RimWorld

RimWorld

[Obsolete] Vegetarian Meals
55 Comments
ConZ  [author] 21 Jul, 2021 @ 9:57am 
Ha, yeah! I'm glad you liked it. :lunar2019grinningpig:
Three 21 Jul, 2021 @ 9:31am 
@Conz, Thanks again for a great job! :krstar: :krstar: :krstar: :krstar: :krstar:
It is thanks to your mod and the work you put into it that I was able to play RimWorld without killing the animals.:AOESheep:
ConZ  [author] 21 Jul, 2021 @ 2:48am 
@zombienerd: You were right. This mod is no longer needed. :ss13ok:
ConZ  [author] 7 Jul, 2021 @ 10:58am 
If it's only lavish meals, this mod could fill the fine meal gap, though.
Have to check on the Def files.
ConZ  [author] 7 Jul, 2021 @ 10:57am 
Huh? That sounds like an awesome 1.3 addition.
Thanks for the info, mate.
zombienerd 7 Jul, 2021 @ 8:08am 
Welp, I guess this mod is now going to be outdated. Veggie/Carnivore only Lavish meals added to the base game now! Thanks for all your hard work over the years <3
_SİKER_ATAR_HAPSİNİ_YATAR_ 27 Apr, 2021 @ 2:56pm 
nice niceee nice modddddddd
[FD] Tomatohead 17 Jan, 2021 @ 2:32pm 
@CONZ Have you thought about making the vegy fine meals cost more food? Maybe 2 different vegy food types. Cause currently they are quite overpowered. Costing only 10 food to make. The same has a simple meal. If you upped the food count to 20, and maybe had it so fine and fancy meals would need 2 different vegy food types, it would make the mod feel a lot more balanced and less cheap escape to make the game easier.
IronHair 6 Nov, 2020 @ 6:35pm 
Thank you!
ConZ  [author] 5 Nov, 2020 @ 7:04am 
The mod has been updated to version 1.2

The 1.1 version can be found here: https://www.dropbox.com/s/dlktu5ll3mdyho5/VegetarianMeals1.1.rar?dl=0
IronHair 4 Nov, 2020 @ 1:58am 
Please update this :(
[FD] Tomatohead 22 Oct, 2020 @ 5:52pm 
Now I can be vegy man in game. ARIGATO CONZ SENPAI
l33tboi 19 Sep, 2020 @ 10:30pm 
Mod looks great, thanks Conz for your work! Though does this work safely on 1.2?
jfk80 18 Aug, 2020 @ 1:22am 
Any update for 1.2?
JonnyJaap 3 Mar, 2020 @ 1:47pm 
Workes great :parHoPiKo:
Adda 29 Feb, 2020 @ 3:35am 
@JonnyJaap Hey, I do have you covered though I must first update my mod for RimWorld 1.1. Should be any minute now as I need to solve a few issues with some of the supported mods that have not yet been updated to 1.1. Sorry for delay :)
ConZ  [author] 28 Feb, 2020 @ 2:55pm 
@JonnyJaap Have a look at this mod: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1797189089 [56e] Adda has you covered.
JonnyJaap 28 Feb, 2020 @ 7:14am 
Is it possiable to add a bulk option, craften 4 at a time?
Three 28 Feb, 2020 @ 3:55am 
Thanks for supporting :cs_crown:
Great job, again! :riches:
ConZ  [author] 28 Feb, 2020 @ 3:08am 
The mod has been updated to version 1.1

The 1.0 version can be found here: https://www.dropbox.com/s/ldyd447gkz1btu9/VegetarianMeals1.0.zip?dl=0
SquigglyV 14 Oct, 2019 @ 3:51pm 
Thanks for making this mod, it's way better than all the other alternatives that have absurdly complicated production trees or new mandatory plants. Vegetarian meals aren't rocket science, you literally just cook the food, lol.
ConZ  [author] 23 Aug, 2019 @ 11:19am 
The compatibility update is online.
ConZ  [author] 23 Aug, 2019 @ 7:06am 
Aye, I know about this issue and had it fixed already in the update I forgot to release, months ago.
By the way, great job on all the patching you did. Add me as a Steam friend and we have talk later today, when I'm back home. About 3-4 hours from now on.
Time to get this patch going, lol. I've been quite lazy these days.
Adda 23 Aug, 2019 @ 7:06am 
@ConZ, hey, I was working on an update of my patch Vegetarian Meals Bulk Cooking Patch for your mod and run into a problem. You use PatchOperation to set users for your's meal recipes. It is unnecessarily complicated – all you need to do is really instead of patch.xml using <recipeUsers> tag in Defs XML (adding this to your CookMealVeg (the base RecipeDef) will be enough:

<recipeUsers>
<li>ElectricStove</li>
<li>FueledStove</li>
</recipeUsers>

Do you think it could be possible to switch these tag for your patch.xml ? Because of this, I can't remove your recipes for changing them to be compatible with one mod I am working on patching right now. Or if you don't want to change this, could I use your idea (not your code) of vegetarian meals and make an entirely new mod adding these with more mod compatibilities and (at least for my patching purposes) better-written code? :)
Adda 9 Jul, 2019 @ 12:25am 
Hello, guys. I decided to make these two patches for Vegetarian Meals [1.0] simply for my own playings but since it already works for me, why not add this to Steam Workshop too, right? As a result, I made two simple separate mods which both improve vegetarian meals introduced in this mod.

