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RimWorld => Releases => Mods => Outdated => Topic started by: Wilhelm95 on April 08, 2018, 10:23:46 AM

Title: [B18] A mod about meat
Post by: Wilhelm95 on April 08, 2018, 10:23:46 AM


Always dreamed of making things out of raw animal flesh ? Now you can !
Should be mod-friendly

Including :

- Meat Cubes : Carefully carved meat at the butchery table, base material for the rest of the mod
(As eatable as any other food now :D)
(also usefull for stacking different animal meats together)
- Flesh Walls : They are weak, ugly and smelly.
- Hardened Meat Walls : They're kinda strong, but, hey, that's still meat.
- Raw Flesh Floor : Plant can grow on that one, tho only at 70% speed. Usefull for early indoor crops, before hydroponics.
- Meat Tiles : Meat floor, with a brick pattern. Not too ugly (which is a miracle).
- Human meat variant for everything, let's make prisons out of prisoners !
- Meat plants, too huge for hydroponics, lvl 10 to grow, but give cubes of meats on harvest. It's a freaking plant growing meat cube guys.
- Candles, they burn at low rate, glow less than torch, and are kinda cute ^^.
- Animal fat, extracted from raw meat in order to make candles
- Research tree ! :D
- Some meat furnitures (there will be more in the future), so you can make this bad prisoner sleep in a bed made out of his family C:

Incoming :

- Compost/Fertilizer - Something to make crops more efficient ?
- meat sculptures, let's break the codes with some modern art
- super meat boy reference - Like a pet or something ?
- way too much things, can't talk of everything there, but it'll be awesome :D

It is is free to be used in any modpack, and you can do whatever you want with the code and graphics inside of it.
Also i'm taking any suggestion for things to add to the mod, let's do a lot of weird things with meat :D

steam download : https://steamcommunity.com/sharedfiles/filedetails/?id=1356014351
non-steam version : https://drive.google.com/open?id=12CB_Im07m10EHgl-UhCDvbA-tLA8mQjH

installing for non-steam users :
- download the zip/rar file
- unzip wherever you want
- put the "AModAboutMeat" uncompressed file into the mod file within your rimworld folder. (RimWorld/Mods)

Enjoy ^^
Title: Re: [B18] A mod about meat
Post by: Wilhelm95 on April 08, 2018, 05:52:43 PM
Little (big ?) update, added two floors and completely changed how things looked like.
Title: Re: [B18] A mod about meat
Post by: Harry_Dicks on April 08, 2018, 06:25:16 PM
This is disgustingly AWESOME!
Title: Re: [B18] A mod about meat
Post by: Gerrymon on April 09, 2018, 10:57:59 AM
Quote from: Harry_Dicks on April 08, 2018, 06:25:16 PM
This is disgustingly AWESOME!

That brick and soil texture are disgustingly beautiful too
Can you also add meaty door that open as slow as stone door? :D
Title: Re: [B18] A mod about meat
Post by: Wilhelm95 on April 09, 2018, 11:49:53 AM
I just finished the meat plants and the ability to make things with human flesh, plus meat cubes are now eatable, i'll work on these
meat door right now ;D


Title: Re: [B18] A mod about meat
Post by: Lanilor on April 09, 2018, 02:06:28 PM
Quote from: Wilhelm95 on April 08, 2018, 10:23:46 AM
Human meat cubes, let's make a prison out of prisonners !

I really like your way of thinking! :D

Nice idea for a training mod, btw.
Title: Re: [B18] A mod about meat
Post by: Serpyderpy on April 09, 2018, 05:47:49 PM
This mod looks absolutely disgusting and I love it. It reminds me of the NES game Abadox a whole lot, as well as organic stages in shooters like Lifeforce and Gradius.

