RimWorld

RimWorld

Packed Meat
58 Comments
Spades 27 Dec, 2024 @ 2:40pm 
Would it be possible to create a "butcher into packed meat bill" for the butcher tables?

Basically my ideology venerates certain animals and I would like to be able to set up a bill that excludes those animals from being turned into packed meat (where they can get mixed up with the colonists who will regret eating it) and create a separate bill for butchering the venerated animals resulting in vanilla meat stacks. (Where animals or prisoners can eat it)

I know you have the check mark that lets you automatically butcher everything into packed meat., and you have the bill to pack meats, but packing the meat after butchering them is a tedious way to separate the meat types.
PistFissed 9 May, 2024 @ 10:06pm 
I love using this mod to pack rotten meat so I can sell it to traders.
sammy2020 1 Jan, 2023 @ 9:33pm 
nice mod but can i disable ingerit ingredients from ingredients some how cause it stacking issues with OTHER things so the space saved from diffrent meats is cancled out by this causeing werid stacking issues with coffee from VCE
(≡◉‿‿◉≡) 5 Nov, 2022 @ 2:59pm 
meat
Tec 28 Sep, 2022 @ 8:38am 
@avil thanks! :)
avil  [author] 28 Sep, 2022 @ 7:21am 
I've added a separate mod that has only a feature to inherit ingredients of ingredients. Link the description.
avil  [author] 28 Sep, 2022 @ 5:33am 
Ah, wait, now I remember. It's not vanilla for items with ingredients to take into account "ingredients of ingredients". Now I see, what you meant.
avil  [author] 28 Sep, 2022 @ 5:32am 
Yeah, in cooking recipe, if resulting item (ThingWithComps) has a component CompProperties_Ingredients, it'll try to remember the ingredients it was made of. It works only for recipes though, if item is made through some special way, like beer brewing, it doesn't work.
Tec 28 Sep, 2022 @ 4:16am 
i see, so if i had an item with ingredients and used that in a recipe to make another food item, it would already inherit ingredients?

Perhaps i should explain what im looking for more. Its for the hsk modpack. Currently all animals use types of meat. So Raw Meat, Prime Meat, Fish Meat, Insect Meat, Human Meat etc. To simplify the meats and reduce the number of defs. The issue with this is that ideology stuff stops working, or the meat the original animal its from is killed and its revered, all meat causes the debuff. So was looking for a way to butcher animals into generic meat, while having the type of animal meat as ingredients. That way ideology stuff would still work. And the idea is to do this without adding back in all the meat defs.

