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RimWorld => Releases => Mods => Outdated => Topic started by: Loki88 on October 24, 2015, 12:17:19 AM

Poll
Question: What do you use the most?
Option 1: Smoked Meat votes: 5
Option 2: Dried Berries votes: 2
Option 3: Ration Packs votes: 10
Option 4: Nutrient Nuggets votes: 3
Option 5: Equal Use Mostly votes: 7
Option 6: A Few Things Together (please comment to specify) votes: 2
Title: [A13] Food Preservation 1.2 Now with Nutrient Nuggets! (6/5/2016)
Post by: Loki88 on October 24, 2015, 12:17:19 AM
Does what it says on the tin.

Adds a few new recipes to the campfire and to both stoves, as well as some new meals and a couple custom thoughts.

Ration Packs

Smoked Meat

Dried Berries

Nutrient Nuggets

(http://i.imgur.com/WAQU4Lw.png)

Save game friendly and should play nice with all other mods.

[attachment deleted by admin - too old]
Title: Re: [A12d] [Poll] Food Preservation 1.0 (24/10/2015)
Post by: Cataphract on October 24, 2015, 12:57:04 AM
This is a great mod. Thanks for making it!
Title: Re: [A12d] [Poll] Food Preservation 1.0 (24/10/2015)
Post by: Smexy_Vampire on October 24, 2015, 12:59:41 AM
so rastions are like bad servival food ? its nutra paste that wont spoil ?
Title: Re: [A12d] [Poll] Food Preservation 1.0 (24/10/2015)
Post by: Loki88 on October 24, 2015, 01:17:02 AM
Quote from: Smexy_Vampire on October 24, 2015, 12:59:41 AM
so rastions are like bad servival food ? its nutra paste that wont spoil ?

It's less of a mood hit than nutrient paste ( paste is -4 and stacks to 3  ). If you've ever had rations before, some of them can be pretty nasty, some are not to bad either. It's a pretty mild mood hit, I made them as a "just in case" kind of meal. The idea being to have some of these made up and saved in case of things hitting the fan, or a really hard start, not intended as a main meal source.
Title: Re: [A12d] [Poll] Food Preservation 1.0 (24/10/2015)
Post by: Loki88 on October 24, 2015, 01:22:05 AM
The poll is just to see if you guys think I should keep the dried berries and smoked meat as meals in and of themselves. Or change them to be considered a vegetable and a meat by the game so they can be used to make other recipes. Basically making it so you're preserving your raw food w/o refrigeration for later use.

Also if there's any other preserved foods you'd like to see added in, let me know and I will do what I can :)
Title: Re: [A12d] [Poll] Food Preservation 1.0 (24/10/2015)
Post by: Loki88 on October 24, 2015, 01:32:26 AM
Quote from: Cataphract on October 24, 2015, 12:57:04 AM
This is a great mod. Thanks for making it!

You're very welcome :)
I hope you enjoy your ration packs  :P
Title: Re: [A12d] [Poll] Food Preservation 1.0 (24/10/2015)
Post by: Cataphract on October 24, 2015, 01:46:47 AM
Quote from: Loki88 on October 24, 2015, 01:32:26 AM
You're very welcome :)
I hope you enjoy your ration packs  :P

Sure thing. In regards to more preserved foods, what about turning corn and potatoes into cornstarch and potato starch for long-term storage and then the ability to make biscuits from them? These biscuits could then be added to meals or eaten on their own... maybe higher-quality versions of these taste better but don't keep as long.
Title: Re: [A12d] [Poll] Food Preservation 1.0 (24/10/2015)
Post by: Loki88 on October 24, 2015, 02:30:33 AM
Quote from: Cataphract on October 24, 2015, 01:46:47 AM
Quote from: Loki88 on October 24, 2015, 01:32:26 AM
You're very welcome :)
I hope you enjoy your ration packs  :P

Sure thing. In regards to more preserved foods, what about turning corn and potatoes into cornstarch and potato starch for long-term storage and then the ability to make biscuits from them? These biscuits could then be added to meals or eaten on their own... maybe higher-quality versions of these taste better but don't keep as long.

