RimWorld

RimWorld

Cab's Beat The Meat [1.0/B19] Usgiyi Fork
34 Comments
Usgiyi  [author] 13 Apr, 2021 @ 6:49pm 
lol
RedCloud53 13 Apr, 2021 @ 7:50am 
i thought the mod was called "crabs beat the meat" and i thought it would add masturbation for crabs
Kittamaru 13 Oct, 2018 @ 4:12pm 
Excellent! Thanks @Usgiyi!

This, combined with Stack XXL, will make my freezers at lot more manageable haha!
Usgiyi  [author] 13 Oct, 2018 @ 1:04pm 
Hmm.. also the meats cost and are worth twice the nutrition of a regular piece of meat. 2 pieces of beef = 1 steak or sausage. So a full stack of packaged meat from this mod is the same as 11,250 regular butchered meat.
Usgiyi  [author] 13 Oct, 2018 @ 12:51pm 
@[EQRG]Kittamaru
1) Yes, packaging the meat makes the time to rot 6 days. When unpacking it, the meat gets reset to the 3 day time to rot. So you could technically exploit that to make meat last forever.
2) You pack 1 stack of meat (75) into the packaged form. The packaged form stacks to 75. So a full stack of packaged meat is 5,625 meat.
Kittamaru 12 Oct, 2018 @ 5:10am 
Two quick questions I didn't see in the FAQ -

1) Does packaging the meat make it last longer?
2) How much bigger are the packaged stacks? (or, is it that you put, say, 50 meat into a pack, and then can stack the packs themselves?)
Usgiyi  [author] 4 Oct, 2018 @ 3:26pm 
Finally added the new humanoid sausage and steak.
"The" SeanMacLeod 1 Oct, 2018 @ 5:10pm 
@Usgiyi
Okay, that makes sense :AlienIsHappy:
Usgiyi  [author] 1 Oct, 2018 @ 4:54pm 
@"The" SeanMacLeod Seems to me that eating other beings that are equally as intelligent as humans would be just as frowned upon as eating humans. In any case the mod would be set up so you can have it either way. If you don't want negative thoughts, use the normal sausages/steaks. If you want the negative thoughts use the new humanoid sausage/steak.

This is also ignoring entirely that the modded races will give the same negative thoughts from butchering & eating their meat as humans because of the way the Humanoid Alien Races framework is coded to take advantage of the existing Rimworld code.
Usgiyi  [author] 1 Oct, 2018 @ 4:47pm 
@AC.Seth It would just be a totally separate recipe to make humanoid sausage/steak. The recipe would simply be MeatRaw.. so you can use any kind of meat (which includes other races, such as Orassans). The recipe would default to use human meat and nothing else, so it would be up to the player to have the recipe use meat from mod races.

This new type of sausage/steak will have a flag that sets it as coming from a human corpse (<sourceDef>Human</sourceDef>), so they will work exactly like human meat. Incidentally the Humanoid Alien Races framework just uses the same ThoughtDefs as vanilla rimworld for races that use it. So butchering & eating meat from the modded races gives the same negative thoughts as vanilla humans.
"The" SeanMacLeod 1 Oct, 2018 @ 4:16pm 
What about other races? Eating human wouldn't be cannibalistic for them.....
Haraise no Tenshi 1 Oct, 2018 @ 5:00am 
Would be cool like add a Mod Menu toggle box "Use Cannibalistic Recipies" to enable the recipes to give those debuffs if actual human meat was used in them ? Would that also work for Humanoid or other "non tasty meat" other mods add? as far as i know theres flags for that stuff so that they also will be auto disabled in the ingredient selection table when creating bills.
Usgiyi  [author] 30 Sep, 2018 @ 11:35pm 
So in conclusion.. I can add few recipes and type of sausage/steak for roleplaying purposes. The new sausage/steak will have negative thoughts tied to it, just like raw human meat. It would be up to the player when/if to use the new humanoid meat sausage/steak. I looked through the RecipeDef class in ILSpy, I see no way to add a thought to a recipe.
Usgiyi  [author] 30 Sep, 2018 @ 11:35pm 
As for a negative thought for making the sausages, I do not believe it is possible. The negative thoughts are tied to butchering. The thingdef for the race (Human/Alien) has code in it that gives a negative thought for butchering the corpse of said race. The meats in this mod are made from a normal crafting recipe. I have no idea if you can add a thought to a recipe. I have never seen a recipe give a thought (other than for the pawn liking the TYPE of work they're doing, not the specific recipe); I mean you don't even get a thought from cooking human meat in vanilla.
Usgiyi  [author] 30 Sep, 2018 @ 11:33pm 
Well I mean sure.. if you had no meat and had some after a raid it'd be somewhat obvious where it came from. Since it's more or less impossible (for me) to accurately program when the sausages should give a negative thought I would have to leave it up to the player to decide what should happen. You'd need to use a bunch of conditionals.. like do we have less than 40 meat, do we have corpses, did the corpses suddenly dissappear. Then theres the problem of what caused the corpses to disappear. If you just burned or cremated them nobody should think you're eating human meat. I'm not sure if changing what a recipe makes over & over based on conditionals is something the game would like (or if its even something you should do). Its just a mess to program.

