Kenshi
Craftable Ration Packs
38 Comments
Shidan  [author] 28 Mar @ 4:43pm 
Nope, no import needed. All it does is unlock the recipe that already exists in vanilla.
SmellyFishNuggets 28 Mar @ 3:59pm 
i hope i don't need to import this
ARS2000 28 Mar @ 7:17am 
Man its so interesting to see where the game just forgot some stuff and what not.

Thank you for this mod!
SimonTheSkink 27 Jun, 2019 @ 8:21pm 
Thanks for the kudos
Psigh 11 Feb, 2019 @ 10:48am 
as a disclaimer both my mods interact weirdly with the game mechanics, so if you want to just be able to craft ration packs and prefer stability over automation, Shidan's is the way to go, though i've been using the basic version of my mod for a while now and never encountered any problems
Psigh 11 Feb, 2019 @ 10:45am 
I noticed some people are struggling about the automation in this mod, so i made two alternatives: this one is the basic one, alters existing buildings to make the automation work without the need for building extra storage. On the other hand here you can find a clean version, where the research for the ration packs also unlocks a new building specific for storing the right ingredients and doesn't alter any vanilla buildings. Read description for each one, enjoy
Endar Croz 30 Jan, 2019 @ 7:10pm 
Thanks, mod works well and does not cause bugs or crashes, but this process need to be done manually - it is not comfortable. It would be much more convenient if you changed the recipe for simple meat, but added 2-3 pieces to the recipe instead of jerky.
Shidan  [author] 30 Jan, 2019 @ 1:49pm 
I made it and used it personally on an existing save that is 7 years old, yes it works fine.

If in doubt though, simply back up your save game. :)
Endar Croz 30 Jan, 2019 @ 1:46pm 
You check? sure? because if my saves die i will be in mourning!
Shidan  [author] 30 Jan, 2019 @ 1:39pm 
Yes. It works fine on an existing game. :)
Endar Croz 30 Jan, 2019 @ 1:38pm 
Can this mod be put on an current game?
124 hr in game and I will be sad start again :(
Oxydama 22 Dec, 2018 @ 7:08am 
Maybe using raw meat ?
DorgoDorato 20 Dec, 2018 @ 11:06am 
A possible fix would be to add in a Foodcube and Smoked Meat storage container specifically.
Shidan  [author] 22 Sep, 2018 @ 10:29am 
Far as I know even with that flag at 0 they'll only take one type of item out, rather than all. Leading to backed up production lines regardless. Unless the bug has been fixed without anybody noticing.
Sinloud 22 Sep, 2018 @ 7:21am 
Btw, there really was such checkbox. Object-> functionality-> flags: 1 means peasants won't take anything from container for crafting purposes, while 0 makes it possible. https://ibb.co/ege8CU
Shidan  [author] 21 Sep, 2018 @ 9:14am 
Unfortunately that's a vanilla bug. Any container that stores multiple items has that problem.
Sinloud 21 Sep, 2018 @ 6:28am 
Broken. Your cook takes foodcubes/smoked meat only from inventory/ground, but not from the food storage. It's entirely possible to make some meat beforehand and drop it on the ground to prevent it from ending up in the food storage, but that's unnecessary micromanagement. Is there any "allow your peasants to take resources for crafting from here" checkbox on the container? :)
ppga 9 Sep, 2018 @ 6:05pm 
I was just about to comment that I just noticed you needed to research it....

D'oh.

Tks.
johntarmac 7 Sep, 2018 @ 6:51am 
ppga, in case you don't have these you'll need
Research bench 3
Advanced Cooking already researched.
Costs 4 books.
Shidan  [author] 6 Sep, 2018 @ 6:43pm 
I can't imagine it would need an import. But it has been a while, so I'm not sure. It's also not impossible some update along the line broke the research for it, so I'll have to look into that.
ppga 6 Sep, 2018 @ 5:25pm 
Does this mod work with saves or does it require an import? Not getting craftable ration packs, but I suspect it might also be because of the more buildings mod which also affects cooking.
ppga 5 Sep, 2018 @ 6:34pm 
Never quite noticed you couldn't craft ration packs.

