not entirely sure on the conflict degree or exact trigger, so I'm a little in the dark about exactly the circumstances. I understood that UF was not updated, so if it is, I'll look into using that dll directly and that should prevent any mod conflicts.
SkyLarkBlue 15 Aug, 2020 @ 9:42am 
I've been looking for a mod like this since meat is an issue in some bases, mostly for feeding animals. I have a few questions:
1: Can you put up so screenshots of what objects are added into the game?
2: Is this in conflict with other mods, such as UF? I see that in comments, but you also link the UF in the mod description, which is confusing as you have no mention of the conflict in the description.
3: Can you add an option to make crickets produce insect meat instead of a unique meat type?
Thank you for your time, hopefully you'll have time for a few quick answers here.
desrtfox071  [author] 5 Aug, 2020 @ 10:10pm 
Yes, crickets will probably conflict with universal fermenter. They essentially use the same dll.
Emilie Sackenball 5 Aug, 2020 @ 9:56pm 
Well Iam using alot of mods, but I asumming the universal fermenter, and fermerter mod could be doing something?
desrtfox071  [author] 5 Aug, 2020 @ 8:00am 
Etherdreamer, what other mods are you running, if any?
Emilie Sackenball 5 Aug, 2020 @ 12:15am 
The cricked boxes are not receiving the food for some reason the bottom for choice what to produce does not exist
desrtfox071  [author] 4 Apr, 2020 @ 9:52am 
Hmm, I haven't noticed this but I'll check it out.
Gwlegion (FR) 4 Apr, 2020 @ 9:46am 
universal fermeter make the game very slow ...
desrtfox071  [author] 4 Mar, 2020 @ 8:30am 
This version should now work for v1.1 or RimWorld.
desrtfox071  [author] 3 Mar, 2020 @ 3:01pm 
I'm aware of an issue with this mod not working in 1.1 and am working to correct it.
desrtfox071  [author] 31 Jan, 2020 @ 8:23am 
Heh, Lord. Thanks. I guess I won't be flagging those thread :) lol
Lord von Games 31 Jan, 2020 @ 8:13am 
What a cool idea. Is there no limit to the creativity of Rimworld? Sounds like I should really give it a try.
Zaltys 22 Nov, 2018 @ 3:33am 
Oh, this is actually pretty neat.
I've overlooked this mod in the workshop before, because I thought that it'd just add pests for the crops (and blight is bad enough, if you ask me).

Maybe consider changing the mod name to something like 'Cricket cultivation' to increase visibility?
desrtfox071  [author] 17 Oct, 2018 @ 10:06am 
@Gallonidas I will look into these options.
Gallonidas 27 Sep, 2018 @ 11:48am 
Hey Desrtfox071 !! Can you please add some experience to cooking cricket food? And maybe create a 2x2 box that produces much more ? Living in a cave environmente with no animals at all... =( Thanks
desrtfox071  [author] 5 Sep, 2018 @ 11:51am 
I just ran a short game with about 20+ of the mods I normally run that have been converted to B19 and all worked as expected.
desrtfox071  [author] 2 Sep, 2018 @ 6:07pm 
OK, thank you.
WaKKO151 2 Sep, 2018 @ 9:57am 
I am running 200+ They all work great. WaKKO SicK Personal Mod Pack undercollections. Everything works great. Add your mod. Everyone wanders until they starve to death. IDK. Not a modder. Mod Idea sounds great and I am sure it is something simple but just figured I would give you a heads up.
desrtfox071  [author] 2 Sep, 2018 @ 9:49am 
Also, load order can affect the functionality of mods.
desrtfox071  [author] 2 Sep, 2018 @ 9:46am 
Hmm, I had no issues with running this simultaneously with my other two mods. I haven't yet run a proper game in B19, but I'll check that out. I normally run dozens of mods in a real playthrough. It would help me if you could try to identify the other mod or mods you're running that seem to conflict.
WaKKO151 2 Sep, 2018 @ 7:34am 
after install my colonists just wander until they starve to death. Remove the mod, everythings fine. Using heavy mods. Seems like a great idea. Not compatable with everything else it seems.
Glitchrider 1 Sep, 2018 @ 10:35pm 
Thank you for this. There's no way they wouldn't have cricket farms. Besides, crickets are surprisingly delicious as long as you de-leg them first.
Omega13 3 Apr, 2018 @ 6:55pm 
Okay I shuffled some things around and now it's working fine. So, user error, apparently. Not sure what happened. Feel free to delete my recent comments if you like.
desrtfox071  [author] 3 Apr, 2018 @ 6:51pm 
It could also be that one of your other colonists has that job reserved.
desrtfox071  [author] 3 Apr, 2018 @ 6:44pm 
@Omega13 Something like that. Make sure they're in your home area, etc.
Omega13 3 Apr, 2018 @ 6:42pm 
It's not letting me fill them manually, no. I suspect I may have a mod incompatibility somewhere. If I can determine what it is, I'll let you know.
desrtfox071  [author] 3 Apr, 2018 @ 6:39pm 
@Omega13 No, they should be filled regardless of temperature. That temp will reduce efficiency slightly, but that's it. I'd say look at your work priorities. Can you select a colonist and then right click on the box to see if you have the option to fill?
Omega13 3 Apr, 2018 @ 6:36pm 
So I've been messing around with this one again and for some reason despite it being 64F in the room where the boxes are stored, nobody will fill them. Do they need to be exactly within that 5 degree optimal range to get them started? I don't seem to recall them acting that way before and that degree of temperature precision is a little hard to manage with tribals (the ones that benefit from crickets the most).
Omega13 1 Apr, 2018 @ 5:18pm 
I wondered if cricket jerky was real when I first saw this mod; a quick Google search shows that apparently it is!
desrtfox071  [author] 15 Mar, 2018 @ 7:59am 
@haynes.mr15 Dried crickets are a real thing. I don't think Cricket jerkey is per se.
Whetstone Willy 14 Mar, 2018 @ 9:22pm 
I don't know why, but cricket food seems to make my iguana's sick 9/10 times. haha. Cool mod btw. Is cricket jerkey a real possibility? Dried crickets?
desrtfox071  [author] 8 Mar, 2018 @ 7:47am 
new Update. This should fix the exploit. I've just change the nutrient value of cricket food to be abit less. technically, you cans till use cricket food to make cricket food, but you shouldn't gain anything from that now.
desrtfox071  [author] 7 Mar, 2018 @ 10:42pm 
@ttamttam Oh, I thought I already fixed it to prevent cricket food being an ingredient for cricket food. I guess not. Thanks for the heads up!
ttamttam 7 Mar, 2018 @ 10:00pm 
Hey I found an exploit. I was able to craft 15 cricket food with 10 cricket food. I would recommend excluding cricket food from the crafting recipe. And also moving the extra food gain in this mod to the fermenter by setting <efficiency> to a > 1 value. That way colonists can't just make cricket food and eat it for cheap gains.
Omega13 30 Jan, 2018 @ 7:43am 
That's a pretty neat idea. It's also cool from a storytelling standpoint. Like, if you're playing a tribal scenario, they're essentially leaving offerings in the woods to appease the violent nature spirits or something.
desrtfox071  [author] 30 Jan, 2018 @ 7:15am 
@Omega13 I'm glad you've found use for it. I like to use it to convert some of my more plentiful vegetable products into meat, and often I'll make 1 tile storgae areas outside of my compound to put piles out for the local predators. This helps them to stop targeting my colonists and animals.
Omega13 30 Jan, 2018 @ 6:29am 
Cricket jerky has become my favorite caravanning food. It's very economical to craft, as far as time usage, and it stays fresh just long enough to be useful on the road.
Omega13 25 Jan, 2018 @ 7:57am 
The box graphic thing wasn't really gamebreaking, just a trivial criticism since I already had the mod on my brain. The temperature thing makes more sense now that you explain it. As for the value thing, almost every mod I've seen that adds an entirely new meat type seems to do this exact same thing with the resale values; it's quite unusual. Thank you for all the feedback and happy to see that some of my previous suggestions were helpful!
desrtfox071  [author] 25 Jan, 2018 @ 7:20am 
There's nothing I can do (I think) about the fill guage. This mod uses a DLL - UniversalFermenter - that actually adds that functionality. I looked into it for the same reason - it's a little tough to see. I'll keep investigating, but as of now, I can't do anything about the fill gauge.

