RimWorld

RimWorld

Simple Food Selection
59 Comments
LamHK 10 May, 2022 @ 5:51am 
This seems not compatible with Hospitality
Turambar 2 Jan, 2022 @ 4:58am 
Very promising mod! Does it work with Variety Matters Improved?
Narlindir 12 Nov, 2021 @ 3:08pm 
@Lurmey "animal logic", "animal control" and or "Assign Animal Food" are probaly a better choice for that

this mod has huge potential but is buggy for me
Lurmey 12 Nov, 2021 @ 7:34am 
Will this stop my dog from preferring to hunt caribou over eating the kibble I have easily accessible to him??
Narlindir 7 Nov, 2021 @ 11:16am 
My animals keep eating food until its empty
full need bar
(If you need an error log or my mod list let me know)
AndHobbes  [author] 19 Oct, 2021 @ 11:18am 
Updated for v1.3 but I don't have time to do much playtesting. If anyone has any fixes, it's easiest if you fork via github and submit a pull request: https://github.com/calvin-fisher/RimWorld-SimpleFoodSelection/pulls
The Bard of Hearts 3 Jun, 2021 @ 1:59am 
An update to 1.2 would be awesome. maybe @Mlie will be our hero once again. :d5_prinny:
Draco Sicarius 2 Mar, 2021 @ 2:30pm 
Is this not compatible with Hospitality? Guests don't seem to be eating very often, but the Hospitality author says it isn't from their side.
Draco Sicarius 26 Jan, 2021 @ 1:11pm 
I know I'm late to the party, but 1.2 update?
Zuthal 22 Aug, 2020 @ 9:12am 
I tested, and it seems to not work too well on 1.2, at least with CE installed - pawns would refuse to eat anything until they starved
LanceMan 21 Aug, 2020 @ 1:59pm 
any update for 1.2?
An actual duck 31 May, 2020 @ 9:16pm 
Sorry I mean smarter food selection, if you select a nutrient paste dispenser with that mod you have the option of dispensing paste in large quantities. I can't find a mod that lets me do that outside smarter food selection and wasn't sure if you maybe would consider adding in to this one
AndHobbes  [author] 31 May, 2020 @ 7:54pm 
@duck I don't know what mod you're talking about, but a standalone mod that just lets you make nutrient paste meals shouldn't have any conflicts.
AndHobbes  [author] 31 May, 2020 @ 7:54pm 
@oz human pawns should wait a little longer before eating raw food (almost starving instead of slightly hungry)
An actual duck 31 May, 2020 @ 8:42am 
Any chance you'd consider adding the nutrient paste dispensing from his mod to this one? I really liked being able to easily squirt a bunch out to keep in the prison in a fridge. Or if someone can point me to a stand alone mod for this I'd appreciate it, I looked but didn't find anything.
oz 28 May, 2020 @ 9:23am 
Does this mod solve the issue where hungry pawns eat raw food before the cook has a chance to cook it? It's my greatest annoyance with food selection in Vanilla, I need my pawns to be a little more patient
uotalkie 19 Apr, 2020 @ 12:07pm 
This mod works okay while WM Smarter food selection mod doesn't. (ver 1.1)
However, there is a bug (not sure bug from this mod or conflict with others) that sometimes pawns don't eat correct food and starves. Force them to eat temporarily resolves this issue, but it happens after a while.
MarikiNeko 31 Mar, 2020 @ 4:50am 
Can I make the pawns eat random food?
I use the mode of adding food, but pawns ignores the added food by eating only the best food.
so I want pawns eat random food even they can't get good buff in best food. :(
AndHobbes  [author] 8 Mar, 2020 @ 8:17am 
The latest version should prioritize thrumbos eating trees, and fix wild plants being categorized as grass
Cpt. J. Harkness 5 Mar, 2020 @ 10:04pm 
Hey AndHobbes, I think you mod may be preventing tamed thrumbos from eating trees, is this intentional and on your next update can you put in a mod option to turn tree eating on/off?
Asteyr 3 Mar, 2020 @ 3:59pm 
Had to remove this due to massive stutter. I *suspect* this is due to me using the prisoner restraint mod, since I noticed that all prisoner got mass-fed at once after uninstalling this. But its just a hunch. I might be completely wrong.
AndHobbes  [author] 1 Mar, 2020 @ 6:36am 
Just uploaded a 1.1 compatible version. It includes a performance improvement that @flyfire2002 found

The latest version breaks compatibility with 1.0. If you need to keep using this mod with 1.0, you can compile the last compatible version, which also includes the performance improvement in case it solves the problem people were having:
https://github.com/calvin-fisher/RimWorld-SimpleFoodSelection/releases/tag/1.0
flyfire2002 28 Feb, 2020 @ 8:06am 
PR sent! Thanks, Calvin!
AndHobbes  [author] 28 Feb, 2020 @ 6:28am 
I was never able to reproduce the performance issue so I don't know what might be causing it. If you can figure it out, please submit a pull request!
flyfire2002 25 Feb, 2020 @ 3:38pm 
Hi Calvin, do you mind if I fork this project? I had a very good feeling for the mod, and I really wish to revive it (and solve the performance issue). Please message me to let me know what you think, thanks!
dasclay 7 Nov, 2019 @ 1:46am 
I was running well for a while with no problems. started a game with tribe, and got a performance hit, on a decent system :/
So glad its no just me.
So a removal of the mod and reinstalling, does it help or is not working
Rostropovich 5 Nov, 2019 @ 1:42pm 
Same boat here, unfortunately. Started a new map with 6 colonists, and had constant stuttering at speed 3. Uninstalling just this mod fixed the performance issues.

