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So after doubting my sanity a bit when FrozenSnowFox told me it was fine, I realized I hadn't even tried just changing the load order. I moved your mod above theirs in my load order, and that fixed it.
Image: https://i.imgur.com/DWY0LF0.jpeg
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2989909720
Technical notes: Anything inheriting from the ParentName "MealCooked" (such as the cocktails) that did not get a thingCategories from any of the other patches is thrown back into /Meals. DO ADVISE if there are any other mods where items have disappeared, or duplicate entries.
Meals ONLY appear under their relevant categories inside of /Meals.
Items like Insect Jelly and Pemmican no longer appear under /Meals/(Awful/Simple/Fine/Lavish)
Items like Insect Jelly that exist outside of /Foods still exist in both original location and Gluttonous.
Items like Chocolate that only exist inside of /Foods now are entirely moved to Gluttonous.
Yes, removing this mod has the potential to bork things. Or it may not? I dunno.
1. Is this achieved via C# / dynamically, or do you need to manually update it for obscure mods?
2. Do the new categories mean that this mod cannot be removed from saves without borking pawns' assignments / workbench bills / stockpile settings? Or is this completely safe to remove/add as the player pleases?
Bad meat category
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2470221991
* Changed the order of patches around, and checks Gluttonous first, then Raw tasty, and does not add Gluttonous items to Raw tasty.
* Added a testing patch to the Raw tasty section that adds a blank tasteThought node if it does not already exist, catching any modded items in this category that are unintentionally triggering the "Ate raw food" moodlet (known at time of writing: Vanilla Factions Expanded - Medieval grapes).
Makes sense that this mod would have some unusual behavior with Pawnmorpher, which allows you to have animal colonists with diets different than humans. Great work though, and I'll definitely be using this when I go back to a more vanilla Rimworld run. I've just been going nuts with some of the crazier mods at the moment.
Is this a general issue with the mod atm, or some sort of mod conflict for me personally? I am running a ton of mods.