Do you think you'd ever make some special furniture for this mod? Like, eyeball lights, tongue rugs, maybe like decorative teeth and giblets? Organs that produce power would be pretty cool, too, with conduits made of veins! I'm spitballing now but, this mod has awesome potential. o:
Title: Re: [B18] A mod about meat
Post by: Wilhelm95 on April 09, 2018, 05:58:35 PM
Quote from: Serpyderpy on April 09, 2018, 05:47:49 PM
This mod looks absolutely disgusting and I love it. It reminds me of the NES game Abadox a whole lot, as well as organic stages in shooters like Lifeforce and Gradius.

Do you think you'd ever make some special furniture for this mod? Like, eyeball lights, tongue rugs, maybe like decorative teeth and giblets? Organs that produce power would be pretty cool, too, with conduits made of veins! I'm spitballing now but, this mod has awesome potential. o:

You're reading my mind lol, I'm actually drawing eyeballs lamp 😂
Title: Re: [B18] A mod about meat
Post by: Serpyderpy on April 09, 2018, 06:25:36 PM
If you make giant eyeball lamps I will do flips, I wanna stick them on the front of my base and make it look 'alive', haha.

Body horror is a really creepy untapped potential for Rimworld so I'm glad this mod exists. Games like Gynoug, Contra: Hard Corps, Abadox and Super Cyborg have great body horror bosses, stages and enemies if you're ever wanting some inspiration in the future, and they fit within the style you seem to be going for.
Title: Re: [B18] A mod about meat
Post by: Canute on April 10, 2018, 03:54:24 AM
What happen when all these flesh walls/floors comes alive and get hungry ? :-)
Does the floor eat the flith and blood, and the shoes/feets if someone stand to long at a place.
Does the wall bite you when you lean on them for cover or relax.
Title: Re: [B18] A mod about meat
Post by: Wilhelm95 on April 10, 2018, 04:36:34 AM
That's it, I've planned a lot of things, and the actual goal is to end up with a living colony that you need to feed out of blood and nutrients extracted from meat, meat abominations as colonists, with some of them connected to the colony itself without any free will anymore, shits like that c:
Title: Re: [B18] A mod about meat
Post by: Serpyderpy on April 10, 2018, 10:50:55 AM
Quote from: Wilhelm95 on April 10, 2018, 04:36:34 AM
That's it, I've planned a lot of things, and the actual goal is to end up with a living colony that you need to feed out of blood and nutrients extracted from meat, meat abominations as colonists, with some of them connected to the colony itself without any free will anymore, shits like that c:

Best mod ever. <3
Title: Re: [B18] A mod about meat
Post by: Jackalvin on April 10, 2018, 11:35:06 AM
Disgusting mod. Love it! Here's some horrific ideas:
-Heart Generator powered by blood and meat.
-Pulsing Stomach that works as a efficient but disgusting paste maker
-A mass of livers that makes neutromine. I don't know how
-A bloated kidney that makes medicine.
-A brain thingy that controls lesser minded beasts.
Title: Re: [B18] A mod about meat
Post by: Wilhelm95 on April 10, 2018, 12:30:19 PM
Thanks you all for the support, I'll work hard to make the best mod about meat you've ever seen  ;D

The heart was already planned, but I was looking for idea about what the other organs should do, (the stomach producing nutrient paste would be really cool :o)  thanks  :)
Title: Re: [B18] A mod about meat
Post by: CrazyMalk on April 10, 2018, 02:10:59 PM
Maybe, later, you could add in a custom race/trait that makes pawns immune to the uglyness of meat. Then, every pawn that is not from that race or that do not have the trait would get debuffs.
Title: Re: [B18] A mod about meat
Post by: Razzoriel on April 10, 2018, 02:18:05 PM
If I use this mod together with the Vegan Mod, will Rimworld open a rift in time and space that will destroy the fabric of the universe? Or will it automatically track the testosterone of my male pawns?
Title: Re: [B18] A mod about meat
Post by: Wilhelm95 on April 10, 2018, 02:23:48 PM
Quote from: CrazyMalk on April 10, 2018, 02:10:59 PM
Maybe, later, you could add in a custom race/trait that makes pawns immune to the uglyness of meat. Then, every pawn that is not from that race or that do not have the trait would get debuffs.