The starches and breads are kinda covered in dismar's vegetable garden mod and I want to try and avoid too much mod overlap if I can. What I can do though is add some things like potato flakes or the like to be used as a veggie. I'm thinking of some more advanced ration type meals I can add later on. I take FOREVER to code things and even longer to do any art work I might require so it could take me a bit :P
Title: Re: [A12d] [Poll] Food Preservation 1.0 (24/10/2015)
Post by: Wex on October 24, 2015, 02:25:51 PM
Quote from: Loki88 on October 24, 2015, 01:22:05 AM
The poll is just to see if you guys think I should keep the dried berries and smoked meat as meals in and of themselves. Or change them to be considered a vegetable and a meat by the game so they can be used to make other recipes. Basically making it so you're preserving your raw food w/o refrigeration for later use.

Also if there's any other preserved foods you'd like to see added in, let me know and I will do what I can :)
Actually, cooking with dried meat, berries and all kinds of dried beans can be done. It usually requiers water to "wake it up" for consumption, and is usually kept for a soup. It yo are half a decent cook you could prepare quite some dishes. :)
Title: Re: [A12d] [Poll] Food Preservation 1.0 (24/10/2015)
Post by: Loki88 on October 24, 2015, 04:43:10 PM
Quote from: Wex on October 24, 2015, 02:25:51 PM
Quote from: Loki88 on October 24, 2015, 01:22:05 AM
The poll is just to see if you guys think I should keep the dried berries and smoked meat as meals in and of themselves. Or change them to be considered a vegetable and a meat by the game so they can be used to make other recipes. Basically making it so you're preserving your raw food w/o refrigeration for later use.

Also if there's any other preserved foods you'd like to see added in, let me know and I will do what I can :)
Actually, cooking with dried meat, berries and all kinds of dried beans can be done. It usually requiers water to "wake it up" for consumption, and is usually kept for a soup. It yo are half a decent cook you could prepare quite some dishes. :)

I'm hoping to add a bunch more over time. I'm thinking of keeping the smoked meat and dried berries as they are but adding dried vegetable flakes to be used as an ingredient for other cooking. I want to make a meat equivalent but can't think of anything other than protein powder as a dried "meat source" I know there's gotta be something better but my brain doesn't want to co-operate.
Title: Re: [A12d] [Poll] Food Preservation 1.0 (24/10/2015)
Post by: harpo99999 on October 24, 2015, 06:42:18 PM
possible ideas for preservation of meat are
smoked
jerky
dried
de-hydrated
Title: Re: [A12d] [Poll] Food Preservation 1.0 (24/10/2015)
Post by: Wex on October 24, 2015, 09:16:50 PM
There's also lyophilization.
https://en.wikipedia.org/wiki/Freeze-drying
It's quite a remarkable kind of dry food; without lenghty explanation, dried food won't reaquire moisture (unless soaked and boiled) and can be stored at room temperature.
Dry risotto, anyone?
Title: Re: [A12d] [Poll] Food Preservation 1.0 (24/10/2015)
Post by: Loki88 on October 25, 2015, 01:04:34 AM
Quote from: Wex on October 24, 2015, 09:16:50 PM
There's also lyophilization.
https://en.wikipedia.org/wiki/Freeze-drying
It's quite a remarkable kind of dry food; without lenghty explanation, dried food won't reaquire moisture (unless soaked and boiled) and can be stored at room temperature.
Dry risotto, anyone?

