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RimWorld => Releases => Mods => Outdated => Topic started by: Psyckosama on March 04, 2014, 05:59:44 PM

Title: [MOD] (Alpha 7) Synthmeat
Post by: Psyckosama on March 04, 2014, 05:59:44 PM
Synthmeat



Description:

Do you have an over abundance of crops? Are you finding it hard to get enough meat to properly feed your colonists? Are you unwilling to resort to the Flesh of Victory (http://www.youtube.com/watch?v=xRJ1aDaGN0o)? Well have no fear, Synthmeat is here.

An old favorite of spacers and impoverished colonists everywhere, Synthmeat is an artificially created meat product synthesized from vegetable matter, kind of like space age Tofu, except it almost kinda sorta has a taste and texture reminiscent of actual meat. Except that its green.

Add Synthmeat to your diet today!

Features:
Mod Team:
How to use:

It's a crafting table. It turns plant based foods into Synthmeat.

Download:
See Attachment

How to install:
- Unzip the contents and place them in your RimWorld/Mods folder.
- Activate the mod in the mod menu in the game.

Change Log:
1.0 - First Version
1.1 - Research Bug Corrected, Alpha 3 Compatibility
1.2 - Updated to Alpha 4. Thanks, NCrawler!
1.3 - Alpha 5
1.4 - Alpha 6 (Thanks, AY!)
1.4 - Alpha 7. Prices have been changed to make Synthmeat production a somewhat profitable side activity. Also the skill used to create it has been changed from Medicine to Research. It takes SCIENCE! to make, and that way your researchers can still do some good after you've cleared the tech tree.

[attachment deleted by admin: too old]
Title: Re: [MOD] (Alpha 2) Synthmeat
Post by: ousire on March 04, 2014, 08:05:51 PM
So, this mod basically lets you convert plant matter into tofurky? :P

Before downloading can we get some screenshots of the stuff ingame? Or some info on the ratio of conversion of plant into "meat"? Like, is it one plant equals one meat? Five plants into one meat? What?
Title: Re: [MOD] (Alpha 2) Synthmeat
Post by: Psyckosama on March 04, 2014, 10:04:05 PM
Quote from: ousire on March 04, 2014, 08:05:51 PM
So, this mod basically lets you convert plant matter into tofurky? :P

Yeah, it's pretty much Techno-Tofu, except unlike Tofu it does almost kinda sorta taste like meat if you squint rather than tasting kinda shorta like it if if you pretend really hard and wish upon a falling star.

Though the color is a bit of a recurring issue... for some silly reason green meat takes getting used to.

QuoteBefore downloading can we get some screenshots of the stuff ingame? Or some info on the ratio of conversion of plant into "meat"? Like, is it one plant equals one meat? Five plants into one meat? What?

(http://i.imgur.com/U8eknmT.png)

That's a load of Synthmeat and a Protein Re-sequencer. Originally it was much larger but it didn't work so I had to make it a standard sized crafting table.

10 plant becomes 3 Synthmeat by default.
Title: Re: [MOD] (Alpha 2) Synthmeat
Post by: Vas on March 05, 2014, 01:25:30 AM
From what I've seen, you don't need meat.  :P  I just grow strawberries and use simple meals and my people are happy forever.  Also, you can't level up your cooking staff to make better food so simple meals is all anyone will ever get since I can't randomly get someone who is actually good at cooking.  :P
Title: Re: [MOD] (Alpha 2) Synthmeat
Post by: Psyckosama on March 05, 2014, 02:04:01 AM
Quote from: Vas on March 05, 2014, 01:25:30 AM
From what I've seen, you don't need meat.  :P  I just grow strawberries and use simple meals and my people are happy forever.  Also, you can't level up your cooking staff to make better food so simple meals is all anyone will ever get since I can't randomly get someone who is actually good at cooking.  :P

So what? I've made it a challenge in my main colony to make the standard of living for my colonists as high as reasonable possible.
Title: Re: [MOD] (Alpha 2) Synthmeat
Post by: Azrail on March 05, 2014, 07:31:56 AM
Quote from: Vas on March 05, 2014, 01:25:30 AM
From what I've seen, you don't need meat.  :P  I just grow strawberries and use simple meals and my people are happy forever.  Also, you can't level up your cooking staff to make better food so simple meals is all anyone will ever get since I can't randomly get someone who is actually good at cooking.  :P

You can level cooking skill by butchering things but its slow... Oh so very slow.
Title: Re: [MOD] (Alpha 2) Synthmeat
Post by: Rokiyo on March 05, 2014, 07:45:30 AM
This makes me think of gourmet tofu cuisine.