Pls stop. That's exactly what i was doing, like, right now. xD
Though i didn't found out how to make buildings applying a debuff mood, so i'm just doing them really ugly and dirty, with the special trait making pawn loving ugly and dirty things and being displeased by everything else
Title: Re: [B18] A mod about meat
Post by: Bombadil on April 10, 2018, 03:41:45 PM
This mod might help with buildings giving moods, although I have used it to see exactly how it works https://steamcommunity.com/sharedfiles/filedetails/?id=1222844735 (https://steamcommunity.com/sharedfiles/filedetails/?id=1222844735)
Title: Re: [B18] A mod about meat
Post by: Wilhelm95 on April 10, 2018, 04:09:13 PM
Quote from: Bombadil on April 10, 2018, 03:41:45 PM
This mod might help with buildings giving moods, although I have used it to see exactly how it works https://steamcommunity.com/sharedfiles/filedetails/?id=1222844735 (https://steamcommunity.com/sharedfiles/filedetails/?id=1222844735)

Oh my. That's exactly what i was looking for :O Thanks a lot :O (i'll have to thanks the guy who did this too)
Title: Re: [B18] A mod about meat
Post by: Wilhelm95 on April 12, 2018, 02:41:52 PM
New stuffs !

Added animal fat extracted from raw meat at the butchery table, as well as some cutes candles :)


Now back to the real meat  ;D

Added meat beds and lamps, as well as a new wall, plus there's now a research tree for everything ! (some of the things starting from the "blood refining" in the tree aren't implemented yet, so don't bother spending time on them)



Remember that one prisoner who killed one of you colonist ? Make him sleep into a bed made out of his family C:

Note : Since i'm now part of the lord of the rims project, and that new features of a mod about meat are becoming quite complex to code, the updates pace will slow a little ^^.
Title: Re: [B18] A mod about meat
Post by: DiamondBorne on April 14, 2018, 10:27:08 AM
I can now make Red Falcon/Necromorph/Doom themed base now. We gonna need Organs furniture too. (No need for bones, we already have Bones mod)

Also, I recommend pairing this mod with Jecrell's vampires mod for the ultimate Tzimisce experience. Cathedral of Flesh on the Rim here I come. 8)
Title: Re: [B18] A mod about meat
Post by: CrazyMalk on April 14, 2018, 03:30:30 PM
This really seems like something that would become part of Jecrell's Rim of Madness mod lol
Maybe later you could do something with Jecs Tools, it has a neat animation feature. You could create eyeball lamps that would blink once in a while, or close when turned off!
Title: Re: [B18] A mod about meat
Post by: Call me Arty on April 17, 2018, 03:04:28 PM
 I like my Rimworld grounded in a twisted reality. I'm not going for kawaii monster girls, or Call of Duty weapon packs, or dragons. Those are going too far.
This though?
I've got to have it.

Assuming you haven't already thought of it, that aforementioned heart generator should just pump blood around in "veins", similar to Rimworld's conduits or the Hygiene/Plumbing mod's pipes. The heart would be the generator that fueled all of these other structures that needed to be "powered". I'm sure you're not going for realism, but it would make more sense than a heart making electricity. That way, neolithic/low tech runs could benefit as well.
Oh, and it would be neat if the heart was destroyed/rotted/in a state of cardiac arrest, you could have special beds that drained colonists of blood, like human batteries. Would be good if you had a failure during a raid or critical situation.