I'm thinking of adding a freeze-dryer. It's just gonna take me a while because of time constraints with RL and my slow modding speed :P
Title: Re: [A12d] [Poll] Food Preservation 1.0 (24/10/2015)
Post by: Playbahnosh on November 01, 2015, 08:25:40 AM
How about MRE (Meal Ready-to-Eat)? It's a quasi-full course pre-cooked meal in a pack, even has it's own chemical heater, main dish, side dish, crackers, drink mix, coffee, chocolate, vitamin supplements, utensils etc, all you need is a source of water and you can have a kinda civilized lunch literally anywhere. On top of being small, incredibly filling, some of them even tastes pretty good, it's cheap and has a room-temperature shelf-life of about a decade (multiple when frozen). There are military and civilian variants too. Make it tradable only (can't really manufacture them at home), it requires no cooking but eating one should take longer than other food. it also should be way more filling than survival rations and give positive mood (about the same as simple meals).

The other end is C-rat (combat ration). This is the real survival stuff. It's basically a can of thick high-calorie goop of questionable origin, seasoned with preservatives and the screams of the damned. It tastes like failure but it's small, cheap and keeps you alive. It's basically an evil version of nutrient-paste, but it has a shelf-life of FOREVER. Also trader only, but should be sold in 200pcs crates and DIRT CHEAP. Half the fill and eating time of a simple meal and at least -5 morale. It should be the last choice of any colonist to eat (on par with roadkill and dirt), but could be a good alternative for hard starts (ice sheet, etc).

Smoked/salted meats and jerky, it's already there, but I think they should store longer. Also, dried/pruned fruits.

How about jams, jelly and pickles? Could be made from berries, fruit, veggies, other stuff, can be prepared at the stove. Lower nutrition but stores way longer than the ingredients themselves. Could be eaten raw, but also used for cooking meals. No change in mood.

My last idea is a canning machine. It uses energy and metal, and should require research, but you could can practically everything. Uses about 5 metal and 5 food item per can, lowers nutrition, but stores for years and can be used for cooking. Maybe with research you could can meals too, which is good nutrition, needs no cooking but gives negative mood ("Ate canned food" -3, etc). The empty cans could be recycled at the slag furnace. Could be a nice alternative to the walk-in freezer.

I think the freeze-dryer is a pretty far fetched option. Freeze-drying removes moisture, it is mostly used to reduce weight, which is great for transport and essential for space missions for example, but would be pretty redundant at a colony like this. Aside from being a pretty complex machine with high energy demand, the end result is questionable at best. Plus, freeze-dried stuff needs special containers (vacuum-packing) and storage to prevent re-hydration. Sure, it stores for ages under the right condition, but it usually tastes nasty and nutrition isn't great either with all sorts of oils and other soluble stuff lost in the dehydration process.
Nevertheless, it could be an interesting addition.
Title: Re: [A12d] [Poll] Food Preservation 1.0 (24/10/2015)
Post by: Boston on April 14, 2016, 12:23:29 AM
IS there any possibility this mod could be updated to A13? Really useful
Title: Re: [A12d] [Poll] Food Preservation 1.0 (24/10/2015)
Post by: Loki88 on April 14, 2016, 01:58:08 AM
Quote from: Boston on April 14, 2016, 12:23:29 AM
IS there any possibility this mod could be updated to A13? Really useful

I just updated my LED mod so this will be next, I will hopefully get to it tomorrow night after work.
Title: Re: [A13] Food Preservation 1.1 (19/4/2016)
Post by: Loki88 on April 19, 2016, 12:53:44 AM
UpDaTe TiMe! FINALLY!

Updated to A13!

Changed timers to reflect new day lengths (let me know on the poll how you feel about that)

Added dried berries and smoked meat to their respective raw foods categories.

Minor issue with the categories being you can now make smoked meat out of smoked meat which would give you an infinitely decreasing supply of smoked meat. I can't figure out how to remove only smoked meat as a valid ingredient so for now it's set like human meat where it's not a selected ingredient when the recipe is started... Anyone who can let me know how to disallow it will be given a free empty jerky bag!
Title: Re: [A13] Food Preservation 1.1 (19/4/2016)
Post by: cuproPanda on April 19, 2016, 01:26:28 AM
Quote from: Loki88 on April 19, 2016, 12:53:44 AM
UpDaTe TiMe! FINALLY!