As an avid meat eater, the very thought terrifies me.
Title: Re: [MOD] (Alpha 2) Synthmeat
Post by: Viceroy on March 05, 2014, 10:54:47 AM
Hey can I make a request perhaps?

Could it be possible to have another such station that produces "soylent green" out of human meat, it could have a -10 modifier to happiness instead of the -15 of cooked cannibal, and compared to -8 of regular paste it is a fair compromise.

Perhaps with less stacking than regular cooked cannibalism too, just to provide some way of using corpses more efficiently. Since my base literally has hundreds of corpses everywhere.

Thank you for the mod anyway! Hope you consider my request.
Kind regards.
Title: Re: [MOD] (Alpha 2) Synthmeat
Post by: Vas on March 05, 2014, 11:39:35 AM
Quote from: Azrail on March 05, 2014, 07:31:56 AM
You can level cooking skill by butchering things but its slow... Oh so very slow.
So you only level up by being a butcher? That sucks.  You can't gain levels for cooking?  You have to go kill something 100,000 times just to be able to cook the next stage of meal?  That's a little unbalanced.  :P

Quote from: Viceroy on March 05, 2014, 10:54:47 AM
Could it be possible to have another such station that produces "soylent green" out of human meat, it could have a -10 modifier to happiness instead of the -15 of cooked cannibal, and compared to -8 of regular paste it is a fair compromise.

Perhaps with less stacking than regular cooked cannibalism too, just to provide some way of using corpses more efficiently. Since my base literally has hundreds of corpses everywhere.
You could use cabit cages or whatever those things are called :P The fear cages.  Might scare raiders away before they even make it to your base.  :P  You just have to make sure your people don't run into them too.  Which should be fairly easy I suppose.
Title: Re: [MOD] (Alpha 2) Synthmeat
Post by: daft73 on March 05, 2014, 11:39:57 AM
Sounds like dinner...when I was in my 20's  ::) Nice mod will give it whirl.
Quote from: Rokiyo on March 05, 2014, 07:45:30 AM
This makes me think of gourmet tofu cuisine.
As an avid meat eater, the very thought terrifies me.
Have you been to a supermarket in the last 10 yrs.. pretty common place out here in California. Though I was never a fan of Tofurky..Tofu Turkey for thanksgiving..I had it once years back :o :-X
Title: Re: [MOD] (Alpha 2) Synthmeat
Post by: Viceroy on March 05, 2014, 12:13:20 PM
Quote
Quote from: Viceroy on March 05, 2014, 10:54:47 AM
Could it be possible to have another such station that produces "soylent green" out of human meat, it could have a -10 modifier to happiness instead of the -15 of cooked cannibal, and compared to -8 of regular paste it is a fair compromise.

Perhaps with less stacking than regular cooked cannibalism too, just to provide some way of using corpses more efficiently. Since my base literally has hundreds of corpses everywhere.
You could use cabit cages or whatever those things are called :P The fear cages.  Might scare raiders away before they even make it to your base.  :P  You just have to make sure your people don't run into them too.  Which should be fairly easy I suppose.

Yeah it is fairly obvious to assume I have those and have done that, still I have hundreds of corpses everywhere and literally thousands of units of human meat since graves and gibbet cages do not actually remove the corpses and thus are of no help.

My request was for soylent green since it fits with the synthmeat theme and actually removes corpses in a viable fashion. Because currently I have had to mod in that slavers buy(take for free) human meat just so that I can get some space in my base.
Title: Re: [MOD] (Alpha 2) Synthmeat
Post by: Vas on March 05, 2014, 12:24:10 PM
Quote from: Viceroy on March 05, 2014, 12:13:20 PMYeah it is fairly obvious to assume I have those and have done that, still I have hundreds of corpses everywhere and literally thousands of units of human meat since graves and gibbet cages do not actually remove the corpses and thus are of no help.