After talking with someone though, they recommended making code to adjust the ideology memes to look for abstract or generic strings so animal corpses ingredients will be recognised. That way all the meat defs dont need to be added in.
avil  [author] 28 Sep, 2022 @ 3:45am 
Hm, I think I didn't properly understood your request. For some reason I've taken it as "items inheriting ingredients", and that's pretty much vanilla... Except a lot of moders never make their foodstuffs able to preserve item ingredients. I can't help with that, that's for you to pester moders that made these items.
On second thought, it seems that you request for universal instrument to make ingredient packages? :| Because that's rather bothersome, especially at the background of all already existing mods that do that (including this one).
Tec 19 Sep, 2022 @ 1:11am 
No worries, thanks for even considering it I appreciate it.
avil  [author] 18 Sep, 2022 @ 9:15pm 
I could do this, but it would require for me to find some time to do, I wouldn't count on it being done before end of the week.
Tec 18 Sep, 2022 @ 1:30pm 
i know its been a while, but would it be possible to release a separate framework for the ingredient combining. i really want to use this but its kinda linked in with the packed meats. having it separate would be really handy if people wanted to make addons from this or different versions
IcunucI 6 Aug, 2022 @ 10:58pm 
how about add a 'Icepackedmeat'? take more time to make, but have longer shelf life(about 4~6 days). so caravan can make and sell 'Icepacked manhunter animals meat' and 'Icepacked ambushed enemy's meat'. :) or just make packed meat's shelf life little longer(about 3~4 days). I really want to take more advantage of ambush event or enemy outpost.
Taco Tuesday 3 Sep, 2021 @ 10:13pm 
So update, for some reason when I changed the mod setting to enable packed meat when butchering, it fixed the issue I was having and is now functioning properly
Taco Tuesday 2 Sep, 2021 @ 4:40pm 
Thank you for checking! Yes, I'm on 1.3. It's particularly strange that 40 meat turns into 40 mystery, odd, and reg meat, essentially tripling the output so I thought it might have something to do with Ogre Stack. I moved this mod to the top of the mod order and then the bottom but, still had the same problem. I'll poke around some more, but thank you.
avil  [author] 1 Sep, 2021 @ 9:52pm 
@Syraeth checked it with steam version and don't get that problem. Are you playing on 1.3? Since 1.3 came out, a lot of funky stuff happened with mods not synchronizing properly, so might need need to delete and redownload mods as the worst case scenario.
avil  [author] 31 Aug, 2021 @ 8:05pm 
@Syraeth it's a bug, thanks for reporting.
Must be something recent, was fine a month ago.
Taco Tuesday 31 Aug, 2021 @ 5:43pm 
When packing meat, is the mod supposed to drop equal parts odd, mysterious and regular packed meat now? I've been using this mod for a long time but only recently started playing again and it definitely didn't used to do this before. For example, I packed megasloth meat and it gave me 1 35 stack of mysterious, odd, and regular meat when before it would just give me regular meat.
taw 27 Jul, 2021 @ 9:57am 
glad to hear! my freezer is waiting for those high quality packages of human meat :)
keep up the good work!
avil  [author] 27 Jul, 2021 @ 1:38am 
@mono right, I had to disable it for a time being because of changes in 1.3 and Ideology considering venerated animals. I'll fix it somewhere this week.
taw 26 Jul, 2021 @ 8:26pm 
theres no bill to pack meat in my butcher table
do i need a research before doing it? or am i doing something wrong
Haraise no Tenshi 27 Oct, 2020 @ 2:55pm 
Ah okay was hoping you were going via the Nutrition Values then yeah thats gonna be a headache with all the different values
avil  [author] 27 Oct, 2020 @ 1:16pm 
@AC.Seth Different fishes have different nutrition value, and all meat has the same, that's why it can be packed in a bunch. How do you see it working? I'm not meantioning trade value. I didn't make packing vegitables for the same reason - different consumability, values, etc. Something like this would require some new recipes, that have different logic, not "one piece = 1 pack", but something like "1 nutrition = 1 unit". Obviously trade value would be disregarded.
Haraise no Tenshi 27 Oct, 2020 @ 12:31pm 
Any chance on adding the fish from https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1914064942 to the packed meat list?
avil  [author] 6 Jul, 2020 @ 11:36am 
Supposed to. It uses a standard job, not stations.
Lee Meowth 26 Feb, 2020 @ 2:47am 
I wish i could know the stats of package meat expiration date
Akervio 25 Feb, 2020 @ 6:10am 
1.1? POR FAVOR
avil  [author] 4 Sep, 2019 @ 10:54am 
Vegetables and grains use different consumability, mood modifiers, poison chances and spoiling times, so it would be too impactful. Meat is all the same, just has different skins and names.
Tyrant 4 Sep, 2019 @ 10:37am 
great mod it really does save my freezer.
Btw would it be possible to include packed vegetables?/grains?
Hun Alexander 27 Jun, 2019 @ 3:25am 
Goood mod
avil  [author] 16 May, 2019 @ 10:53am 
Maybe not very soon, but I'll see into it when I'm back into rimworld.
Haraise no Tenshi 16 May, 2019 @ 9:29am 
Any chance on supporting the "Electric Butcher Table" and the Fishmeats from "RF Fishing" e.g. having the Bills there and being able to also pack those Meats
Jojo Bean 26 Feb, 2019 @ 12:04am 
xD love the graveyard keeper icons for it.
Wolfwere 24 Feb, 2019 @ 7:26am 
Alright, thanks!
avil  [author] 24 Feb, 2019 @ 4:40am 
It considered to be a normal raw meat, so wargs should have no problem eating it.
Wolfwere 24 Feb, 2019 @ 4:33am 
Will my wargs eat these? Or do I need to keep unpacked meat for them?
avil  [author] 16 Feb, 2019 @ 5:24am 
I didn't do GUIs before, can't tell, sorry.
Meow Mix 15 Feb, 2019 @ 10:24pm 
Question, how hard would it be to make a mod that allows you to define a meat type when using the 'Until X' function for butchering? I use insect meat for fuel, and it's becoming rather bothersome to use work arounds.
noodle.zip 23 Nov, 2018 @ 3:18pm 
thanks :steamhappy:
avil  [author] 23 Nov, 2018 @ 12:48pm 
Should be fixed now.
avil  [author] 23 Nov, 2018 @ 9:56am 
Alright, actual vanilla raw fungi doesn't count as meat. It's makes things slightly harder :3
avil  [author] 23 Nov, 2018 @ 2:21am 
This mod should be compitable with anything. Mushroom counts as a meat in the game, and recipe set to all rawmeat. Yeah, that's not quite right, I'll find a way to fix that.
noodle.zip 22 Nov, 2018 @ 8:48pm 
Is the mod compatible with all the Rim of Madness mods?
bk3000 22 Nov, 2018 @ 7:01pm 
Yeah mushrooms and red lentils. Not sure if they're vanilla or VGP added, but they can be used in the place of meat for dishes. I suppose one way of another they'd need specific exclusions, although you can simply remove them from the bills manually.
Mr. Adequate 22 Nov, 2018 @ 5:36pm 
Mushrooms are also being packaged. Not sure if this is intented. Got the mod set to pack at the butcher table.
THJ 16 Nov, 2018 @ 8:48am 
Thanks :)
avil  [author] 16 Nov, 2018 @ 5:40am 
Fixed.
avil  [author] 16 Nov, 2018 @ 5:21am 
Didn't notice it's not tradable! I'll investigate it.
THJ 16 Nov, 2018 @ 3:34am 
could you make it tradable or a way to unpack the meat so i can sell it ? also loving the mod