Oh, and where do I recognize this from? (http://www.scp-wiki.net/scp-610) If you've never heard about it, I recommend it for your race that you're working on. If you want to try something somehow more fantastical and terrifying, give this (https://www.youtube.com/watch?v=HURzsrZjTm8) a listen, late at night, in the dark, with an uncooked steak settling on your computer tower.
Title: Re: [B18] A mod about meat
Post by: eagleFMJ on April 17, 2018, 04:10:23 PM
Hi Wilhelm95,

I noticed on Steam you released a candles only version, any chance you could post that version here on the forum also?
Title: Re: [B18] A mod about meat
Post by: Wilhelm95 on April 17, 2018, 04:51:49 PM
Quote from: eagleFMJ on April 17, 2018, 04:10:23 PM
Hi Wilhelm95,

I noticed on Steam you released a candles only version, any chance you could post that version here on the forum also?

heard and understood, sir  ;D
Title: Re: [B18] A mod about meat
Post by: Wilhelm95 on April 17, 2018, 04:58:15 PM
Quote from: Call me Arty on April 17, 2018, 03:04:28 PM
I like my Rimworld grounded in a twisted reality. I'm not going for kawaii monster girls, or Call of Duty weapon packs, or dragons. Those are going too far.
This though?
I've got to have it.

Assuming you haven't already thought of it, that aforementioned heart generator should just pump blood around in "veins", similar to Rimworld's conduits or the Hygiene/Plumbing mod's pipes. The heart would be the generator that fueled all of these other structures that needed to be "powered". I'm sure you're not going for realism, but it would make more sense than a heart making electricity. That way, neolithic/low tech runs could benefit as well.
Oh, and it would be neat if the heart was destroyed/rotted/in a state of cardiac arrest, you could have special beds that drained colonists of blood, like human batteries. Would be good if you had a failure during a raid or critical situation.

Oh, and where do I recognize this from? (http://www.scp-wiki.net/scp-610) If you've never heard about it, I recommend it for your race that you're working on. If you want to try something somehow more fantastical and terrifying, give this (https://www.youtube.com/watch?v=HURzsrZjTm8) a listen, late at night, in the dark, with an uncooked steak settling on your computer tower.

That's exactly what i was planning, but... Those are complex mechanics, and i'll need some time to manage making things like that ^^'
I'll try to look at these things, but i'm easily feared, and because of you i'll have nightmares for like one week, no thanks x)
Title: Re: [B18] A mod about meat
Post by: eagleFMJ on April 17, 2018, 06:11:31 PM
Quote from: Wilhelm95 on April 17, 2018, 04:51:49 PM
Quote from: eagleFMJ on April 17, 2018, 04:10:23 PM
Hi Wilhelm95,

I noticed on Steam you released a candles only version, any chance you could post that version here on the forum also?

heard and understood, sir  ;D

Great, thank you!
Title: Re: [B18] A mod about meat
Post by: Call me Arty on April 17, 2018, 06:34:24 PM
Quote from: Wilhelm95 on April 17, 2018, 04:58:15 PM
That's exactly what i was planning, but... Those are complex mechanics, and i'll need some time to manage making things like that ^^'
I'll try to look at these things, but i'm easily feared, and because of you i'll have nightmares for like one week, no thanks x)

No rush, you're making stuff for free, and I appreciate that. I know the creator of the Black Widows mod (https://ludeon.com/forums/index.php?topic=40837.0) got a bunch of success from asking for help on the modding discord, so you might get some help from some senior modders if you're lucky!