Actually you can delete corpses from the game.  You set them on fire with motovs or even grenades will destroy the bodies.  Just pile them up somewhere, tell someone to go lob a few grenades, and bada bing bada boom presto they are gone!  Or you can use 2 blasting charges, if you have those enabled.  That's how I get rid of slag and bodies.
Title: Re: [MOD] (Alpha 2) Synthmeat
Post by: Viceroy on March 05, 2014, 12:45:14 PM
^^ still I would prefer making soylent green out of them rather than having to manually detonate hundreds of corpses.
Title: Re: [MOD] (Alpha 2) Synthmeat
Post by: Howeln on March 05, 2014, 04:13:28 PM
Agreed, corpses are not an issue.  I make a 3 by 8 dumping ground, surrounded by 2 deep cement paths....so I don't have an out of control grass fire burn toward my base.  Once its getting full, through a couple Molotov.
Title: Re: [MOD] (Alpha 2) Synthmeat
Post by: Viceroy on March 05, 2014, 04:53:03 PM
Seriously though I was making a suggestion for a mod feature, not asking for tips on handling corpses.
Title: Re: [MOD] (Alpha 2) Synthmeat
Post by: Psyckosama on March 05, 2014, 05:04:28 PM
Quote from: Viceroy on March 05, 2014, 04:53:03 PM
Seriously though I was making a suggestion for a mod feature, not asking for tips on handling corpses.

How about I make a cremation chamber mod so you can manually process bodies?

Though adding a Soylent Green research option might be amusing....
Title: Re: [MOD] (Alpha 2) Synthmeat
Post by: Viceroy on March 05, 2014, 05:19:07 PM
Cool dude :)

Well In either case I would definitely use the mod, as I already do.
Title: Re: [MOD] (Alpha 2) Synthmeat
Post by: Videotapes on March 05, 2014, 06:52:30 PM
Quote from: Psyckosama on March 05, 2014, 05:04:28 PM
Though adding a Soylent Green research option might be amusing...

Please do.
Title: Re: [MOD] (Alpha 3) Synthmeat
Post by: Psyckosama on April 11, 2014, 01:42:55 AM
Alpha 3 is up!
Title: Re: [MOD] (Alpha 3) Synthmeat
Post by: MadsMartinMadsen on June 03, 2014, 01:42:49 AM
Very nice "little" mod, I must say it was one of my favorites in alpha 3.
Is there any chance of seeing it for alpha 4?

I ask because it seems long ago there was activity on this post but if I bump (is it called that?) a dead forum post I apologize to all.

P.S. I say "little" because it dont add huge numbers of new items, how much work it take to make a mod like I know nothing about so please dont take it in a negative way.
Title: Re: [MOD] (Alpha 3) Synthmeat
Post by: Ruin on June 03, 2014, 02:09:09 PM
I have no clue how much effort is involved but, I have to admit this mod is on my favorites list too.  I had the same question re A4.  Actually, I am hoping we might see this moved to the Vanilla game.  It seems very well balanced to me.  Producing Synthmeat is time consuming and skill based.  And, for me at least, it just so fits the genre.
Title: Re: [MOD] (Alpha 3) Synthmeat
Post by: Psyckosama on June 04, 2014, 01:28:14 AM
I'll covert it over. No worries.
Title: Re: [MOD] (Alpha 4) Synthmeat
Post by: Psyckosama on June 23, 2014, 05:07:50 AM
Thanks, NCrawler!
Title: Re: [MOD] (Alpha 4) Synthmeat
Post by: nmid on June 23, 2014, 06:07:59 AM
Thanks for the update.. This looks fun and most interesting.
Title: Re: [MOD] (Alpha 5) Synthmeat
Post by: Psyckosama on July 04, 2014, 10:22:33 PM
Should work. If you have any bugs, let me know.

AAAND  a bug just popped up...
Title: Re: [MOD] (Alpha 5) Synthmeat
Post by: Psyckosama on July 05, 2014, 01:34:57 AM
Quote from: Encode on July 04, 2014, 11:46:40 PM
This is a MUST HAVE!