Ability to cook vegetarian meals in bulk (in packs of four) with an intention to follow Simple Bulk Cooking mod by Lanilor:
Vegetarian Meals Bulk Cooking Patch

Increased nutrition requirements for both vegetarian meals and bulk cooked vegetarian meals from previous mod:
Vegetarian Meals Increased Nutrition

@ConZ If you would like to implement some of my code into your mod, just tell me and I could send you whatever you need :)
Adda 5 Jul, 2019 @ 5:08pm 
Hey, I was playing with balancing your mod and as I see it your idea of having 25 % more nutrition for fine veg. meal and 50 % more for lavish veg. meal (and probably packaged survival veg. meal too) seems fairly reasonable. Are you still planning to add this "nerf" to your mod? It would be quite nice to have this mod a bit more balanced. Also, I made your mod compatible with Simple Bulk Cooking mod ( https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1421806244 ) through simply adding bulk recipes for your veg. meals. Would you like me to make a full mod patch for these two mods?
ConZ  [author] 6 Apr, 2019 @ 12:22pm 
Hey, it all depends on the chefs expertise. I'd call a cornbread, paired with some corn cobs and a bowl of popcorn "fine" by rim standarts, lol.

But all jokes aside... I wouldn't know how to tell the XML, to take two or three different vegetable ingedients, without the ability to bring two or three times corn, if nothing else is available (except for adding a ton of new recipes, covering all the possible combinations).

Coding would do the trick, but that's black magic to me :)

A simple increase of nutrition requirement per meal(without increasing the efficiency) would be much simpler and keeps vanilla recipes attractive for when meat is available.

Thinking about 25% on fine meals and 50% on lavish meals, what do you think?
clutzyninja 6 Apr, 2019 @ 10:56am 
Well, the veggies have different grow cycles and yirlds, so it's not quite the same as splitting one field, but I take your meaning. Maybe if purely for the sake of immersion, in that no one would call a single giant plate of corn a "finemeal" lol
ConZ  [author] 6 Apr, 2019 @ 7:29am 
I could pump those numbers up to 0.7 or 0.75 to be in a middle ground between simple(0.5) and lavish(1.0).
ConZ  [author] 6 Apr, 2019 @ 7:23am 
Oh boy, you are right.
Checked the vanilla recipes and simple and fine meals require both 0.5 nutrition in total and have the same efficiency.
ConZ  [author] 6 Apr, 2019 @ 7:18am 
Actually, it's not the same amount.
You'll need more, let's say rice, for a fine meal, than you'll need for a simple meal.
The amount of nutrition needed for the meals, are as much as the vanilla recipes.

But you are right. This mod is basically a cheat, that makes the game way to easy and that's why I don't use it in my own playthroughs.

This mod was a request from the forums, I had some spare time... and here we are, lol.

In regards to your idea of adding more required ingredients, it all boils down to splitting a giant rice field into two fields of rice and corn.

I thought about, instead of meat you'd have to have animal products as an ingredient, but that stuff is harder to come by as meat itself.

If you guys want me to balance stuff out, I'll do and leave some ideas on how to approach it.

I for myself installed a fishing mod and produce regular meals instead (feels like a cheat too).
clutzyninja 6 Apr, 2019 @ 4:59am 
This makes fine meals require the same amount of ingredients as a simple meal. Feels like a cheat. Could you make it so Fine requires at least 2 ingredients, and lavish requires 3?
Bradical Terrorist 21 Feb, 2019 @ 3:32pm 
The only Vegetables I eat are the prisoners who's brains I harvested.
smerthin flop 17 Feb, 2019 @ 5:03pm 
"certain nutrients rare to plants."
There aren't any. If people can thrive not eating meat in real life, surely in a futuristic fantasy world with cryosleep pods and nanobots they could too.
It's actually meat that is lacking in certain nutrients.
jackik 7 Nov, 2018 @ 10:17am 
Meals require a certain amount of nutrients to craft, so if veggies inherently have lower values, then yes that means that you need more of them to provide as much as meat would (your 1st guess is correct). Theoretically it would even make sense to worsen that relationship, as you also need to counteract potential deficiencies due to a relative lack of certain nutrients rare to plants. :D
Three 6 Nov, 2018 @ 8:13am 
Correct me if I'm wrong but did you mean by
"These recipes take the same amount of nutrition to make and produce the same meals as the vanilla recipes, so everything will be nicely stacked in your fridge."
That if vanilla meat provided lets say 6 nutrition and potato 2, so to produce your vege meals you need 3 potatos instead of 1 meat?
Or are those just vanilla meals without meat ingridients, but providing same nutritions?
ConZ  [author] 19 Oct, 2018 @ 5:51am 
The mod has been updated to version 1.0