If you do want to go through my recommended. . . "material", then be warned that they are amongst the most chilling SCPs and creepypastas I've ever found, respectively. If you read the SCP (first link) and are easily spooped, do not under any circumstances read a field log. The description is hard enough. Meanwhile, the video (second link) is a slow, chilling burn. It's essentially the same thing: Organic mass gets captured, brought back to a central point, and integrated, all of the creatures and objects branching out of it are disgusting amalgamations of various bodyparts and creatures.
Overall? Stay away from them if you're as fearful as you imply.
Title: Re: [B18] A mod about meat
Post by: Nanobytez on April 17, 2018, 11:39:27 PM
To add onto someone else's power generation... what if you had a "generator" that was powered by sapping the bio energy from a pawn? Obviously not realistically cuz that would be super inefficient but I'd love to power my colony off a bunch of unruly prisoners suspended in large vats!
Title: Re: [B18] A mod about meat
Post by: Call me Arty on April 18, 2018, 12:45:24 AM
Quote from: Nanobytez on April 17, 2018, 11:39:27 PM
To add onto someone else's power generation... what if you had a "generator" that was powered by sapping the bio energy from a pawn? Obviously not realistically cuz that would be super inefficient but I'd love to power my colony off a bunch of unruly prisoners suspended in large vats!

I've gotchu fam. (https://steamcommunity.com/sharedfiles/filedetails/?id=1162766114)
Title: Re: [B18] A mod about meat
Post by: Nanobytez on April 18, 2018, 03:17:57 AM
Quote from: Call me Arty on April 18, 2018, 12:45:24 AM
Quote from: Nanobytez on April 17, 2018, 11:39:27 PM
To add onto someone else's power generation... what if you had a "generator" that was powered by sapping the bio energy from a pawn? Obviously not realistically cuz that would be super inefficient but I'd love to power my colony off a bunch of unruly prisoners suspended in large vats!

I've gotchu fam. (https://steamcommunity.com/sharedfiles/filedetails/?id=1162766114)



HNNGGG, you loyal. Time to put all those 99% fail to recruit prisoners to good use!
Title: Re: [B18] A mod about meat
Post by: ZE on April 18, 2018, 08:20:19 AM
i saw that meat soil is not efficient?? did you know that the nutrients in meat are perfect for plants? i'd raise that up to 300% or more tbh!  dunno how you could code it but maybe plants grown in meat are .... different.... and have a meaty flavor...... dunno how to do that without making all new versions of plants that only grow in that soil....

Trait
True Carnivore (2) - Enjoys meat so much, will even eat it raw! gets a stackable (20) +10 mood "Meaty Goodness" when eating cooked/raw meat, and a stackable (10) +5 mood "Chewin' the Fat" for fatty gum (a meaty 'chocolate' equivalent)
Carnivore (1) - Loves grilled meat with a passion, talks about BBQ all day and night! "Meaty Goodness" from cooked only, no chewin the fat
Vegiterian (-1) - negative responses to seeing butchery, and eating of meat, fine with dairy
Super Vegan (-2) - negative responses to like..everything, annoying persons irl too (lol iTroll)

maybe a growable http://castlevania.wikia.com/wiki/Alura_Une or maybe it can be a weed that rarely happens, hunts pawns nearby, can be tamed and a buildable meatboy at a sculpting table
Title: Re: [B18] A mod about meat
Post by: Wilhelm95 on April 18, 2018, 09:06:49 AM
I know that, but, balancing you know ~~

those traits looks cool, i'll surely give them a try in the next updates ^^
Title: Re: [B18] A mod about meat
Post by: Wilhelm95 on April 22, 2018, 05:32:11 AM
Ok, here's the actual roadmap, which is already a fucking huge amount of work :
https://docs.google.com/spreadsheets/d/1eDybNq1vvPuVeId2SmhG4UKhG6lUshxasyYwmjhYHRM/edit?usp=sharing
i'll update this quite often, so come check for the advancement of the mod, or even to comment directly on the roadmap ^^
Title: Re: [B18] A mod about meat
Post by: eagleFMJ on April 22, 2018, 09:29:11 AM
I noticed the candles & fat are missing from the download you posted.
Title: Re: [B18] A mod about meat
Post by: Wilhelm95 on April 22, 2018, 09:34:47 AM
Quote from: eagleFMJ on April 22, 2018, 09:29:11 AM
I noticed the candles & fat are missing from the download you posted.

