[Mod Request] Meat

Started by Wex, November 26, 2014, 01:30:08 PM

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Wex

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
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StorymasterQ

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.
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FridayBiology

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?
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Wex

Over a firepit, you can smoke-dry meat in the cold climates too.
No need for a refrigerator, when you have jerky, right?
"You are not entitled to your opinion. You are entitled to your informed opinion. No one is entitled to be ignorant."
    Harlan Ellison

Igabod

#4
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.

ItchyFlea

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.
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Igabod

well darn. I tried at least.

Wex

So, no meat on traders unless you get some dll.?
I am sad now.  :'(
"You are not entitled to your opinion. You are entitled to your informed opinion. No one is entitled to be ignorant."
    Harlan Ellison

confusedwings

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!

skullywag

I dont think you meant to post here.....
Skullywag modded to death.
I'd never met an iterator I liked....until Zhentar saved me.
Why Unity5, WHY do you forsake me?