As for the ideal temp, the temperature ranges are not a typo. The 70-76 degrees is the "ideal" temperature, and the 50-100 degrees is the "safe" temperature. Outside the "safeZ" temperature, you risk the crickets being ruined. Inside "safe" but outside "ideal" the crickets just grow progressively slower towards the edge of the "safe" temperature.

I'll take a look at the values of the products. As of now, they're basically copies of other products, like pemmican and kibble, so that's probably why cricket meat is worth less than other meat with the same nutrition value. I'm not sure this is a problem, but I'd like to make sure the balance is basically right.
Omega13 25 Jan, 2018 @ 6:13am 
Some really minor notes (sorry if I sound very critical - I don't mean to be, I just like this mod quite a bit and want to help out) - when first filled, the brown progress bar on the new cricket box is hard to see (blends in with the box design), making me often mistakenly think it hasn't been filled yet. As it brightens, this is not an issue. I also noticed that cricket meat is worth less than regular meat with traders, despite having the same nutrition value, but I'm not sure if this is intentional given that some people may be reluctant to eat bug meat no matter how good it is (though they'll still happily buy all my Yorkshire Terrier and mutant beaver meat so they're clearly not that picky).
Omega13 25 Jan, 2018 @ 5:33am 
So one weird quirk - the safe temperature says "70-75 F, 50-100 F" now presumably the second temperature range is the correct one and the first one is the typo? Regardless, it seems to be applying both as I get a "Non-Ideal Temperature" result on the boxes any time I dip under 70 F. And yes I use F because I am a wanker American.
Omega13 25 Jan, 2018 @ 5:25am 
Just got around to updating my mods again - the new texture on the cricket box is very nice!
Omega13 22 Jan, 2018 @ 11:26am 
I just want to say that it also amuses me that this mod is a very good way of processing insect meat into a more useful form. "I'll just feed these gross insects to these much more delicious insects!" It makes sense but it's still funny.
Omega13 22 Jan, 2018 @ 11:09am 
I recall in the past dismarzero (Vegetable Garden) had a minor issue with tamers grabbing cups of coffee to train animals with, though I'm not sure how he resolved it, so if you have problems he may be helpful.
desrtfox071  [author] 22 Jan, 2018 @ 11:03am 
Hmm, ok I'll look into these more complicated interactions to see if there's anything I can do. I think most of this is governed by the type of item (ingredient, rawfood, etc.) that the item is classified as, so maybe I can find some other item to essentially copy the item type from.
Omega13 22 Jan, 2018 @ 10:49am 
Another minor issue that I noted is that my animal trainers love grabbing big piles of cricket food (not cricket meat) to train/tame animals with, which is a little annoying and wasteful.