The Beta19 version can be found here: https://www.dropbox.com/s/ihua8i0ehse8xz0/VegetarianMealsB19.rar?dl=0
Jebo 18 Oct, 2018 @ 4:29pm 
Any plans to update to 1.0?
Holeoe 27 Sep, 2018 @ 9:10am 
Not sure if this has been suggested but have you thought about adding bulk making on these
Reverend LeRoux 26 Sep, 2018 @ 8:14am 
Oh thank god, it actually exists.
jackik 10 Sep, 2018 @ 4:29pm 
You're awesome! thanks! I've been browsing the workshop more than playing the actual game lately, but haven't found that one yet.
Also thanks for the info, perhaps i'll look into it at some time. I've been trying to mod other games (Space Engineers and Hears of Iron IV) so I'd not have looked into this one like that. But if it is that easy and userfriendly then I will look into it!
If it's not easy to write all of that via just XML then i'll lookinto tying it into Psychology or something. Better to have dependencies than a lot more work ^^ (maybe just me...)
ConZ  [author] 10 Sep, 2018 @ 12:26pm 
The mod idea you have is totally possible. All you have to do is to add 2 more meal types to the game (vegetarian and vegan) and write the corresponding trait, that modifies the eating behaviors and mood effects. Should be possible by simple XML editing, if not you'd have to write some fancy C# code to get the desired effect.

Modding this game is pretty easy if you know what you want and where to find it. Have a look in the root folder of the game and check out the "mods" folder. There is another folder called "core" in which basicly almost the whole game is seperated into XML files.

What you want is a modification of this mod and another trait, that defines what the pawns want to eat. I'd look into the cannibal perk as starting point and see how one would modify the eating behaviors and mood effects.

Regarding "hunt animals until meat XY" check the "Colony Manager" mod. I think fluffy has this feature covered in there.
jackik 10 Sep, 2018 @ 12:10pm 
Also thanks a lot for this mod! As a vegetarian myself, but much more due to the fact that i hate having to constantly order to slaughter/hunt...
It's just distracting from what i want to achieve elsewere... I wish there was a way to make rules such as "hunt animals XY until meat >/= #" as with the normal workbenches and such.
jackik 10 Sep, 2018 @ 12:10pm 
i understood that it's not how your mod works, i was just wondering if it was feasable at all. It would introduce another layer of dificulty if one had to look after different resources for different people.
So you'd say there would be a need to remove all meals and add 2 (or 3 meat, both, veggie) different sets for each with only the respective possible ingrediants? But even then, while it would then be a differentiable item, could there be a way to tap into the eating bahvior to prefer one and perhaps punish them with a modd effect if they don't get what they wan't to eat? (i've had this game of just a few days now, so please don't judge me too harsh on my ignorance)
If someone EVER wants to actually write that mod... please call it "picky pawns" or similar :D
ConZ  [author] 10 Sep, 2018 @ 4:47am 
You mean when the pawn goes into the freezer and grabs a meal? Not with this mod.
A simple meal is a simple meal is a simple meal.
You would have to introduce a new set of meals to the game, because there is no way for a trait do distinguish between two of the same items.
This mod adds a new way to make the base meals.
jackik 9 Sep, 2018 @ 6:07pm 
Is there a way to check the ingrediants when getting food? I'm asking if its possible to also add a possible trait to only accept meat containing food or only vegetarian or even vegan food. Would be annoying, but awesome!
Latch 31 Aug, 2018 @ 2:49pm 
Thank you so much!
ConZ  [author] 31 Aug, 2018 @ 6:40am 
Sure ;)
The mod has been updated for Beta19.

The Beta18 version can be found here: https://www.dropbox.com/s/kj6qxufmj86j1ek/VegetarianMealsB18.zip?dl=0
Latch 31 Aug, 2018 @ 2:11am 
Can you update this for B19 please?
Blu Macaw 23 Jul, 2018 @ 7:16am 
I just hate fact that my people can't eat better meals just beacuse we don't hunt animals. Now I don't have to care anymore. GJ