RimWorld

RimWorld

No Nutrient Paste Ingredients
46 Comments
pgames-food 24 Mar @ 8:24pm 
ah yep, i just meant for the few meals in case with some mods if it wasnt able to remove them, as a manual fix in those cases.
Toby  [author] 24 Mar @ 3:19am 
needing someone to manually cook it kinda misses the point. In vanilla you can't even get the items without interrupting your character while automatically getting one
pgames-food 23 Mar @ 1:39pm 
hi there might be a relatively easy to do this via 1 extra recipe (which in theory would never have to be patched again?) :o)

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) :lunar2019piginablanket:
Toby  [author] 23 Mar @ 5:30am 
I don't really have the energy to try patching another mod :')
LumberingTroll 20 Mar @ 6:24am 
@Toby would you be willing to add compatibility for VE? would love to use this, but also use that.
Toby  [author] 4 Mar @ 5:45am 
It does not at all. It hooks into the vanilla NPD's "dispense food" function to remove ingredients, and Vanilla Expanded does it completely differently.
Mike 4 Mar @ 3:00am 
Any idea how this interacts with vanilla nutrient paste expanded and it's nutrient vats if it all?
weregamer 21 Jan @ 1:00pm 
Yikes, that's probably not something I can help with. If I get ambitious I'll take a look on GitHub and see if there's an easy patch to suggest. That said, I've never modded RW so I may be baffled easily.
Toby  [author] 20 Jan @ 9:43am 
It's my own weird setup for vscode+C#+RimWorld on NixOS
weregamer 19 Jan @ 10:03am 
Ouch. Was this DevStudio or something third-party?
Toby  [author] 19 Jan @ 4:24am 
I cannot because C# hates me and broke my development environment <3
Toby  [author] 19 Jan @ 2:33am 
I'll see if I can, sure.
weregamer 18 Jan @ 4:51pm 
Hmm. Apparently this only affects paste from the NPD? I'm making paste from a Project RimFactory auto-cooker and it still lets my hotel guests know their free food is Soylent Green. Is that something you could patch?
Shabazza 12 Jan @ 12:04pm 
Exactly what I needed to keep my prisoners happy and fed.
Emilie Sackenball 24 Oct, 2024 @ 3:53pm 
@Toby I think most people would have a mess of modlist and tons of errors on their console log, but unless they notice something goes very bad on their games is where they are going to actually complain haha
Toby  [author] 16 Oct, 2024 @ 7:57am 
yea I know but Steam workshop is supposed to be annoying and complain about missing updates /light-hearted
freXampl 16 Oct, 2024 @ 7:53am 
It was working without any issues.. guess that's why.
Toby  [author] 16 Oct, 2024 @ 6:26am 
Why'd nobody tell me I didn't update this to 1.5 smh
Emilie Sackenball 15 Oct, 2024 @ 5:24pm 
So at last real soylent green paste
freXampl 4 Sep, 2024 @ 4:30am 
SOYLENT GREEN IS PEOPLE!
Toby  [author] 22 Mar, 2024 @ 2:07am 
(And yup, it is quite likely to cause some errors)
Toby  [author] 22 Mar, 2024 @ 2:06am 
Yup that's a way to do it :^)
Sammich 20 Mar, 2024 @ 2:03pm 
i found a solution!
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
Toby  [author] 20 Mar, 2024 @ 12:52am 
If you mean removing the recipe component: only technically yes, practically that makes it `much harder`, because a lot of things -unsurprisingly- expect there to be ingredients
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
Sammich 19 Mar, 2024 @ 6:15pm 
would it be possible to remove the ingredients list from the actual nutrient paste item? that way any sort of paste production method is fine because the nutrient paste just doesnt record ingredients. my understanding of how items are coded may be completely mistaken tho
Toby  [author] 30 Jan, 2024 @ 3:06am 
@JoeOwnage, as I said, a simple XML Patch to remove the VNPE.CompProperties_RegisterIngredients from the relevant ThingDef should work. It's just not really something in-scope for this mod :(
I'd recommend opening a PR for Vanilla Nutrient Paste Expanded.
JoeOwnage 27 Jan, 2024 @ 9:37am 
Maybe ask Oscar?
JoeOwnage 27 Jan, 2024 @ 9:31am 
If someone has a working patch for VNPE please post it and I can put it up on workshop if you don't want to
Toby  [author] 1 Nov, 2023 @ 10:27am 
@Sarianos see comments right below. Their code isn't simple enough for me to hook into, and I'm too ADHD to maintain anything else I could do. Removing the VNPE.CompProperties_RegisterIngredients component should work
[RTB] Sarianos 29 Oct, 2023 @ 7:58am 
@Toby
Would this happen to be compatible with the Vanilla Nutrient Paste Expanded mod?
Toby  [author] 4 Oct, 2023 @ 12:55am 
It's also possible that simply removing the `<li Class="VNPE.CompProperties_RegisterIngredients"/>` component from the Vat would fix it.
The code seems to explicitly check for its existence, so it shouldn't explode if removed, and it's a simple XML patch
Tomoyboy 2 Oct, 2023 @ 7:22pm 
That's alright! thanks for checking anyway
Toby  [author] 2 Oct, 2023 @ 3:35am 
@Tomoyboy I just checked it out, but I can't see a method that's simple and stable enough that I'd want to add it to my code (cuz I'll inevitably fail to maintain it and just break NPE)
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
Tomoyboy 1 Oct, 2023 @ 9:15pm 
Is there a patch that gets this to work with nutrient paste expanded?
LoopeeDK 9 Jan, 2023 @ 9:42am 
Would it be possible for you to make Wastepacks into nutrient paste but toxic? from fx "advanced NPD" or something like that?
edrountree999 21 Oct, 2022 @ 2:40pm 
funny ! :-)
Toby  [author] 3 Aug, 2022 @ 9:18am 
Unpogn't
Sammich 2 Aug, 2022 @ 1:52pm 
supremely poggers
Dirty Mike and The Boys 29 Jul, 2021 @ 9:23am 
Thanks, Toby!
djpowell3 29 Jul, 2021 @ 4:16am 
Thank you!
Toby  [author] 29 Jul, 2021 @ 2:13am 
good chance, since I've already been using it
just need to upload

I think all I did was add the tag, should work in 1.3
djpowell3 28 Jul, 2021 @ 4:55pm 
any chance of a 1.3 update?
Dirty Mike and The Boys 9 Oct, 2020 @ 2:19pm 
Thanks for this, I always thought the mood debuff was a good enough balance.
Toby  [author] 29 Sep, 2020 @ 8:02am 
@DisKorruptd exactly
DisKorruptd 29 Sep, 2020 @ 4:01am 
Honestly, this should just be vanilla, it's an unidentifiable purée, the entire point is that it doesnt matter what's in it, it's just something to stretch the food stocks out and keep you not dead...
pgames-food 19 Sep, 2020 @ 7:19pm 
this is what i wish i had the other day, when i put all the raider meat (human) in the hopper, only to still have it affect their mood knowing what was inside it :)