RimWorld

RimWorld

Poisoned Food Stack Fix (Fix) by Binch
16 Comments
mkvltra 22 Jul @ 5:23am 
working 1.6?
Tomahawk 11 Jan @ 3:24pm 
thank you for explaining why a player like me does not need this or the other mod, it saves me a mod to worry about!
The Bard of Hearts 18 Aug, 2024 @ 9:35pm 
I'm getting the same problem as the scrimblo. My cook has 18 in cooking and yet almost every other day, someone is getting food poisoning.
the scrimblo 10 May, 2024 @ 7:57am 
Ever since using this mod my pawns get food poisoning more, due to 'incompetent cook' (my cook is like lvl 11)
binchcannon  [author] 26 Mar, 2024 @ 9:09pm 
@mayonnaise - This mod only kicks in when removing items from a stack, and only for stacks that actually contain a poisoned meal, so most of the time this mod isn't actually doing anything. Even when it does kick in, I'd be surprised if the few dice rolls we're making have any noticeable impact on performance.
mayonnaise 25 Mar, 2024 @ 10:39pm 
is this performance friendly? constantly checking food items whenever they're moved around seems rather resource intensive
binchcannon  [author] 17 Mar, 2024 @ 5:37pm 
Updated for 1.5!
CTH2004 9 Jul, 2023 @ 9:16am 
by "overblown", what do you mean?
binchcannon  [author] 28 Jan, 2023 @ 5:22pm 
@Renzor suppose you got a master cook in a clean kitchen and a novice cook in a dirty kitchen. The master cook makes a "clean" meal and puts it on a shelf. The novice cook makes a "dirty" meal and puts it on the shelf. In the base game, both meals now have a 50% risk of poisoning. You might eat them and get food poisoning once, twice, or never. An attentive player would reason that one meal ought to be safe to eat, but they would be wrong.

The problem is that the first meal retains its 50% risk of food poisoning even when removed from the stack, as does the remaining meal. My mod addresses this by instead rolling the dice whenever a meal is removed from a stack. If it turns out to be poisoned, we set its risk to 100% and reduce the stack risk accordingly. In the case above, this would guarantee that exactly one meal is poisoned. Effectively, we are tracking how many meals are poisoned, and we're distributing that risk such that it seems to follow the meal wherever it goes.
Renzor 28 Jan, 2023 @ 3:00pm 
I dont understand how your fix works.

Are you saying it's now tracking how many poisoned items are in a stack and counting down until there are no more poisons in there? Or?
binchcannon  [author] 27 Jan, 2023 @ 9:16am 
@bugrilyus it probably does more harm than good. Setting food poison chance beyond 100% (which the other version does frequently) is sure to have unintended consequences. My version doesn't have the same pitfalls.

I will say most players don't need this fix. If your playing on extreme difficulties where you're having to make judgement calls on whether to eat before or after a raid, this mod will reward more attentive players. If you thought there might be as many as 2 poisoned meals in a stack and you've already been poisoned twice, for instance, then you can have some assurance that the remaining meals are not poisoned. Base game behavior is pure RNG, which is honestly fine for most players.
bugrilyus 26 Jan, 2023 @ 9:11am 
Btw the other food poisoning stack fix mod is worse than the vanilla behaivour
晓山alreShan 23 Jan, 2023 @ 1:18am 
cool! :steamhappy:
Proxyer 23 Jan, 2023 @ 12:35am 
@yrannical_Elmo
For example, weapon mods are uploaded to the workshop with a large number of mods that add similar weapons.

Will you point out that each one is the same as a mod someone made?
Voltagne 22 Jan, 2023 @ 1:25am 
@Tyrannical_Elmo >Doesn't read anything but the title >Comments anyway
binchcannon  [author] 21 Jan, 2023 @ 10:55pm 
@Tyrannical_Elmo that's the mod I'm referencing in the description. I published my own fix because I have concerns about how his was implemented. If we can resolve these concerns then I'd certainly prefer to use his, but I have a hunch it's going to be difficult to implement without breaking saved games.