RimWorld

RimWorld

Salted Meat
446 Comments
Thranos 11 Jul @ 10:39pm 
Love this mod, eagerly await the 1.6 update.
SanDimas 15 Jun @ 11:23am 
i liked the mod pretty realistic but for rimworld realism nah bro you have to have the crates full of meat to start the process it could just start with 1 meat at minimum
steel 15 May @ 5:25pm 
nvm its good now somehow :gordon:
steel 15 May @ 4:57pm 
for some reason the game gives me a one time error of 'missing code for inspect' any idea why this is?
TheCatOfDoom 26 Apr @ 7:35am 
Russo salted meat is raw meat just with a loot of salt (townsend salted pork video https://www.youtube.com/watch?v=vg4OIFd5-aA&t=681s)
Tearval 21 Mar @ 1:33pm 
for some reason the fish driers aren't producing dried fish but the meat rack is working 100% fine. Could it be due to placing different kinds of fish placed in the driers?
Russo 20 Mar @ 6:22am 
I liked this mod but... I don't understand why salted meat gives a debuff as if it were raw
Pifilix.SVK 12 Mar @ 10:29am 
can i use this mod to disguise human meat to be edible to non-cannibals?
Filipino Goku 9 Mar @ 9:20pm 
Just wanted to say that I love this mod to pieces.
Argón  [author] 2 Mar @ 1:19pm 
Correct.
JoeOwnage 2 Mar @ 10:29am 
Fish stuff requires vanilla expanded fishing right?
Argón  [author] 1 Mar @ 9:46am 
Good suggestion. I didn't know about MayRequire back then.
Phant0m5 1 Mar @ 1:27am 
So in my current playthrough the fish drying rack isn't accepting VCE Salt. I assume because the patches are applying out of order, so the system is trying to add VCE salt to the drying rack, before the drying rack exists.

Might I suggest, as an alternative, use this in the fish drying rack's fuel filter directly, instead of applying it as a separate, second patch?
<li MayRequire="VanillaExpanded.VCookE">VCE_Salt</li>
Argón  [author] 26 Feb @ 12:27pm 
Even if there's no error popping out, the logs might still give a hint of what happened. Does this happen only with twisted meat or with all meats? Also, you can use devmode to get your meat back if it was taken away by an unexpected bug.
Dealer Mangan 26 Feb @ 8:16am 
Built meat racks and put some twisted meat and normal meat for drying up. Upon completion of the process, the meats just disappeared entirely, no error log, nothing. I want my 225 meat pieces back!
Няшко 18 Jan @ 3:26am 
Golem idea will be great
Dovahsdottir_864 14 Jan @ 6:59pm 
Me again, I'll try to be nicer this time. I've noticed that finished sausages aren't digestible by colonists with the Carnivore or Carnivorous Genes from Big and Small Genes and Biotech Expansion - Core. I was able to fix this by changing them from a Meal to Meat, like Raw Sausages, but there might be a more elegant solution I'm missing. Maybe by classifying them as a Carnivorous Meal from Ideology?
sirduck 14 Jan @ 3:35pm 
where i put salt in meat what table for carft salted meat?
Argón  [author] 23 Nov, 2024 @ 12:49pm 
The one from this mod becomes useless when you're using VCE
Jeremy Lin 22 Nov, 2024 @ 10:24pm 
there's two salt item for some reason one from this mod and other from VEF
golem 14 Nov, 2024 @ 3:25am 
Mood bonus when using sausage as a food ingredient.
Argón  [author] 13 Nov, 2024 @ 12:02pm 
@golem: I'm not sure what you refer to exactly. You mean when eaten as an ingredient?
golem 13 Nov, 2024 @ 3:37am 
Could you classify sausages as meat instead of food so that they get a mood bonus when used in food crafting?
Lambda 13 Oct, 2024 @ 9:47am 
@Usgiyi nice catch!