I have a giant slew of other mods also going, so it may be a compatibility issue.
Marasmusine 29 Oct, 2019 @ 4:25pm 
Sorry AndHobbes, nothing unusual, fairly early map with 6 colonists. I might try again with a fresh play.
Precious Pomeranian 28 Oct, 2019 @ 9:34pm 
Yep, performance hit here as well.
AndHobbes  [author] 21 Oct, 2019 @ 12:22pm 
@Marasmusine can you think of anything unusual about the map you're playing on? Maybe a lot of starving wildlife?

I tested performance pretty extensively, and the only problem I encountered was when I had a lot of pawns who couldn't couldn't reach any food, but began looking repeatedly because they were starving.
Marasmusine 16 Oct, 2019 @ 3:24pm 
Unfortunately this gave me a hefty performance hit.:CapitalDome:
flyfire2002 7 Oct, 2019 @ 6:59pm 
It's working now! Thanks a lot Hobbes!
AndHobbes  [author] 30 Sep, 2019 @ 6:19am 
@flyfire2002 I haven't had time to fully test, but your canUseInventory fix seems good. I'll upload a version with that change.
avil 27 Sep, 2019 @ 1:53am 
Alright, I confirm that problem is that mod ignores canUseInventory flag. My pawn tried to take into inventory a thing that already was in inventory, and it caused him to get stuck in loop.
flyfire2002 23 Sep, 2019 @ 1:32pm 
Hi Hobbes, any progress on fixing the create jobs 10 times per ticks issue?
Sentient_Worm 11 Sep, 2019 @ 10:52am 
Will this stop my pawns from feeding human corpses to pawns who are injured?
flyfire2002 31 Aug, 2019 @ 9:21pm 
Today I went ahead and loaded only HugsLib and this mod and the 10-jobs-created problem still exists, so I think canUseInventory not being used is causing the problem indeed.
AndHobbes  [author] 28 Aug, 2019 @ 6:34am 
It looks like Room Food is probably incompatible. Both mods patch the same method, but it has special logic to work with Smarter Food Selection.
flyfire2002 25 Aug, 2019 @ 8:20pm 
Found another suspect, this time in your code. Disclaimer, not C# guru, not even wrote a lot of it.

You had defined canUseInventory for the search param. It is no longer used since this commit [github.com]. It seems that it is used to prevent searching the inventory for food when set to false, which is happening in BestFoodSourceOnMap. Your current code doesn't have that (in fact GetColonistGroups() in FoodSearchGroups first return the inventory items regardless of canUseInventory). I assume inventory item is returned as suitable food source.

Now in Core implementation TakeFoodForAnimalInteractJob, a TakeInventory job is constructed and returned if there is suitable food source (in this case, probably the inventory food). God knows what happens in running that job, and it is worth investigating.
flyfire2002 24 Aug, 2019 @ 12:02am 
OK more details. The games trips if the handler has some food for training in their inventory but not enough (say 3 rice), then the attempt to get more food causes trouble. If I manually make'em drop what they already have, it clears up and the pawn proceed to grab food without issue. Even if no food is available (e.g. forbidden), the attempt still causes trouble
flyfire2002 23 Aug, 2019 @ 11:52pm 
Same issue as Mistletoe The Bard, here is a modlist: https://drive.google.com/file/d/1f4WicpRIty1YgG_jARcqNgJn2KZris6N/view?usp=sharing . Log file at https://gist.github.com/HugsLibRecordKeeper/b312a73dd047a0fed4573899391a0505 . The error is triggered when a pawn wishes to pick up items to train animals (didn't test if taming has the same problem); the game stopped tripping as soon as I cancelled all training. My suspect is Hard Working Animals, RPG Inventory CE Standalone, Allow tool, Giddy up, or CE, ranked.
Nominal 21 Aug, 2019 @ 11:58pm 
Smarter Food Selection was lagging my game to death. Found this mod to replace it. (I shale never go back to my cows eating my lavish meals every minute and my people eating 70 raw meat each instead of cooking it to make 7 full meals) Its almost despicable that its not base game. Anyways thank you very much for the mod. it is very needed
Mistletoe The Bard 19 Aug, 2019 @ 9:48pm 
I am guessing it has to do with Room Food. By sending a mod list do you mean by making a list in steam software then send the url to you?
AndHobbes  [author] 19 Aug, 2019 @ 11:12am 
If you are seeing any errors in the log, please send me your mod list. It's most likely an interaction with another mod that I don't have installed.
Mistletoe The Bard 19 Aug, 2019 @ 2:00am 
Hey, the mod seems to be producing the 10 ticks selecting items errors.
AndHobbes  [author] 17 Aug, 2019 @ 5:33pm 
Just updated with logic to avoid reservation failures. I don't know if this is the same conflict, but let me know if it pops up again.
AndHobbes  [author] 14 Aug, 2019 @ 8:32am 
@TheBlueLeafeon I've seen that bug before, but it went away on its own, probably after some other mod updated. If you message me your mod list I can see what you have that I don't. (Working fine for me with Animals Logic.)
AndHobbes  [author] 14 Aug, 2019 @ 8:30am 
Just pushed a fix for the bug where pawns were not eating items from their inventory