Q: can I ask if the worker get any exp? I can't remember my workers getting better at what they're doing.. Didn't try this in Alpha4, so I don't know of any changes, but I've (personal)added matching exp from the regular cookstove, and improve on cooking/crafting/medicine skills for each task. Well, I figured it is a cooking trait, that need to craft materials together and must be performed with hygiene in mind. Hehe Sincerely hope you'd put these in as well. Cheers!

I'll add it in... though technically it uses the Medical skill not cooking.
Title: Re: [MOD] (Alpha 5) Synthmeat
Post by: Psyckosama on July 05, 2014, 01:53:15 PM
Quote from: Encode on July 05, 2014, 11:06:20 AM
Quote from: Psyckosama on July 05, 2014, 01:34:57 AM
Quote from: Encode on July 04, 2014, 11:46:40 PM
This is a MUST HAVE!

Q: can I ask if the worker get any exp? I can't remember my workers getting better at what they're doing.. Didn't try this in Alpha4, so I don't know of any changes, but I've (personal)added matching exp from the regular cookstove, and improve on cooking/crafting/medicine skills for each task. Well, I figured it is a cooking trait, that need to craft materials together and must be performed with hygiene in mind. Hehe Sincerely hope you'd put these in as well. Cheers!

I'll add it in... though technically it uses the Medical skill not cooking.

Thank you for considering. I'm not sure if the skill degrading is still around, in Alpha3, I've had pple who aren't able to make synthmeat anymore because of it. Other than I'm sure it takes quite some skill to do this, which not everyone can, and people usually gets better at what they do frequently. I'm a little confused as it is a Cooking task, needing medicine skills too. I really like this need of compound skills. Haha.. Thanks again!

Cooking is the act of preparation. Synthmeat is more like biochemestry
Title: Re: [MOD] (Alpha 5) Synthmeat
Post by: pgs843 on August 07, 2014, 05:08:04 PM
The download link just downloads "proteinresequencer.png" and not the zip.  What happened to the zip?
Title: Re: [MOD] (Alpha 5) Synthmeat
Post by: Shinzy on August 07, 2014, 05:18:25 PM
Quote from: pgs843 on August 07, 2014, 05:08:04 PM
The download link just downloads "proteinresequencer.png" and not the zip.  What happened to the zip?
You can still download it through the attachments at the bottom of the post (you need to be logged in to see them)
Title: Re: [MOD] (Alpha 5) Synthmeat
Post by: Psyckosama on August 07, 2014, 07:36:40 PM
fixed
Title: Re: [MOD] (Alpha 5) Synthmeat
Post by: thefinn on August 08, 2014, 06:23:27 AM
None of my guys ever seem to go and make synth-meat.

It would be good if the bill for making good meals would have the chef go make the synth-meat first - if it's not in storage already.

Is it a crafting activity ? or something else ?
Title: Re: [MOD] (Alpha 5) Synthmeat
Post by: Psyckosama on August 09, 2014, 02:15:59 AM
Quote from: thefinn on August 08, 2014, 06:23:27 AM
None of my guys ever seem to go and make synth-meat.

It would be good if the bill for making good meals would have the chef go make the synth-meat first - if it's not in storage already.

Is it a crafting activity ? or something else ?

It's a cooking activity but requires a reasonably high medical skill to perform.
Title: Re: [MOD] (Alpha 5) Synthmeat
Post by: bobucles on August 09, 2014, 12:22:18 PM
Why should synthmeat crafting require anything more than 1 medical skill? Isn't the crafting yield already taken care of by medical skill?
Title: Re: [MOD] (Alpha 5) Synthmeat
Post by: StorymasterQ on August 10, 2014, 09:30:46 PM
Quote from: bobucles on August 09, 2014, 12:22:18 PM
Why should synthmeat crafting require anything more than 1 medical skill? Isn't the crafting yield already taken care of by medical skill?

Would you rather have your GM meat made by a qualified medical officer or a medical school flunk?
Title: Re: [MOD] (Alpha 5) Synthmeat
Post by: bobucles on August 12, 2014, 07:10:38 AM
QuoteWould you rather have your GM meat made by a qualified medical officer or a medical school flunk?
Game mechanics already take care of that. Low skill guys take longer to produce less, high skill guys take less time to produce more. The station is literally used only for the one task, so all any flunkie has to do is follow the directions on the tin.