Updated to A13!

Changed timers to reflect new day lengths (let me know on the poll how you feel about that)

Added dried berries and smoked meat to their respective raw foods categories.

Minor issue with the categories being you can now make smoked meat out of smoked meat which would give you an infinitely decreasing supply of smoked meat. I can't figure out how to remove only smoked meat as a valid ingredient so for now it's set like human meat where it's not a selected ingredient when the recipe is started... Anyone who can let me know how to disallow it will be given a free empty jerky bag!

Wouldn't you just have to do something like
<exceptedThingDefs>
  <li>Smoked_Meat</li>
</exceptedThingDefs>

(Or whatever the defName is for smoked meat)
Title: Re: [A13] Food Preservation 1.1 (19/4/2016)
Post by: Loki88 on April 19, 2016, 01:42:34 AM
Quote from: cuproPanda on April 19, 2016, 01:26:28 AM
Quote from: Loki88 on April 19, 2016, 12:53:44 AM
UpDaTe TiMe! FINALLY!

Updated to A13!

Changed timers to reflect new day lengths (let me know on the poll how you feel about that)

Added dried berries and smoked meat to their respective raw foods categories.

Minor issue with the categories being you can now make smoked meat out of smoked meat which would give you an infinitely decreasing supply of smoked meat. I can't figure out how to remove only smoked meat as a valid ingredient so for now it's set like human meat where it's not a selected ingredient when the recipe is started... Anyone who can let me know how to disallow it will be given a free empty jerky bag!

Wouldn't you just have to do something like
<exceptedThingDefs>
  <li>Smoked_Meat</li>
</exceptedThingDefs>

(Or whatever the defName is for smoked meat)


I've never had to use that yet so where would I plop it?  :o

Edit: Nvm figured it out through trial and Error...
Title: Re: [A13] Food Preservation 1.1 (19/4/2016)
Post by: cuproPanda on April 19, 2016, 01:55:38 AM
Quote from: Loki88 on April 19, 2016, 01:42:34 AM
Quote from: cuproPanda on April 19, 2016, 01:26:28 AM
Quote from: Loki88 on April 19, 2016, 12:53:44 AM
UpDaTe TiMe! FINALLY!

Updated to A13!

Changed timers to reflect new day lengths (let me know on the poll how you feel about that)

Added dried berries and smoked meat to their respective raw foods categories.

Minor issue with the categories being you can now make smoked meat out of smoked meat which would give you an infinitely decreasing supply of smoked meat. I can't figure out how to remove only smoked meat as a valid ingredient so for now it's set like human meat where it's not a selected ingredient when the recipe is started... Anyone who can let me know how to disallow it will be given a free empty jerky bag!

Wouldn't you just have to do something like
<exceptedThingDefs>
  <li>Smoked_Meat</li>
</exceptedThingDefs>

(Or whatever the defName is for smoked meat)


I've never had to use that yet so where would I plop it?  :o

Edit: Nvm figured it out through trial and Error...
Sorry, I thought you already knew about the details since you mentioned human meat being excepted
Title: Re: [A13] Food Preservation 1.1 (19/4/2016)
Post by: Loki88 on April 19, 2016, 02:17:36 AM
Quote from: cuproPanda on April 19, 2016, 01:55:38 AM
Quote from: Loki88 on April 19, 2016, 01:42:34 AM
Quote from: cuproPanda on April 19, 2016, 01:26:28 AM
Quote from: Loki88 on April 19, 2016, 12:53:44 AM
UpDaTe TiMe! FINALLY!

Updated to A13!

Changed timers to reflect new day lengths (let me know on the poll how you feel about that)

Added dried berries and smoked meat to their respective raw foods categories.

