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1 new recipe which takes in a "nutrient paste meal", and gives out a "nutrient paste meal"
(i havent tried this but i think it would simply use up the meal which still has any ingredients listed, and simply give out, a basic vanilla nutrient paste meal item)
(then all anyone needs to do, is just use the recipe or building with recipe, in a locked room with the offending meal, and convert it via a recipe)
you need a mod called RIMMSQOL, open the mod settings, dont be scared, click on general settings, scroll to the bottom where you see "component management" and click on the plus sign below it. this creates another button, click that. now you can select either the nutrient paste meal or nutrient paste vat as the origin and destination defs, (click the plus sigh again to get a prompt for destination def) and set the component to either "ingredients" for meals or "registeringredients" for the vat, make sure the add/remove button is set to X for remove, and reset the game! it doesnt matter whether you do meals or vat afaik its just taste.
also this probably causes glitches use at ur own risk
If you mean removing the ingredients from the item after it's generated, that's still complicated because a bunch of things would add ingredients in different places and in different ways
I'd recommend opening a PR for Vanilla Nutrient Paste Expanded.
Would this happen to be compatible with the Vanilla Nutrient Paste Expanded mod?
The code seems to explicitly check for its existence, so it shouldn't explode if removed, and it's a simple XML patch
If anyone here wants to try, I think the least-likely-to-break-things way is replacing `var compsCount = comps.Count;` with a noop in Building_NutrientGrinder.TryProducePaste. This would cause it to never add ingredients to the storage tanks when grinding up food
just need to upload
I think all I did was add the tag, should work in 1.3