The current system of "it's cooking, but for a doctor" makes the station super awkward to use. You can't keep the cooks off the synthmeat station, and you can't keep the doctors off the stove.
Title: Re: [MOD] (Alpha 5) Synthmeat
Post by: Snownova on August 12, 2014, 08:47:19 AM
Agreed bobocles, it would be nice if working this station was linked to the doctoring job, or required cooking instead of medicine instead.
Title: Re: [MOD] (Alpha 5) Synthmeat
Post by: LunchboxKilla on August 23, 2014, 02:36:23 PM
does this work with 6?
Title: Re: [MOD] (Alpha 5) Synthmeat
Post by: Bruvvy on August 23, 2014, 11:46:25 PM
Synthmeat is better then boring potatoes it tastes like bacon
Title: Re: [MOD] (Alpha 5) Synthmeat
Post by: Fiedi on August 25, 2014, 12:25:21 PM
Please make this work for alpha 6.
The error message at the start doesn*t seem to be such a big deal, but sadly i am absolutely no coder at all ;-)
Title: Re: [MOD] (Alpha 5) Synthmeat
Post by: AY on August 26, 2014, 10:26:09 PM
Quote from: Fiedi on August 25, 2014, 12:25:21 PM
Please make this work for alpha 6.
The error message at the start doesn*t seem to be such a big deal, but sadly i am absolutely no coder at all ;-)
Not the maker here but I sort of fixed it, in Mods/Synthmeat/Defs/ThingDefs/
Find the resource_synthmeat file, and replace <thingClass>ThingResource</thingClass>, into <thingClass>ThingWithComponents</thingClass>, you can do it by right-clicking the file and opening with notepad.
It seems to fix the no synthmeat coming out even when there's people putting raw food in problem.
Title: Re: [MOD] (Alpha 5) Synthmeat
Post by: Fiedi on August 27, 2014, 08:12:37 AM
It really works!!!
You are my hero
Title: Re: [MOD] (Alpha 5) Synthmeat
Post by: Psyckosama on September 01, 2014, 03:42:37 PM
I apologize for falling off the map. And AY, thank you. You will be credited in the official release. I'll have one up tonight.
Title: Re: [MOD] (Alpha 6) Synthmeat
Post by: Psyckosama on September 02, 2014, 12:59:36 AM
Updated
Title: Re: [MOD] (Alpha 6) Synthmeat
Post by: Psyckosama on September 23, 2014, 11:31:07 PM
I'm going to have a version ready for release with Alpha 7.

Slightly rebalanced to make it more profitable.
Title: Re: [MOD] (Alpha 6) Synthmeat
Post by: bullet on September 29, 2014, 05:23:24 AM
"Do until you have X" option doesn't work in Alpha 6. But in the early Alphas it's worked. Could you return this option? It very helpfull, especially for a large colony
Title: Re: [MOD] (Alpha 7) Synthmeat
Post by: Psyckosama on October 01, 2014, 03:06:32 PM
Alpha 7! Please read the notes in the OP and give C&C!
Title: Re: [MOD] (Alpha 7) Synthmeat
Post by: Psyckosama on October 01, 2014, 08:46:43 PM
DOAH! uploaded the wrong version! Sorry! Corrected!
Title: Re: [MOD] (Alpha 7) Synthmeat
Post by: errorship on October 02, 2014, 11:49:22 PM
Hey, thanks for making this mod. I was having issues with getting my Cook to actually make Synthmeat though. I figured by looking at the code that you need at least a Research of 5 and was wondering if you could update the in-game text to let us know that research is needed as well.
Title: Re: [MOD] (Alpha 7) Synthmeat
Post by: SmartGuy202 on October 03, 2014, 02:52:30 AM
Loving this so far. Just noticed that Synthmeat is itself an ingredient option for making Synthmeat. As soon as some is made it's put into the next recipe for the same thing, plus other products, creating the same amount of synthmeat as what went into the mix, thereby losing the other product. *sarcastic highborn tone* I see this as a grave violation of the conservation of mass and fell it should be corrected immediately.*

In all seriousness, all I did was deselect synthmeat as an option. I just see it as silly that it is available as an option in the first place.
Title: Re: [MOD] (Alpha 7) Synthmeat
Post by: eternalglory on October 04, 2014, 02:29:45 AM
In game synthmeat is not meat....