Minor issue with the categories being you can now make smoked meat out of smoked meat which would give you an infinitely decreasing supply of smoked meat. I can't figure out how to remove only smoked meat as a valid ingredient so for now it's set like human meat where it's not a selected ingredient when the recipe is started... Anyone who can let me know how to disallow it will be given a free empty jerky bag!

Wouldn't you just have to do something like
<exceptedThingDefs>
  <li>Smoked_Meat</li>
</exceptedThingDefs>

(Or whatever the defName is for smoked meat)


I've never had to use that yet so where would I plop it?  :o

Edit: Nvm figured it out through trial and Error...
Sorry, I thought you already knew about the details since you mentioned human meat being excepted

No Worries! I appreciate your answer  ;D do you want the free empty jerky bag?  :P
Title: Re: [A13] Food Preservation 1.1 (19/4/2016)
Post by: cuproPanda on April 19, 2016, 02:23:18 AM
Quote from: Loki88 on April 19, 2016, 02:17:36 AM
Quote from: cuproPanda on April 19, 2016, 01:55:38 AM
Quote from: Loki88 on April 19, 2016, 01:42:34 AM
Quote from: cuproPanda on April 19, 2016, 01:26:28 AM
Quote from: Loki88 on April 19, 2016, 12:53:44 AM
UpDaTe TiMe! FINALLY!

Updated to A13!

Changed timers to reflect new day lengths (let me know on the poll how you feel about that)

Added dried berries and smoked meat to their respective raw foods categories.

Minor issue with the categories being you can now make smoked meat out of smoked meat which would give you an infinitely decreasing supply of smoked meat. I can't figure out how to remove only smoked meat as a valid ingredient so for now it's set like human meat where it's not a selected ingredient when the recipe is started... Anyone who can let me know how to disallow it will be given a free empty jerky bag!

Wouldn't you just have to do something like
<exceptedThingDefs>
  <li>Smoked_Meat</li>
</exceptedThingDefs>

(Or whatever the defName is for smoked meat)


I've never had to use that yet so where would I plop it?  :o

Edit: Nvm figured it out through trial and Error...
Sorry, I thought you already knew about the details since you mentioned human meat being excepted

No Worries! I appreciate your answer  ;D do you want the free empty jerky bag?  :P
Oh yes!

Ahhh... The smell of past-had happiness  ;D
Title: Re: [A13] Food Preservation 1.1 (19/4/2016)
Post by: AllenWL on April 19, 2016, 04:00:55 AM
How much nutrition is 60%?
Title: Re: [A13] Food Preservation 1.1 (19/4/2016)
Post by: Loki88 on April 19, 2016, 09:46:41 AM
Quote from: AllenWL on April 19, 2016, 04:00:55 AM
How much nutrition is 60%?

It more or less fills up a colonist's hunger by 60%. A simple meal is 85%, the lower nutrition is to reflect the heavily preserved nature of the ration packs.
Title: Re: [A13] Food Preservation 1.11 (19/4/2016)
Post by: Loki88 on April 19, 2016, 10:55:00 AM
Well I derped a little and forgot to give ration packs the ability to be stored in a stock pile  ::)

Version 1.11 fixes that, just delete the old version and remember to re-enable food preservation in the mods menue. should be save game friendly.
Title: Re: [A13] Food Preservation 1.11 (19/4/2016)
Post by: Matthew_Kane1 on April 20, 2016, 02:29:31 AM
Well, that explains why I couldn't find the ration packs when I was looking for things to allow in my emergency stockpile.
Title: Re: [A13] Food Preservation 1.1 (19/4/2016)
Post by: AllenWL on April 20, 2016, 03:06:53 AM
Quote from: Loki88 on April 19, 2016, 09:46:41 AM
Quote from: AllenWL on April 19, 2016, 04:00:55 AM
How much nutrition is 60%?