So this route is too complex and would be silly to do, especially when you can just make a separate recipe & sausage type and leave it up to the player which type of sausage to use based on how they want their game to play.
Haraise no Tenshi 30 Sep, 2018 @ 5:48am 
I really like the whole Concept of unifying meat but it feels cheaty to get rid of the mood debuff that way.

And tbh if you had no meat and after a raid you suddenly got sausages... not THAT far a stretch to figure out what the sausages are made out of...

Also if you feel bad already about butchering a human (even when they previously attacked you and your colony is on the brink of starvation)... turning said human into sausages to feed to your friends... actually would make ME feel even worse.
Usgiyi  [author] 29 Sep, 2018 @ 1:34pm 
@blub01 Nope. If you turn it into the meat from this mod, the colonists can't tell the difference. Guess I'll make an FAQ section in the description.
Usgiyi  [author] 29 Sep, 2018 @ 1:31pm 
@Alphaphat Yeah sometimes Steam just doesn't update stuff for no reason. /shrug
@AC.Seth The game will still give the debuff to the person that butchered the corpse (and the annoying colonywide debuff for butchering humans). You'd need a mod to remove the omniscient debuff for butchering humans. Actually preparing the meat into a sausage does NOT give a debuff.

"What's that? A human was butchered behind 6 walls inside a mountain? I have no idea how I know this, but how terrible!" -Random colonist
tweb137 29 Sep, 2018 @ 7:17am 
Came here for the title. Was not dissapointed.
kitsune01 29 Sep, 2018 @ 6:34am 
can people still tell they're eating human meat?
Cinereous Monk 29 Sep, 2018 @ 4:56am 
Re-subbing worked!

Also Seth, just get a psychopath to be your designated pawn-butcher
Haraise no Tenshi 29 Sep, 2018 @ 4:25am 
Sadly :/
Cinereous Monk 29 Sep, 2018 @ 4:22am 
@Usgiyi I'll give it a go

@AC.Seth Yup, works with insect meat as well. Mmmmm bug steak
Haraise no Tenshi 29 Sep, 2018 @ 1:14am 
Sooo Human Meat Sausage will also not give a modd debuff anymore? How about the actual pawn thats preparing them?
Usgiyi  [author] 28 Sep, 2018 @ 9:34pm 
@Alphaphat All I can suggest is unsubbing and resubbing to the mod to make sure you have the updated version.
Cinereous Monk 28 Sep, 2018 @ 7:37pm 
Still not working; tried to change the load order and make a new game
Usgiyi  [author] 28 Sep, 2018 @ 1:25pm 
Whoops.. I was testing my dev version of the mod instead of the version on steam. Fixed the problem. Thanks Alphaphat!
Usgiyi  [author] 28 Sep, 2018 @ 2:31am 
@Alphaphat I couldn't replicate your problem. Are you sure you had enough ingredients for those meals? The stew needs 40 of the meat from this mod & 80 rice for example.
Cinereous Monk 26 Sep, 2018 @ 5:21pm 
Seems to have an issue with Vegetable garden, quality meats show up on the ingredients list but don't work for the specific recipies (simple, fine, lavish meal are fine; stir fry, stew, ect is not)

Gonna post on veg garden as well
Cinereous Monk 26 Sep, 2018 @ 9:52am 
Huzzah! Been waiting for this mod for 0.19
CptCancer 25 Sep, 2018 @ 6:08pm 
Awesome great work!
von_krysiak 25 Sep, 2018 @ 2:04am 
Pretty good idea, somehow missed it in B18 ;-)
Usgiyi  [author] 24 Sep, 2018 @ 10:20pm 
@TheDylan Yes, the meat just gets converted to a different type of meat (the sausage/steak/fish) that works exactly like normal non-human/alien meat (like beef for example). So you dont get the "Ate insect meat" or cannibalism negative thoughts.
CptCancer 24 Sep, 2018 @ 7:53pm 
Can you use human/alien meat without any negative effects?