Synthmeat is in vegitable menu so i can't make mixed meal with Potato or berries....

With synthmeat i can make very simple meal only... :'(

please correct this issue.
Title: Re: [MOD] (Alpha 7) Synthmeat
Post by: harpo99999 on October 04, 2014, 08:22:35 AM
I also had this issue, BUT, I edited the 'ResourceSynthmeat.xml' and changed the 45th lin to read
      <li>MeatRaw</li>
and now synthmeat is stored in the meat area and not the vegitarian area, and making this change does not seem to require a change of game, so could work in existing  games
Title: Re: [MOD] (Alpha 7) Synthmeat
Post by: Koran on October 08, 2014, 06:59:22 AM
I loved this mod with alpha6, gonna love it with alpha7 !
But it seems the server migration corrupted the attachments in the OP. Can someone reupload it here or on any other dropbox for the moment please ?
Title: Re: [MOD] (Alpha 7) Synthmeat
Post by: LuminaryXion on October 08, 2014, 10:47:40 AM
Quote from: Koran on October 08, 2014, 06:59:22 AM
I loved this mod with alpha6, gonna love it with alpha7 !
But it seems the server migration corrupted the attachments in the OP. Can someone reupload it here or on any other dropbox for the moment please ?

I was wondering why I couldn't download anything...
Title: Re: [MOD] (Alpha 7) Synthmeat
Post by: SnowyScales on October 08, 2014, 11:19:37 AM
Quote from: Koran on October 08, 2014, 06:59:22 AM
I loved this mod with alpha6, gonna love it with alpha7 !
But it seems the server migration corrupted the attachments in the OP. Can someone reupload it here or on any other dropbox for the moment please ?

I'd been wondering why the zip file kept whinging at me and refusing to extract.
Title: Re: [MOD] (Alpha 7) Synthmeat
Post by: Psyckosama on October 11, 2014, 08:00:39 PM
will reupload tonight.
Title: Re: [MOD] (Alpha 7) Synthmeat
Post by: SacoMato on October 13, 2014, 08:52:32 PM
Quote from: errorship on October 02, 2014, 11:49:22 PM
Hey, thanks for making this mod. I was having issues with getting my Cook to actually make Synthmeat though. I figured by looking at the code that you need at least a Research of 5 and was wondering if you could update the in-game text to let us know that research is needed as well.

You can change the work type at ...\Synthmeat\Defs\WorkGiverDefs\Workgivers_Synthmeat.xml

Line 7
change <workType>Cooking</workType> to <workType>Research</workType>

Title: Re: [MOD] (Alpha 7) Synthmeat
Post by: Minus on October 13, 2014, 09:39:15 PM
Started off in a desert area and the dromers all killed themselves straight away. I assume I have to wait 50 days for their skeletons to vanish so that they can respawn? Anyway, struggling badly on meat. This sounds like the exact thing I needed! Thanks!

EDIT: Oooh so the fixed version hasn't been added to the first page yet. I had no idea why my cook was ignoring the cooking bench.
Title: Re: [MOD] (Alpha 7) Synthmeat
Post by: Tsilliev on October 19, 2014, 08:00:59 AM
Quote from: harpo99999 on October 04, 2014, 08:22:35 AM
I also had this issue, BUT, I edited the 'ResourceSynthmeat.xml' and changed the 45th lin to read
      <li>MeatRaw</li>
and now synthmeat is stored in the meat area and not the vegitarian area, and making this change does not seem to require a change of game, so could work in existing  games
Thanks man I was looking all over the place to find the label for meat.
Title: Re: [MOD] (Alpha 7) Synthmeat
Post by: Senacharim on October 24, 2014, 11:52:25 AM
Quote from: Minus on October 13, 2014, 09:39:15 PM
Started off in a desert area and the dromers all killed themselves straight away. I assume I have to wait 50 days for their skeletons to vanish so that they can respawn? Anyway, struggling badly on meat. This sounds like the exact thing I needed! Thanks!

EDIT: Oooh so the fixed version hasn't been added to the first page yet. I had no idea why my cook was ignoring the cooking bench.

You can cremate animal corpses--much faster than waiting for a despawn.