@Argon is there a chance we could make Spiced/Herbal Sausages with a mood boost for colonists when eaten, kind of like fine meals compared to simple meals?
Argón  [author] 13 Oct, 2024 @ 9:28am 
Hey, thanks! I was actually pretty bugged with this. I couldn't figure out that was the value that was messing it all so I will now update.
Usgiyi 12 Oct, 2024 @ 8:57pm 
Also, if for some reason, you want pawns to eat Sausage over Simple meals, but eat Fine meals over Sausage, you can just set <optimalityOffsetHumanlikes> to around 30.
Usgiyi 12 Oct, 2024 @ 8:54pm 
Now that I think about it, would probably be better to set it to 10, so pawns will pick meals over sausages if both are near the dining area. I assume at 14 they would sometimes pick sausage because the meal was too far away. Pemmican is 6, sausage 10, simple meals 16. Would make it so pawns generally pick the right thing to eat.

TLDR Version:
Rot timer is bugged. Change back to OrganicProductBase. Use <optimalityOffsetHumanlikes> to set preferability.

Maybe remove Animal Product from food type, since it's not an animal product? Could also add <DeteriorationRate>2</DeteriorationRate> to statBases, same rate as Pemmican.

Maybe change or <li>FoodMeals</li> to <li>Foods</li> for raw sausage? Possibly do the same for sausage when you add <thingCategories> back after changing to OrganicProductBase?

<optimalityOffsetHumanlikes>10</optimalityOffsetHumanlikes> will make pawns prefer to eat Simple meals, but will eat Sausages if there's no meals.
Usgiyi 12 Oct, 2024 @ 8:18pm 
2/2
Every point of priority over 16 seems to add one tile of distance that the pawn will pick Sausages over Simple meals. So if the priority is set to 18, as an example, if the pawn were standing on top of a Simple Meal, they would walk two tiles over to pick up a Sausage.

So, yeah.. if you want pawns to eat Sausages but not prefer them over Simple Meals, just put in <optimalityOffsetHumanlikes>14</optimalityOffsetHumanlikes>. No idea why <preferability>MealFine</preferability> doesn't seem to do anything for pawns meal selection.

<ingestible>
<foodType>Meal</foodType>
<preferability>MealFine</preferability>
<ingestEffect>EatMeat</ingestEffect>
<ingestSound>RawMeat_Eat</ingestSound>
<optimalityOffsetHumanlikes>14</optimalityOffsetHumanlikes>
</ingestible>
Usgiyi 12 Oct, 2024 @ 8:18pm 
1/2
So when you changed the parent class to MealFineBase, it made sausages have 2 rot timers. 4 days AND 52 days.

You can use <optimalityOffsetHumanlikes> inside <ingestible> to influence which food pawns will pick. Simple meals seem to be equal to 16, Fine meals 56. So if you set <optimalityOffsetHumanlikes>16</optimalityOffsetHumanlikes>, pawns will pick between Simple Meals and Sausages depending on which is closest to them. There seems to be some odd selection priority based on which tile the Sausage is next to the Meal; North, West, South, Etc.. making the Sausage require 2 or 3 higher priority to always be selected at the same distance, in all tiles around the Simple Meal. Was very confusing when I was testing, and I still have no idea why it works like that. There also seems to be selection priority based on the quality of the Sausage; it seems the pawns always select higher quality Sausage if the distance is equal.
Argón  [author] 6 Oct, 2024 @ 7:44pm 
Salt is patched to be usable in the rack, yes.
Speck 6 Oct, 2024 @ 6:54pm 
Is this compatible with Medieval Overhaul?
Argón  [author] 6 Oct, 2024 @ 9:44am 
It is already patched to take the salt in consideration. Currently used as the fuel for the rack and the ingredients for sausages. I know for some reason the fueling is bugged for some people, but I'll try to fix it.
Dracon 6 Oct, 2024 @ 8:30am 
Request regarding salt: Can you pls make it so that if VFE is installed the mod will use the VFE salt instead?
Unfortunately none of the storage mods seem to recognize this salt as something that should be stored together with food ingredients :/
Lambda 1 Oct, 2024 @ 10:39am 
I think i found a fix to this bug.

currently the parent class for the sausage def is set as "OrganicProductBase" and I think that might throw off the pawn ai searching for food to eat.

