RimWorld

RimWorld

Perishable
45 Comments
Dealer Mangan 16 Jul @ 1:32am 
@Luneyl it seems like no mods require hugslib anymore if you launch 1.6. you only see the dependency message because it's still needed for 1.5 and below.
Luneyl 12 Jul @ 12:44am 
This has dependency on HugsLib in About.xml file but not here on steam page, is it ok to launch this without HugsLib?
SstarLit56 3 Jul @ 6:46pm 
Thank you so much for keeping this maintained!
LordBeef21 3 Jul @ 8:12am 
Hey, can we get an update for 1.6 please?I love this mod.
Fantasy System 15 Jun @ 3:13am 
can you make one that cares if an item deterioriates or not?
Demonic 13 Apr @ 11:46am 
This doesn't seem to consider Wastepacks as perishable
Meganought 11 Nov, 2024 @ 5:56am 
would it be possible to add a "deterioration" filter too, so i can filter stuff that needs to be indoors, and stuff that doesn't care either way?
Narlindir 4 May, 2024 @ 6:21pm 
part of Niilo's QoL too
foxxy 15 Mar, 2024 @ 3:25am 
This mod is updated to 1.5 but not HugsLib lol. I guess we'll have to wait.
Omega13 28 Nov, 2022 @ 8:57pm 
I've noticed a few items from Vegetable Garden, like Barley, Apples, and Oranges, being stored in these areas as well despite being perishable.
jtgibson 27 Feb, 2022 @ 12:42pm 
@ZzZombo The vanilla "allow" filters don't uncheck the corresponding items either. This is because they're intended to target runtime data of the item rather than the item type: for instance, tainted apparel is distinguished from untainted apparel solely by whether it is tainted or not (i.e., a shirt can be either tainted or untainted, so the shirt is always checked if you want it in the stockpile, and then you uncheck "allow tainted apparel" if you don't want tainted versions).

This mod also targets components of the item, and so re-uses the same code -- although you are correct that items are universally perishable or non-perishable by item type rather than by component (i.e., steel is always non-perishable and you will never find some steel that is perishable).
ZzZombo 6 Feb, 2022 @ 7:00pm 
You have a point, however, I'm talking about enabling one filter and disabling the other like, say, the perishable/non-perishable filters. After that I'd expect to only have things like meals enabled in the category list, while steel and such are not allowed in the filter anymore.
cy-one 5 Nov, 2021 @ 12:11pm 
"enabling the non-perishable filter"
means "allow non-perishables"
means "allowing things that do not perish"
means "allowing things like steel"
Do you mean the other way around?
ZzZombo 26 Aug, 2021 @ 3:21am 
Doesn't seem to work? Enabling the non-perishable filter, for example, doesn't disable things like steel, and vice versa.
Omega13 25 Aug, 2021 @ 7:10am 
Meat from the meat blend mod will happily be stored in stuff that doesn't take perishables despite it being as perishable as any other meat.
EgotisticalElf 21 Jul, 2021 @ 12:03pm 
Plant Scraps from Fertile Fields don't show as perishable, though they rot.
Possibly because the checks in the not-perishable simply checks for CompRottable, whereas the perishable check looks at the CompRottable.rotDestroys property. Intentional?
Gazzoose™ 21 Jul, 2021 @ 12:44am 
Appears to work as intended in 1.3, colonists (as far as I've tested) correctly sort items that are (non)perishable
CrazyOatmeal 20 Jul, 2021 @ 2:49pm 
Um excuse me it's already been an hour and this mod isn't updated, this is totally unacceptable and you will hear from my attorney
NylonWorms 11 Jul, 2021 @ 11:51pm 
@Sorthen Thank you for answering my question.
Sorthen 11 Jul, 2021 @ 1:45pm 
@NylonWorms I would think it would be easier once Ideology comes out.
NylonWorms 11 Jul, 2021 @ 12:09pm 
I love this. by chance will there be a 1.3 update or only after they released the Ideology update?
Liinux 23 Apr, 2021 @ 4:11pm 
Great mod, I love it!

One thing I have noted: In order to create a stockpile with only non-perishables unclicking "Allow perishables" is not enough, I also need to unclick both "Allow rotten" and "Allow fresh". Is that intended?
Kasev 1 Apr, 2021 @ 4:43am 
Oh, god! THAT is what I wanted so long!!! Great job, Johnny! :steamhappy:
GhaaTak was hacked ignore spam 31 Mar, 2021 @ 1:03pm 
Oh thankyou dear colonist Johnny. Just got a mood buff from easy arranging perishable goods in one go. +10
Hex: Skid Marks 21 Feb, 2021 @ 10:00am 
Insect jelly isn't considered perishable or non-perishable. BUGGGGGG:steamthumbsup:
Geojak 11 Feb, 2021 @ 10:31am 
could you patch this to account for the rottable organs mod? actually i check your source code, looks pretty simple, so good for performance but did see how to add organs as they arent a proper thingdef :(
PremierVader 3 Feb, 2021 @ 3:19am 
Could this cause performance issues by any chance?
Tomadeira 26 Jan, 2021 @ 7:56am 
could you make the same thing with items that deteriorate without the roof, so I could automatically store steel and stones outside?
MawoKayblis 16 Jan, 2021 @ 4:41am 
master workkkkkkkkk!!
Vladimir 15 Jan, 2021 @ 3:47pm 
your a god sent mate hated going through the list so much
Chowder 10 Jan, 2021 @ 4:50pm 
REALLY nice QOL mod. Good job!
Apex 7 Jan, 2021 @ 3:18pm 
After downloading a bunch of drug mods to make and sell then having them rot away thanks for preventing it from happening again
Silben 7 Jan, 2021 @ 7:25am 
Nice! No more missing one key item and having it get kicked into unrefrigerated catch all storage.
IronSquid501 5 Jan, 2021 @ 10:21pm 
He hath given us not what we asked for, but what we needed
Dr Coomer 1 Dec, 2020 @ 8:20am 
how did this take so long
obsidian29 26 Nov, 2020 @ 3:26pm 
This was needed.
Peen Stanton  [author] 24 Nov, 2020 @ 11:14am 
@Hologast, added 1.1 and 1.0 to the supported version. Let me know if runs into any issues for you.
Holgast 23 Nov, 2020 @ 1:23pm 
Would it it be possible to add 1.1 compatibility? You might not actually need to change anything but just add supported version. I'm not able to test it right now.
Robosium 23 Nov, 2020 @ 7:39am 
this should be base game

now just for a mod to add a way to auto exclude everything that can deteriorate outside would be nice
Proxyer 21 Nov, 2020 @ 8:55pm 
Thank you for your answer. :cupup:
Peen Stanton  [author] 21 Nov, 2020 @ 8:53pm 
@proxyer Thanks for spotting that. Orion walked me through how to setup this mod, used one of his files as a template.
Proxyer 21 Nov, 2020 @ 8:44pm 
Hello author.
Sounds like a good feature.
by the way, I have one question. Why is the Keyed of the "Gastronomy" mod in the translation folder?
Peen Stanton  [author] 21 Nov, 2020 @ 5:35pm 
@Travisplo I think so. Let me know if it works for you.
Travisplo 21 Nov, 2020 @ 5:07pm 
I assume if you don't have royalty, the only difference will be that it won't affect royalty items?
Travisplo 21 Nov, 2020 @ 5:07pm 
Awesome!