Just, be careful how you set that up, I've accidentally cremated perfectly good meat.
Title: Re: [MOD] (Alpha 7) Synthmeat
Post by: Matthiasagreen on October 24, 2014, 12:45:29 PM
Quote from: Senacharim on October 24, 2014, 11:52:25 AM
Quote from: Minus on October 13, 2014, 09:39:15 PM
Started off in a desert area and the dromers all killed themselves straight away. I assume I have to wait 50 days for their skeletons to vanish so that they can respawn? Anyway, struggling badly on meat. This sounds like the exact thing I needed! Thanks!

EDIT: Oooh so the fixed version hasn't been added to the first page yet. I had no idea why my cook was ignoring the cooking bench.

You can cremate animal corpses--much faster than waiting for a despawn.

Just, be careful how you set that up, I've accidentally cremated perfectly good meat.

my recommendation: set up a dumping stockpile by the crematorium and a cremation job just for animals. then you can see how many skeletons there are in the stockpile and set the job for just that amount.
Title: Re: [MOD] (Alpha 7) Synthmeat
Post by: DracoGriffin on October 24, 2014, 05:57:56 PM
Who says colonists can't enjoy meaty tofu?
Title: Re: [MOD] (Alpha 7) Synthmeat
Post by: Psyckosama on October 25, 2014, 10:31:07 PM
Quote from: SacoMato on October 13, 2014, 08:52:32 PM
Quote from: errorship on October 02, 2014, 11:49:22 PM
Hey, thanks for making this mod. I was having issues with getting my Cook to actually make Synthmeat though. I figured by looking at the code that you need at least a Research of 5 and was wondering if you could update the in-game text to let us know that research is needed as well.

Thanks. Been a harsh last couple weeks. Need to do some massive updates on all my mods in the next few days. This is one of them.

You can change the work type at ...\Synthmeat\Defs\WorkGiverDefs\Workgivers_Synthmeat.xml

Line 7
change <workType>Cooking</workType> to <workType>Research</workType>
Title: Re: [MOD] (Alpha 7) Synthmeat
Post by: Hancake on October 26, 2014, 01:36:00 PM
I don't know if I'm just being an idiot but I cannot figure out for the life of me how to download this. It says 'see attachment' but I can't find an attachment anywhere?
Title: Re: [MOD] (Alpha 7) Synthmeat
Post by: harpo99999 on October 26, 2014, 03:44:47 PM
Quote from: Hancake on October 26, 2014, 01:36:00 PM
I don't know if I'm just being an idiot but I cannot figure out for the life of me how to download this. It says 'see attachment' but I can't find an attachment anywhere?
at the bottom of the first (or original) post (when logged in to the forum) is the attachments for a picture (jpg) and the mod in a zip
Title: Re: [MOD] (Alpha 7) Synthmeat
Post by: Pear on October 26, 2014, 04:18:18 PM
Encountered a few issues with how synthmeat is handled. Firstly, it's considered a vegetable, not a meat, so you're wasting vegetables by producing less of the same resource. It's even worse with the second issue of making synthmeat out of synthmeat, as it's considered a vegetable, and a valid crafting component of the whole process, and is, by default, enabled.
Title: Re: [MOD] (Alpha 7) Synthmeat
Post by: MisterLock on October 26, 2014, 04:22:34 PM
Quote from: Pear on October 26, 2014, 04:18:18 PM
Encountered a few issues with how synthmeat is handled. Firstly, it's considered a vegetable, not a meat, so you're wasting vegetables by producing less of the same resource. It's even worse with the second issue of making synthmeat out of synthmeat, as it's considered a vegetable, and a valid crafting component of the whole process, and is, by default, enabled.

