RimWorld

RimWorld

Meat Amount Fix
24 Comments
Luce_Nivea 28 Jan, 2023 @ 10:32am 
Do you have any plans to update this to 1.4? Thank you :)
Eu tenho 6 e estou dirigindo! 16 May, 2022 @ 4:19pm 
I understand your vision. Thanks for the instructions, I'll change some stuff and keep the mod, it's becoming one of those that I can't play without :SBpenguin:
Logan  [author] 16 May, 2022 @ 3:52pm 
I set the body sizes based on wikipedia or similar sources for real body sizes of various creatures. The megasloth was an absurdly large creature. Even in the industrial age, hunting one takes some serious resources. Without emptying lots of automatic fire into it, it's likely to either take serious revenge on your colonists or exit the map before it drops. And if you *do* kill one, storing the meat is a logistic challenge. In theory, your colonists should have to butcher it on-site, but RW is kinda silly that way (maybe I should include fixing that here...).

Anyway, the body size changes are just in the patches directory in the mod, you can change them to your liking, or disable them by just deleting the directory. The source code is included, if anyone wants to provide a slider for the yield amount, I'd be happy to accept a diff.
Eu tenho 6 e estou dirigindo! 14 May, 2022 @ 6:48am 
One crocodile feeds two colonists for a whole quadrum, one wolf provides 12+ meals, and so on. Even if that's realistic, it discourages hunting larger, herd animals, since you'll get a good amount of meat from anywhere and animals respawn constantly. It'd be great to have a slider to tweak the amount
Hunting is much more exciting with this mod though, and it's great for tribal starts. Thanks for your work
zozilin 13 May, 2022 @ 5:34pm 
I feel like meat calculations are a bit off. A megasloth base bodysize is 4 and with this mod it's 57, 14.25 times larger. Base sloth gives 560 meat and modded one a whopping 45,600.
Logan  [author] 29 Mar, 2022 @ 2:02pm 
If you don't have one of the stack size mods, I can see it being a bit of an issue. There also is a mod that lets you butcher parts of creatures at a time. Early on, and if you don't have one of those other mods, do your butchering outside and just waste what you cannot use. A serious problem for primitive societies when they kill a bison or other large creature is how to preserve and store the resulting meat.
Chaplain Roach 28 Mar, 2022 @ 12:40am 
oh my god dont kill a megasloth, you don't have the storage for it....jeez dude bit overdone you think?
BJR1984 14 Feb, 2022 @ 6:10am 
These Lines will make it affect polar bears only if that it what you want.

<Operation Class="PatchOperationInsert">
<xpath>/Defs/ThingDef[defName="Bear_Polar"]/race/wildness</xpath>
<value>
<baseBodySize>3.41</baseBodySize>
</value>
</Operation>
<Operation Class="PatchOperationInsert">
<xpath>/Defs/ThingDef[defName="Bear_Polar"]/race/wildness</xpath>
<value>
<baseHealthScale>3.41</baseHealthScale>
</value>
</Operation>
Logan  [author] 13 Feb, 2022 @ 11:43pm 
That will affect all bears, not just polar bears, but that's probably fine, and is an easy fix. Thanks for catching the problem, I'll apply the fix in the next day or so.
BJR1984 13 Feb, 2022 @ 10:03am 
I was getting an error with these lines of code I included the change that i made that solved the error.

Was
Line 137 <xpath>/Defs/ThingDef[defName="Bear_Polar"]/race/baseBodySize</xpath>
Line 409 <xpath>/Defs/ThingDef[defName="Bear_Polar"]/race/baseHealthScale</xpath>

Works for me
Line 137 <xpath>/Defs/ThingDef[@Name="BaseBear"]/race/baseBodySize</xpath>
Line 409 <xpath>/Defs/ThingDef[@Name="BaseBear"]/race/baseHealthScale</xpath>

[Meat Amount Fix] Patch operation Verse.PatchOperationReplace(/Defs/ThingDef[defName="Bear_Polar"]/race/baseBodySize) failed
file: E:\Steam\steamapps\workshop\content\294100\1918591417\Patches\bodysize.xml

[Meat Amount Fix] Patch operation Verse.PatchOperationReplace(/Defs/ThingDef[defName="Bear_Polar"]/race/baseHealthScale) failed
file: E:\Steam\steamapps\workshop\content\294100\1918591417\Patches\bodysize.xml
Logan  [author] 6 Aug, 2021 @ 12:00pm 
Hm, that sounds like a bit of a problem. I'll see what I can do.
Losenis 6 Aug, 2021 @ 9:31am 
Forgot to mention, this is on 1.3.
Losenis 6 Aug, 2021 @ 9:31am 
There seems to be conflicting info in the animal tab vs the end result. For example, a cow is said to give around ~3k meat when in reality it'd give ~20k. The info tab of the cow itself shows it correctly though.
Logan  [author] 26 Jul, 2021 @ 7:27pm 
Source is included. It *probably* doesn't need any changes for 1.3, a recompile at most. If it throws red errors, let me know and I'll prioritize it.
TracerFoxTEK 26 Jul, 2021 @ 6:57am 
Any chance of an update for this?
Logan  [author] 6 Jul, 2021 @ 9:49pm 
That should not be the case. If something else makes them drop meat, this will change the amount. It is possible something else is making them drop 0, which you would not notice, but then this changes the amount dropped.
Scorpio 4 Jul, 2021 @ 5:06am 
Is it me or this mod making mechanoids drop meat
Logan  [author] 9 Oct, 2020 @ 3:52pm 
Alright, figured out the cause of the ravenous squirrels. Their body size was lower than the minimum nutrition for a single bit of food, so they'd waste about 75% of what they ate. I've turned them into SOUSs, about 2x the size of Earth's largest squirrels, and they no longer eat constantly.
Logan  [author] 10 Jul, 2020 @ 8:33am 
Pawns can always pick up for transport 1 item, regardless of its mass. That's why in the stock game, pawns can carry an elephant in for butchering.
TracerFoxTEK 10 Jul, 2020 @ 8:17am 
I've since removed the Dinosauria mod from my list due to some issues with it's def structure and some edge cases with prosthetics and Rimpedia mod.
That said, there's still a fair number of other animals from other mods which have a similarly high mass, so partial butcher options would certainly be useful if you can manage that. Otherwise I can suggest it as a mod idea on the Discord.
I can't remember if it was one of my pawns, with an absurd carry weight limit I'd edited for caravans, or one of the Misc Robots hauler drones that carried the bronto over to the butcher table.
Logan  [author] 10 Jul, 2020 @ 3:38am 
Might be best to add a way to partially butcher something... Like, cut a leg off and butcher just that. The corpses track body parts, so it *should* be doable.

Wikipedia guesses brontosarus at about 36000 pounds, which would come out to around 230 cubic feet of meat. The real issue is that the corpse can be carried at all, and only takes up a single cell.
TracerFoxTEK 9 Jul, 2020 @ 7:19am 
Was tempted to remove this mod after a recent hunting party downed a brontosaurus from the Dinosauria mod, which when butchered nearly covered the colony in a wave of meat stacks. This was with a stacking mod (1000 units for meat). I can only imagine the size of the meat tsunami if I'd been using vanilla stack sizes.

Anyway, I've decided to keep the mod, and just commit to never butchering truly massive beasts unless I'm prepared to haul a ton of meat.
Logan  [author] 14 Apr, 2020 @ 10:21pm 
Heh, that's actually kinda funny... I'll see if I can find where the nutrition needed is calculated and apply appropriate fixes for it...
CrazY 12 Apr, 2020 @ 1:07pm 
Squirrels have an insatiable hunger with this mod.