It more or less fills up a colonist's hunger by 60%. A simple meal is 85%, the lower nutrition is to reflect the heavily preserved nature of the ration packs.
Huh, if ration packs reduce joy, give a negative thought, and restores 25% less hunger, not sure if it'll really be worth it, even if it lasts a year(also, isn't a year 60 days(4 seasons in a year, 15 days per season)?).

I mean, maybe in really hot biomes like the desert, but otherwise...
Title: Re: [A13] Food Preservation 1.1 (19/4/2016)
Post by: Loki88 on April 21, 2016, 01:11:42 AM
Quote from: AllenWL on April 20, 2016, 03:06:53 AM
Quote from: Loki88 on April 19, 2016, 09:46:41 AM
Quote from: AllenWL on April 19, 2016, 04:00:55 AM
How much nutrition is 60%?

It more or less fills up a colonist's hunger by 60%. A simple meal is 85%, the lower nutrition is to reflect the heavily preserved nature of the ration packs.
Huh, if ration packs reduce joy, give a negative thought, and restores 25% less hunger, not sure if it'll really be worth it, even if it lasts a year(also, isn't a year 60 days(4 seasons in a year, 15 days per season)?).

I mean, maybe in really hot biomes like the desert, but otherwise...


Rations are still less of a mood / thought hit than nutrient paste which was my original thinking, as for nutrition I've been considering bumping it up.

As for the timers I basically set them to as many days as I could while still having the in game timer show a round figure of years / seasons without tacking days on to the end upon creation.
Title: Re: [A13] Food Preservation 1.11 (19/4/2016)
Post by: AllenWL on April 21, 2016, 03:57:13 AM
On the other hand, nutrient paste has many advantages to make up for the negative mood(uses less food, fills more hunger, takes less time). The ration packs have one advantage that has to make up for the many disadvantages, and unless in a very hot biome, freezing food for infinite storage isn't that hard.

Also, can ration packs be made on a fueled stove?
Title: Re: [A13] Food Preservation 1.11 (19/4/2016)
Post by: Loki88 on April 21, 2016, 09:47:14 AM
Quote from: AllenWL on April 21, 2016, 03:57:13 AM
On the other hand, nutrient paste has many advantages to make up for the negative mood(uses less food, fills more hunger, takes less time). The ration packs have one advantage that has to make up for the many disadvantages, and unless in a very hot biome, freezing food for infinite storage isn't that hard.

Also, can ration packs be made on a fueled stove?

Yes they can. They can also be made in bulk ( 10 at a time )  which makes them as fast or faster than nutrient paste. And since the addition of the fueled stove they do not require power to be made unlike the npd.

The bulk recipe requires a minimum skill level of 6 to make it.
Title: Re: [A13] Food Preservation 1.11 (19/4/2016)
Post by: patbiker on May 04, 2016, 12:10:46 PM
Hello.It seems that the link to download the mod is broken can you fix it?please? thank you.
Title: Re: [A13] Food Preservation 1.11 (19/4/2016)
Post by: dareddevil7 on May 04, 2016, 12:21:08 PM
Maybe have the description for the thought about rations be "It tasted dry and flavorless"
Title: Re: [A13] Food Preservation 1.11 (19/4/2016)
Post by: M00nStalker on May 04, 2016, 12:29:13 PM
This is something I've missed in Rimworld, we basically have to have a freezer to avoid cooking (making) food pretty every day year-round. This is not how things worked before refrigeration, fresh foodstuff was salted, sugared, dried, smoked, pickled, lyed, jugged (different from canned), brined, fermented, jellied and later canned and pasteurized. None of this is reflected in Rimworld and I've always found it strange, food preservation is one of the basics of survival and Rimworld would be well suited by just adding a few of those methods (drying, salting, smoking) to make things more interesting and realistic. Something like that could make the seasonal changes more pronounced as well, in the old days winter was not the time you gathered food, generally. You ate the food you stockpiled during the rest of the year.