Yeah, maybe, that's a mess, i'm doing too much things at the same time lol, will release some fix updates today
(i was going to remove candles and fat from A Mod About Meat anyway since just candles use the same defs and is going to develop on his own)
Title: Re: [B18] A mod about meat
Post by: eagleFMJ on April 22, 2018, 09:53:44 AM
Quote from: Wilhelm95 on April 22, 2018, 09:34:47 AM
Quote from: eagleFMJ on April 22, 2018, 09:29:11 AM
I noticed the candles & fat are missing from the download you posted.

Yeah, maybe, that's a mess, i'm doing too much things at the same time lol, will release some fix updates today
(i was going to remove candles and fat from A Mod About Meat anyway since just candles use the same defs and is going to develop on his own)

No worries mate, looking forward to the update.
Title: Re: [B18] A mod about meat
Post by: Call me Arty on April 22, 2018, 01:25:45 PM
 Post Number One:
"Hey guys, I'm basically making a mod that will give you the ability to make blocks out of meat, like with the stone blocks."

Post Number Ten
"So, I've been looking through suggestions, and I am now working on a new feature. You will now be able to choose between a Rimworld, and a Meatworld (with it's own biomes, ecosystems, and weather patterns). Also trying to flesh-out (hehe) the Meatling's backstories, and I've got a couple good mo-cap and voice actors for that."
Title: Re: [B18] A mod about meat
Post by: Wilhelm95 on April 22, 2018, 03:50:51 PM
Ok new release finally here  ^^

Last version was a big mess, so i fixed a lot of things, everything should work from now i guess
Added meat sculptures (2 smalls and one grand)
Removed candles, since they now got their own mod
Title: Re: [B18] A mod about meat
Post by: Call me Arty on April 23, 2018, 04:05:27 PM
 Have any penalties been considered for building with meat (aside from lack of food)? As cool as it seems, the mod kinda just seems to be aiming towards a gross red block. Anything along the lines of rot, attracting predators (giant flies/maggots, maybe?), real low durability, etc? I know you've already got about forty things you're working on, but it seems like an important aspect of row 35 (Mood debuffs from meat buildings). All that aside, I still love the mod, and finishing even half the things you've listed is going to put your mod with the cream of the crop.

Oh, and about these meat creatures you're going for. Are you going to aim for something goofier along the lines of Meatwad (https://upload.wikimedia.org/wikipedia/en/thumb/4/4e/Meatwad.png/200px-Meatwad.png), or are you going to aim for twisted, like The Thing (from The Thing) or Frank (from Hellraiser, when he was still an incomplete bloody mess)?
Title: Re: [B18] A mod about meat
Post by: Father on June 09, 2018, 04:36:29 AM
have a bunch of these errors during game loading, anyone know what's the issue ? i put one of the errors below.

XML error: Duplicate XML node name thingClass in this XML block: <ThingDef ParentName="FleshWallBase"><thingClass>Building</thingClass><designationCategory>Structure</designationCategory><category>Building</category><defName>FleshWall</defName><label>flesh wall</label><thingClass>Building</thingClass><category>Building</category><description>A wall made of good bloody meat. Capable of holding a roof.</description><costList><MeatCube>5</MeatCube></costList></ThingDef>
Verse.Log:Error(String)
Verse.XmlInheritance:CheckForDuplicateNodes(XmlNode)
Verse.XmlInheritance:ResolveXmlNodeFor(XmlInheritanceNode)
Verse.XmlInheritance:ResolveXmlNodesRecursively(XmlInheritanceNode)
Verse.XmlInheritance:ResolveXmlNodesRecursively(XmlInheritanceNode)
Verse.XmlInheritance:ResolveXmlNodes()
Verse.XmlInheritance:Resolve()
Verse.ModContentPack:LoadDefs_Patch1(Object, IEnumerable`1)
Verse.LoadedModManager:LoadAllActiveMods()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__1()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()