That's a easy manual fix.Go back 1 page in this thread and search for the exact line that needs to be edited...I don't remember it off the top of my head since I download the mod as my first mod for alpha 7 and have edited then.Didn't edit it since So i'm rusty...Hope this helped
Title: Re: [MOD] (Alpha 7) Synthmeat
Post by: harpo99999 on October 26, 2014, 05:00:19 PM
Quote from: harpo99999 on October 04, 2014, 08:22:35 AM
I also had this issue, BUT, I edited the 'ResourceSynthmeat.xml' and changed the 45th lin to read
      <li>MeatRaw</li>
and now synthmeat is stored in the meat area and not the vegitarian area, and making this change does not seem to require a change of game, so could work in existing  games
Title: Re: [MOD] (Alpha 7) Synthmeat
Post by: Minus on October 27, 2014, 12:44:12 AM
Quote from: MisterLock on October 26, 2014, 04:22:34 PM
That's a easy manual fix.Go back 1 page in this thread and search for the exact line that needs to be edited...I don't remember it off the top of my head since I download the mod as my first mod for alpha 7 and have edited then.Didn't edit it since So i'm rusty...Hope this helped
It shouldn't have to be a manual fix though. The old version of this mod needs to be removed from this page so that people don't keep downloading it.
Title: Re: [MOD] (Alpha 7) Synthmeat
Post by: Turtle Medic on December 20, 2014, 07:39:11 PM
Updated this to Alpha 8, uses the medicine skill though, only because it's hard to level, unless you beat your prisoners.
Just a heads up, you need at least 5 medicine skill to make Sythmeat.

Edit: Fixed work priority starvation problem

[attachment deleted due to age]
Title: Re: [MOD] (Alpha 7) Synthmeat
Post by: Ruin on December 20, 2014, 09:44:35 PM
Nice job.  I really missed this mod in A8.  Although, I have to admit, the hides from hunting are awfully useful now.
Title: Re: [MOD] (Alpha 7) Synthmeat
Post by: elStrages on December 21, 2014, 02:56:56 AM
This is pritty cool, quorn in rimworld lol
Quote from: Turtle Medic on December 20, 2014, 07:39:11 PM
Updated this to Alpha 8, uses the medicine skill though, only because it's hard to level, unless you beat your prisoners.
Just a heads up, you need at least 5 medicine skill to make Sythmeat.
You should update the main post to say alpha 8 so people know
Title: Re: [MOD] (Alpha 7) Synthmeat
Post by: harpo99999 on December 21, 2014, 06:38:18 AM
Quote from: elStrages on December 21, 2014, 02:56:56 AM
This is pritty cool, quorn in rimworld lol
Quote from: Turtle Medic on December 20, 2014, 07:39:11 PM
Updated this to Alpha 8, uses the medicine skill though, only because it's hard to level, unless you beat your prisoners.
Just a heads up, you need at least 5 medicine skill to make Sythmeat.
You should update the main post to say alpha 8 so people know
BUT turtlemedic is NOT the original poster of the thread , so he CAN NOT ALTER THE OP
Title: Re: [MOD] (Alpha 7) Synthmeat
Post by: elStrages on December 21, 2014, 08:15:36 AM
Quote from: harpo99999 on December 21, 2014, 06:38:18 AM
Quote from: elStrages on December 21, 2014, 02:56:56 AM
This is pritty cool, quorn in rimworld lol
Quote from: Turtle Medic on December 20, 2014, 07:39:11 PM
Updated this to Alpha 8, uses the medicine skill though, only because it's hard to level, unless you beat your prisoners.
Just a heads up, you need at least 5 medicine skill to make Sythmeat.
You should update the main post to say alpha 8 so people know
BUT turtlemedic is NOT the original poster of the thread , so he CAN NOT ALTER THE OP
seen, I'm not sure the caps were necessary though
Title: Re: [MOD] (Alpha 7) Synthmeat
Post by: Psyckosama on February 26, 2015, 07:27:15 PM
Had a hell of a last couple months and I'm sick, but I'm back. I'm going to be working on my mods again. At least the ones that don't need DLLs. The DLL mods depend on if Haplo will forgive me for falling off the map.
Title: Re: [MOD] (Alpha 7) Synthmeat
Post by: StorymasterQ on February 26, 2015, 10:50:53 PM
Quote from: Psyckosama on February 26, 2015, 07:27:15 PM
Had a hell of a last couple months and I'm sick, but I'm back. I'm going to be working on my mods again. At least the ones that don't need DLLs. The DLL mods depend on if Haplo will forgive me for falling off the map.

I read that as "Had some synthmeat last month and got sick." Was slightly disappointed after rereading.
Title: Re: [MOD] (Alpha 7) Synthmeat
Post by: daveboy2000 on March 06, 2015, 01:53:31 PM
Can't wait for this mod to be compatible with alpha 9