Good job, I will be watching this mod. If you want any technical information say the word, it's an area of interest for me.
Title: Re: [A13] Food Preservation 1.2 Now with Nutrient Nuggets! (6/5/2016)
Post by: Loki88 on May 06, 2016, 02:13:51 AM
New food! Nutrient Nuggets

Adds "delicious" nutrient nuggets. Just as food efficient and nutritious as their gloopy older brother Nutrient paste, but now dehydrated and vacuum packed in bite size nugget form! Never decomposes as long as they're kept inside.

Carries the same level of mood penalty as Nutrient Paste.

Nuggets stack to  100.

It's strait up kibble for people...
Title: Re: [A13] Food Preservation 1.2 Now with Nutrient Nuggets! (6/5/2016)
Post by: Loki88 on May 07, 2016, 02:08:54 PM
New poll to help me get an idea of direction to take this mod. I'm trying to keep the foods some what generic in the sense that I don't wind up with a bunch over specialized foods.
Title: Re: [A13] Food Preservation 1.2 Now with Nutrient Nuggets! (6/5/2016)
Post by: AllenWL on May 07, 2016, 08:59:09 PM
Tried making ration packs.

It had two 'rot timer's on it.
One on top showing the '4(?) days till rot' of normal meals, and another on the bottom, showing the '160 days til rot' that it should have
Title: Re: [A13] Food Preservation 1.2 Now with Nutrient Nuggets! (6/5/2016)
Post by: dismar on May 07, 2016, 09:17:48 PM
Quote from: Loki88 on May 06, 2016, 02:13:51 AM
New food! Nutrient Nuggets

Adds "delicious" nutrient nuggets. Just as food efficient and nutritious as their gloopy older brother Nutrient paste, but now dehydrated and vacuum packed in bite size nugget form! Never decomposes as long as they're kept inside.

Carries the same level of mood penalty as Nutrient Paste.

Nuggets stack to  100.

It's strait up kibble for people...

Like from McDonald's? those thing never go bad lol
Title: Re: [A13] Food Preservation 1.2 Now with Nutrient Nuggets! (6/5/2016)
Post by: Loki88 on May 07, 2016, 10:15:57 PM
Quote from: AllenWL on May 07, 2016, 08:59:09 PM
Tried making ration packs.

It had two 'rot timer's on it.
One on top showing the '4(?) days till rot' of normal meals, and another on the bottom, showing the '160 days til rot' that it should have


Thank you! I realized I derped with the parent name for rations and gave them the rottable meal parent instead of just meal base.

Please re-download link from original post (I fixed that one) or from this message since I will attach it for convenience.

[attachment deleted by admin - too old]
Title: Re: [A13] Food Preservation 1.2 Now with Nutrient Nuggets! (6/5/2016)
Post by: Loki88 on May 07, 2016, 10:17:42 PM
Quote from: dismar on May 07, 2016, 09:17:48 PM
Quote from: Loki88 on May 06, 2016, 02:13:51 AM
New food! Nutrient Nuggets

Adds "delicious" nutrient nuggets. Just as food efficient and nutritious as their gloopy older brother Nutrient paste, but now dehydrated and vacuum packed in bite size nugget form! Never decomposes as long as they're kept inside.

Carries the same level of mood penalty as Nutrient Paste.

Nuggets stack to  100.

It's strait up kibble for people...

Like from McDonald's? those thing never go bad lol

Even better than McDonald's! they're green! (happens to my favourite colour) and can be made from anything edible (not just mystery meat)
Title: Re: [A13] Food Preservation 1.2 Now with Nutrient Nuggets! (6/5/2016)
Post by: AllenWL on May 07, 2016, 10:26:05 PM
All my colonists are currently eating man-kibbles.
Currently, we have 400+ man-kibbles, and that's when our only sustainable source of food is a 3x3 strawberry farm in the boreal forest.
Title: Re: [A13] Food Preservation 1.2 Now with Nutrient Nuggets! (6/5/2016)
Post by: Loki88 on May 08, 2016, 12:04:44 AM
Quote from: AllenWL on May 07, 2016, 10:26:05 PM
All my colonists are currently eating man-kibbles.
Currently, we have 400+ man-kibbles, and that's when our only sustainable source of food is a 3x3 strawberry farm in the boreal forest.

