RimWorld

RimWorld

Smoked meat
26 Comments
LionelCG 2 Mar, 2018 @ 7:26am 
Yaaaay!
LionelCG 11 Jan, 2018 @ 3:43pm 
I <3 this mod. Any chances of an update for B18?
The Mongoose 10 Jan, 2018 @ 4:58am 
I have noticed that as of B18, this mod does work however with the side-effect that all cooking bills require NO resources to make anywhere.

Colonists will use existing food, veg and meat first, but even when it has all ran out they are still able to continue cookign and producing meals without any input...
Tzeentch 24 Oct, 2017 @ 3:56am 
Please could you seperate this mod for A17 and A18, I don't want screw up my save file... please
Malminas 17 Oct, 2017 @ 3:27am 
My animals arent being trained with smoked meat
Tzeentch 25 Aug, 2017 @ 11:04am 
Smoke Pit spend too much woods in short time. Is it a bug? If that is so, PLZ UPDATE
Juggalo352 11 Aug, 2017 @ 4:42pm 
my smoke pit seems to be burning through wood super quick. It needes refueling multiple times a day. Is this a bug?
Stellar ❤️💙💛 29 Jul, 2017 @ 12:55pm 
Like mod, but that smokehouse could be so much better if cook would not stand few minutes at it when making smoked meat, would love to see that he would just take raw meat on it and then retrieve it something like 24h later and also why not add actually smoke visual effect on it. also i understand that is use fuel even you are not using it, why not make it use fuel only when using it.
forestfey 30 May, 2017 @ 7:51am 
@Tammabanana: no worries :)
Tammabanana  [author] 30 May, 2017 @ 7:06am 
@Forestfey: Nope, the soup was basically a workaround for not being able to use it in Fine Meals.

Mmm. I made the soup make a lot at once, though, didn't I? I think there are already some mods that do bulk meals, some of which may be A17'd already.

At some point when I A17 and pretty it up, the WIP "Initial Conditions: Subsistence" will also do that. Sorry about that.
forestfey 30 May, 2017 @ 4:41am 
is fine jerky soup still a thing with this?
Tammabanana  [author] 26 May, 2017 @ 8:13pm 
@Holya666: I haven't played with the xpath patching yet, but thank you for the heads up! I've been watching the forums and Discord as more experienced modders talk about how to use it.

I don't thiiiiiiink any of my officially-released mods would benefit from it; mostly I've been making new things, not overwriting existing ones. But I have a bunch of "that would be nice" mod ideas that have been stalled because I was puzzling over how to minimize mod incompatibility problems, and I think the xpath will allow me to progress on those.

Once I understand how to use it without breaking everything, har har har.
Tammabanana  [author] 26 May, 2017 @ 10:46am 
@true_blaze: lol at the typo, and its sheer consistency.

It is possible to change the priority, but I'm not going to; IMO the fail state of smoking first (wasting time) is better than the fail state of cooking meals first (meat from a large hunt spoiling while it waits for the cook to be ready for it), and if you have small quantities of meat which you would rather they just cook instead of smoke, you can suspend the smoking bills.

But you're free to change it on your own machine if you like. I think the prioritization is in the WorkGiverDef.
true_blaze 25 May, 2017 @ 4:38pm 
lmao Just realized I miss spelled cook in the entire last post, ganna leave it there though just because of how funny it is XD XD XD
true_blaze 25 May, 2017 @ 4:37pm 
Is it possible to make smoking meat a lower priority than cocking meals? Right now my cock is, butchering the meat, smoking the meat, then using smoked meat to cock meals. It's kind of a waste of time doing it that way since smoking is ment for long term storage not imdiate use :P.
Torres 25 May, 2017 @ 12:11pm 
damn nice update from the jerky one, this one is so helpful and required in early stages...
Jack 25 May, 2017 @ 8:47am 
smoke meat everyday :D
Flawliss 23 May, 2017 @ 9:48pm 
Thanks for the answers! And great work both of you. Many thanks!
Tammabanana  [author] 23 May, 2017 @ 2:41pm 
Ahhhhhhhhhhhh, maybe I was looking at the contents of my own mod's folder somehow! It's hard not to get multiple windows mixed up.
Rue 23 May, 2017 @ 1:15pm 
@Flawliss @Tammabanana My modpack only utilizes the smokepit, but not the smokehouse. Both mods should work together, though, since the only changes I made to Tam's was the length of time it takes to make the 40 smoked meat recipe. Mind you that was the A16 version. I'll check the A17 version to make sure they don't conflict. :)
Tammabanana  [author] 23 May, 2017 @ 12:17pm 
@Flawliss: They should stack and be perfectly compatible; Rimrue's modpack's smoked meat is based on mine. Please let us both know if a conflict turns up, and we'll adjust accordingly!

... And actually, I think I see the contents of Rue's mod in my Steam folder changing before my eyes. I believe she may be pulling this mod into the modpack right this minute, so if you're using her Tribal Essentials, you shouldn't need to download Smoked Meat at all.
Tammabanana  [author] 23 May, 2017 @ 11:51am 
@Voro/JackedUpSailor:

1) You can't use smoked meat to make smoked meat. That would be silly and waste a lot of pawn time, so I disabled it completely.

2) You CAN use human or insect meat to make smoked meat, but since eating those makes most colonists unhappy, it starts off un-checked in the list of ingredients you might want to use. Like vanilla meals, you have to explicitly check the box for human/insect if you want your pawns to use that meat and suffer the consequences.
Flawliss 22 May, 2017 @ 10:52pm 
Any idea if this smoked meat is compatible/ stacks with the smoked meat from the tribal mod pack up for A17?
Vororo 22 May, 2017 @ 9:22pm 
I think it means that
1) you cannot use Smoked meat to make smoked meat, duh.
2) you cannot use insect or human meat to produce smoked meat, only animal meat.
GIFShinobi 22 May, 2017 @ 9:10pm 
can you carify what you mean by "The Smoked Meat recipe excludes itself as a possible ingredient, and disables human+insect meat from the ingredients used by default."