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RimWorld => Mods => Topic started by: Wex on November 26, 2014, 01:30:08 PM

Title: [Mod Request] Meat
Post by: Wex on November 26, 2014, 01:30:08 PM
I tought a while on the topic of food traders.
They bring potatoes, berries and agave. Perishables.
Would be that weird to have them bring along some meat too?
Late game suffers from an overabundance of silver and a lack of game (the hunted kind).
Also, if Haplo passes by, the traders from his mod are logically included in this request.
Thanks! :D
Title: Re: [Mod Request] Meat
Post by: StorymasterQ on November 26, 2014, 07:38:12 PM
Surely meat products perish faster than vegetables? Also, they don't preserve well under low temperatures while vegetables do.

But this is a good point, though. Some traders could have been, say, trading primarily in meat products, and thus have better meat preservation tech. Would be expensive, though.
Title: Re: [Mod Request] Meat
Post by: FridayBiology on November 26, 2014, 08:37:13 PM
Could just butcher those tribesmen... Sell the human meat for other "meat".

What about a sun rake?
Could dry and store meat as jerky in warm climates?
Title: Re: [Mod Request] Meat
Post by: Wex on November 26, 2014, 08:40:50 PM
Over a firepit, you can smoke-dry meat in the cold climates too.
No need for a refrigerator, when you have jerky, right?
Title: Re: [Mod Request] Meat
Post by: Igabod on November 27, 2014, 02:51:47 PM
Let's not forget the fact that they are in space through the whole trip. You can insta-freeze meat just by exposing it to the vacuum of space. However that probably wouldn't be necessary. Dried meat will last indefinitely if you dry it correctly and if you use proper storing methods (aka keep it in a dry box). It only goes bad when moisture is re-introduced.

[edit to add] To add meat to the food trader all you need to do is open the BaseTraderKinds.xml file located in Mods/Core/Defs/TraderKindDefs and add in the following code on the FarmingVessel def.


      <li>
    <categoryDef>MeatRaw</categoryDef>
<thingDefCountRange>
  <min>1</min>
  <max>4</max>
</thingDefCountRange>
<price>Cheap</price>
<totalPriceRange>
  <min>800</min>
  <max>2500</max>
</totalPriceRange>
  </li>


I added it right under the FoodRaw bit of code. The entire FarmingVessel def should look like this when you add that in.


  <TraderKindDef>
    <defName>FarmingVessel</defName>
    <label>food trader</label>
    <stockDefs>
      <li>
        <thingDef>Silver</thingDef>
        <countRange>
          <min>2400</min>
          <max>3000</max>
        </countRange>
      </li>
      <li>
        <categoryDef>FoodRaw</categoryDef>
        <thingDefCountRange>
          <min>1</min>
          <max>4</max>
        </thingDefCountRange>
        <price>Cheap</price>
        <totalPriceRange>
          <min>800</min>
          <max>2500</max>
        </totalPriceRange>
      </li>
      <li>
    <categoryDef>MeatRaw</categoryDef>
<thingDefCountRange>
  <min>1</min>
  <max>4</max>
</thingDefCountRange>
<price>Cheap</price>
<totalPriceRange>
  <min>800</min>
  <max>2500</max>
</totalPriceRange>
  </li>
      <li>
        <categoryDef>FoodMeals</categoryDef>
        <thingDefCountRange>
          <min>1</min>
          <max>2</max>
        </thingDefCountRange>
        <price>Cheap</price>
        <totalPriceRange>
          <min>500</min>
          <max>1500</max>
        </totalPriceRange>
      </li>
      <li>
        <thingDef>Medicine</thingDef>
        <price>Expensive</price>
        <countRange>
          <min>10</min>
          <max>30</max>
        </countRange>
      </li>
    </stockDefs>
  </TraderKindDef>


I could slap this together in a mod for you if you don't feel confident enough to copy/paste this into the core files. Just let me know.

[edit again to add] Ok that's not all you need to do. You also need to modify the def for meat to allow it to be tradeable but I can't seem to find that def anywhere. I'll update this again when/if I find it.
Title: Re: [Mod Request] Meat
Post by: ItchyFlea on November 27, 2014, 09:59:21 PM
Quote from: Igabod on November 27, 2014, 02:51:47 PM
[edit again to add] Ok that's not all you need to do. You also need to modify the def for meat to allow it to be tradeable but I can't seem to find that def anywhere. I'll update this again when/if I find it.
The game generates meat definitions itself when animals are butchered. You'd have to find the code responsible and replace it with a .dll that makes the generated meat tradeable.
Title: Re: [Mod Request] Meat
Post by: Igabod on November 28, 2014, 07:16:46 AM
well darn. I tried at least.
Title: Re: [Mod Request] Meat
Post by: Wex on December 01, 2014, 11:23:46 AM
So, no meat on traders unless you get some dll.?
I am sad now.  :'(
Title: Re: [Mod Request] Meat
Post by: confusedwings on September 04, 2015, 10:40:01 AM
nice mod...
Realistic and usefull...

I love a mod that's comming close to real life... not like growing legs on a plant for your colonists.
That's so fake... i know it could be done in real high tech labs but be real... on a plant...? when crashed on a alien planet...?

So nice job... i'm gonna use it for sure!
Title: Re: [Mod Request] Meat
Post by: skullywag on September 04, 2015, 11:12:29 AM
I dont think you meant to post here.....
Title: Re: [Mod Request] Meat
Post by: confusedwings on September 04, 2015, 01:42:39 PM
Quote from: skullywag on September 04, 2015, 11:12:29 AM
I dont think you meant to post here.....
i agree... :p ^^