I made food cost the same as nutrient paste from an NPD. They should be using 6 per meal... It was meant to be a very efficient food source but not THAT efficient...  ???

I suppose I could lower the nutrition level so that they have to eat more of them.
Title: Re: [A13] Food Preservation 1.2 Now with Nutrient Nuggets! (6/5/2016)
Post by: AllenWL on May 09, 2016, 05:59:50 AM
Actually, I should clarify some things.

There are around 4 people in the colony(roughly. Some die or get kidnapped every now and then).

The 3x3 strawberry farm is the only constant source of food. We do sometimes forage from berry bushes or get some food-drops, and had a manhunter muffalo pack once, so the 3x3 farm isn't our only source of food, it's just the most reliable one.

The 3x3 farm gives enough food to be a stable source of food(meaning about enough to feed our crew of 4 till the next harvest), and I have the bill set to 'make forever' so every surplus food we get is stockpiled as man-kibbles, giving us this ridiculous amount of food.
Also, every raid, the dead raiders drop about 3 meals each as well, so that also helps in stocking up the man-kibbles.
In fact, we can probably ditch the strawberry farm and eat nothing but berries from berry bushes and the odd manhunting animals and still stockpile a few hundred kibbles before winter.

We now have about a 100 days worth of food in a 2x2 stockpile, and I haven't even built a freezer yet.

I think the biggest thing with the man-kibbles is now space and time efficient it is. Since it stacks to 100, and can be made in batches of 10, it's rather easy to make tons of it and store them forever in a compact space without ever getting a freezer or anything.

I think if you remove the 'batch' recipe so you can't turn like, 600 units of meat into kibbles before they rot when they're sitting in room temperature, and have them not stack up to 100, so we can't store like, two year's worth of food in a 3x3 stockpile, it'll be more balanced.
Title: Re: [A13] Food Preservation 1.2 Now with Nutrient Nuggets! (6/5/2016)
Post by: Loki88 on May 09, 2016, 12:35:39 PM
Quote from: AllenWL on May 09, 2016, 05:59:50 AM
Actually, I should clarify some things.

There are around 4 people in the colony(roughly. Some die or get kidnapped every now and then).

The 3x3 strawberry farm is the only constant source of food. We do sometimes forage from berry bushes or get some food-drops, and had a manhunter muffalo pack once, so the 3x3 farm isn't our only source of food, it's just the most reliable one.

The 3x3 farm gives enough food to be a stable source of food(meaning about enough to feed our crew of 4 till the next harvest), and I have the bill set to 'make forever' so every surplus food we get is stockpiled as man-kibbles, giving us this ridiculous amount of food.
Also, every raid, the dead raiders drop about 3 meals each as well, so that also helps in stocking up the man-kibbles.
In fact, we can probably ditch the strawberry farm and eat nothing but berries from berry bushes and the odd manhunting animals and still stockpile a few hundred kibbles before winter.

We now have about a 100 days worth of food in a 2x2 stockpile, and I haven't even built a freezer yet.

I think the biggest thing with the man-kibbles is now space and time efficient it is. Since it stacks to 100, and can be made in batches of 10, it's rather easy to make tons of it and store them forever in a compact space without ever getting a freezer or anything.

I think if you remove the 'batch' recipe so you can't turn like, 600 units of meat into kibbles before they rot when they're sitting in room temperature, and have them not stack up to 100, so we can't store like, two year's worth of food in a 3x3 stockpile, it'll be more balanced.

I'm wanting to keep stack sizes large, but I will fart around with balance before the next update. Maybe increase skill level required for the batch recipe and increase the work amount.