In the itemdefs (example, for sausage) set the parent def as this instead:
<ThingDef ParentName="MealFineBase"> (for fine meal. simple meal = "MealCooked")

testing this change on my own end, colonists reliably choose sausages over simple meals when hungry. im not sure why the preferability tags dont work.

hope this helps @Aristarchus @Argon
Aristarchus 1 Oct, 2024 @ 10:06am 
@Lambda Yeah I cooked it already, the pawn didn't eat it. I hope the mod author manage to find the reason for this bug, I like this mod a lot and sometimes it made me hungry irl too sometimes for some reason hehe
yanwoo 20 Sep, 2024 @ 9:11am 
Intended to let twisted meat can use meat rack? cuz human and insect meat cant.
Argón  [author] 14 Sep, 2024 @ 4:11pm 
Actually they can eat it raw, but for some reason I've found that in most of my mods, the custom foods don't get consumed automatically by pawns. I'll try to find out why this happens, but it bugs me a lot because it doesn't seem to be very straightforward.
Lambda 14 Sep, 2024 @ 2:30am 
You're meant to cook the sausage as a meal ingredient, it's still raw otherwise
Aristarchus 13 Sep, 2024 @ 9:47pm 
Sausage can't be eaten. Pawns just stood still for a few second and go back doing its work and the sausage is not eaten. (I forced the pawn to eat it manually via putting it in the inventory because no one has eaten the sausage at all)
Skull44392 27 Aug, 2024 @ 2:34pm 
Having the same problem as fastleslie. no one is willing to eat the cured sausage. cant use it in meals either,
Argón  [author] 22 Aug, 2024 @ 5:42pm 
This one has a better approach in my opinion, because I used the item processor from the Vanilla Expanded Framework.
Inquisition Time! 22 Aug, 2024 @ 12:55pm 
Mostly asking about which one is the "right" one.
Argón  [author] 22 Aug, 2024 @ 10:46am 
They are different versions of the same thing, but in theory they should be compatible, although I see no reason to use both at the same time.
Inquisition Time! 22 Aug, 2024 @ 6:15am 
Are both your sausage mods compatible or are they different versions of the same thing?
Argón  [author] 16 Aug, 2024 @ 10:11pm 
That's strange, I just checked and the sausages have the food preferability set to meal, so they should consume them like normal. Do you have any error logs?
fastleslie 16 Aug, 2024 @ 6:13pm 
I'm currently having an issue where my pawns would rather starve and eat salt to survive than consider cured sausage as a readily available meal source. I have added sausage to their diet plans, and they will consume the sausage without complaint or negative effect like "ate raw food" when forced. But when left up to them, they will never eat the sausage. I do not have vanilla ideology expanded or vanilla cooking expanded. Everything else with this mod is working perfectly and integrated seamlessly. My pawns do have an ideological preference for meat as well. Thanks for any help!
Major Mutant 24 Jul, 2024 @ 2:37pm 
There is an issue with Vanilla Ideology Expanded, where a pawn with an ideological dislike for vegetarian food will not consider sausages as containing any meat
Noire 20 Jul, 2024 @ 7:52am 
Those who are using both VF Cooking & Fishing need to change the recipe in Patch file (Patches\Vanilla Fishing Expanded.xml) to use VCE_Salt to fuel with replaced Salt by VFC.

below is the code, just added " <li>VCE_Salt</li> " right below of SM_Salt
<comps>
<li Class="CompProperties_Refuelable">
<fuelConsumptionRate>1</fuelConsumptionRate>
<fuelCapacity>5</fuelCapacity>
<fuelFilter>
<thingDefs>
<li>SM_Salt</li>
<li>VCE_Salt</li>
</thingDefs>
</fuelFilter>
<initialFuelPercent>1</initialFuelPercent>
<showAllowAutoRefuelToggle>true</showAllowAutoRefuelToggle>
Argón  [author] 19 Jul, 2024 @ 9:51am 
You have to manually select the product you want to add in the meat rack. It works the same as the item processors from Vanilla Expanded
DEX47 19 Jul, 2024 @ 3:40am 
Pawns will add salt to the meat rack but not meat. Is there a fix comming?