Thank you for this.
johntarmac 10 Mar, 2018 @ 6:29pm 
Thanks Shidan, your right. Disabling everything else fixed it. I'll go figure out what broke it.
Shidan  [author] 10 Mar, 2018 @ 5:51pm 
@johntarmac - Then that must be another mod causing it. This mod doesn't even touch Ration Packs themselves or the global hunger settings, so it's impossible for it to be affecting the nu value.
johntarmac 10 Mar, 2018 @ 5:47pm 
In game the ration packs are only giving 74nu instead of 125.
Maghnus 16 Jan, 2018 @ 3:22am 
Is this mod still necessary to craft ration packs? Noticed it's almost a year old.
ThatThereFella 3 Jan, 2018 @ 12:13pm 
The cook will rinse and repeat until either the meat or bread or greenfruit is all used.
Avoid having the cook doing anything else while cooking ration packs as they or someone else may bring foodcubes into the kitchen and break the cycle. From what i could tell no one brings dried meat just foodcubes.
If done properly the cook will never step out of the cooking cubical unless to take ration packs to the general storage. Now you can enjoy!
ThatThereFella 3 Jan, 2018 @ 12:13pm 
Step 2) Order the dedicated cook to have the "Ration pack" stove as priority one and the second stove priority two. The cook will start by cooking the five foodcubes and placing them directly into the "ration pack" stove. Then the cook will cook one dried meat and place it into that same stove. Next the cook will switch stoves to prioty "one" (the ration pack stove) and make one ration pack, leave the finished ration pack in the stove and continue with drying the second dried meat. When that meat is finished the cook will put it into the priority "one" stove, removing the first finished ration pack, taking it to wherever you built the general food storage (far away I hope) and will return to make ration pack two.
ThatThereFella 3 Jan, 2018 @ 12:11pm 
How I made it work fully automated: Step 1) One dedicated cook, two stoves, lots of green fruit, lots of "raw meats", lots of bread. One raw meat and one bread for every eight green fruit, by my count. Dedicate one stove to continual "ration pack" only directly next to the other stove which will be a continual cycle of five foodcubes then five dried meats. You will have a total of "ten" items queued "continualy" in the second stove. Thats important...
Build the bread baskets, green fuit storage and raw meats storage farly close to the stoves (like a ration pack cooking cubicle). Keep the general food storage farther away. It doesnt matter where just not in or near the kitchen.
Bored Peon 4 Nov, 2017 @ 8:36pm 
Ya I am going to have to go with the Ponytail Guy and say it makes more sense to use raw meat instead. The meat would still end up cooked, and using raw meat would really solve the storage issues and the issue of people eating the dried meat before you could use it.

This also makes the recipe a bit harder because food shops only sell dried meat. So that means a player would have to go hunt the raw meat.
Bored Peon 29 Aug, 2017 @ 2:56am 
The dried meat was placed into the cooking stove just fine from my inventory when I click on the stove. The problem is it will not withdraw the items from a food storage container.
Bored Peon 28 Aug, 2017 @ 11:25pm 
I think your dried meat issue is because of something caused when the developers changed meatwrap recipe. Dried meat used to be the ingredient for a meat wrap, then it was changed to raw meat.

Cross reference bread properties to dried meat properties? Maybe some sort of ingredient flag is missing?

Ya my newest playthrough I decided to use ration packs more often and the stupid thing is none of the shops and bars I can find sell them in vanilla. The only place I am able to find them is to steal them from Holy Farms.
Shidan  [author] 17 Apr, 2017 @ 7:02pm 
I suspect it's probably due to the Food Store's capability to hold more than one item type. I'll do some tests with it to see if I'm right. If I am, I'll go make an official bug report for it. Since I'd bet the devs would want to know as well. :)
A Guy With a Ponytail 16 Apr, 2017 @ 2:02pm 
The simple solution I used on my admitedly op verison was to just change all cooked food ingredients to their raw verions like raw meat and greenfruit and voila all works the issue you have now i belive is a problem that won't quiet work with 100% vinilla files, at least that is the problem i ran into. If you do manage to get it working I would be very currious to learn how for my own verison. good job and good luck :steamhappy:
Erei 16 Apr, 2017 @ 7:43am 
While it's a nice mod, there is currently an issue where they will not use the materials on their own to craft the ration pack. You have to put the dried meat/foodcube yourself.
I don't know if it can be fixed, or if the issue is related to using the food storage, which is usually for end product and not "raw materials".
Dumpshock 14 Apr, 2017 @ 12:58pm 
Awesome, thanks for clarifying that.
Shidan  [author] 14 Apr, 2017 @ 9:18am 
That one appears to alter the recipe and stats of the Ration Pack, I simply unlock the recipe. This mod was also released on request, because there seemed to not be a Ration Pack mod that didn't change anything.
Dumpshock 13 Apr, 2017 @ 11:37pm 
While I certainly will not complain to more mods for Kenshi, is this in some way functionally different from the other ration pack mod on the workshop?

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=819199169