RimWorld

RimWorld

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BK's Nutrient Bars!
   
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Mod, 1.4, 1.5, 1.6
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4 Nov, 2022 @ 7:32pm
9 Jul @ 8:21am
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BK's Nutrient Bars!

Description
Compress nutrient paste into nutrient bars, portable, non-spoiling nutrition.
1 nutrient block, dispensed from a Vanilla Expanded nutrient paste network is turned into 10 nutrient bars at a drug lab.
Each bar has 0.8 nutrition, a little is lost from the 10 paste needed to make the block.
They count as medical drugs, so colonists can be ordered to carry up to 3.

(New in 1.1)
Drug-infused bars! These will sate that dependency, but as each bar gets 1/10 of a dose, do not use these for actual addictions! Seriously, turn using them for addictions off, or all your food will get eaten in short order.
Nutrient Bar with Psychite = 1 Nutrient Block & 1 Yayo
Nutrient Bar with Smokeleaf = 1 Nutrient Block & 4 Smokeleaf Leaves
Nutrient Bar with Go-juice = 1 Nutrient Block & 1 Go-Juice
Nutrient Bar with Wake-up = 1 Nutrient Block & 1 Wake-up
Nutrient Bar with Alcohol = 1 Nutrient Block & 1 Beer
(New in 1.3)
Mod-dependent drugged bars.
Vanilla Expanded Factions: Classical:
Nutrient Bar with Opium - 1 Nutrient Block & 1 Opium
Vanilla Expanded Factions: Insectoids:
Nutrient Bar with Royal Insect Jelly - 1 Nutrient Block & 1 Royal Insect Jelly
Vanilla Brewing Expanded:
Nutrient Bar with Caffeine - 1 Nutrient Block & 24 Coffee Beans
Nutrient Bar with Tobacco - 1 Nutrient Block & 24 Tobacco Leaves
Vanilla Races Expanded - Hussar:
Nutrient Bar with Luciferium - 1 Nutrient Block & 1 Luciferium (Preference NeverForNutrition)
(New in 1.4)
Dispense blocks of nutrient paste from Vanilla Expanded nutrient paste networks, then cut into bars for a simpler process.
New graphics, commissioned from Ambrosia.
Nutrient Bar with Hemogen - 1 Nutrient Block & 5 Hemogen Packs, each bar grants 10 Hemogen


Inspired by KVD's Choyo, the idea of an energy bar my colonists could be ordered to keep in their pockets.

Future Plans:
Mod drug dependency support, all vanilla expanded drug dependencies are done, but let me know what mods I need to look at!

This work is licensed under CC BY-SA 4.0
Do what you want with this. You may use it commercially, you may edit and make your own versions of it, whatever you like.
All that is asked is to give proper credit, and if you make anything with this, share it with this same open license.
May the creative and open spirit of modding flourish!

If you really like my mods, you can leave me a tip: (I'll probably use it to commission art or C#, the parts I'm not good at.)
https://ko-fi.com/brentkerman#
69 Comments
Sekonda 24 Sep @ 10:42am 
If people are just "standing" then pause your came, go into architect and select "cancel" then drag it across your entire map and let go; I saw another guy post when this occurred it was due to unpathed pipes/underground issues with all mods. It's solved this issue for me every time it's occurred.
Brent Kerman  [author] 18 Sep @ 4:20pm 
I'd honestly suspect a mod adding new ways to assign carry stuff if they don't account for food drugs.
Nanoelite001 11 Sep @ 3:08am 
I'm also having the standing issue, and it seems whenever a pawn attempts to haul the bars it tries to do it ten times in a single tick. I've also removed a heap of mods that could possibly interact with this and still have issues. Using CEs inventory to have them carry a bar is an easy fix for the pick-up-and-put-down issue, but not the 10 bars thing which is what my issue is.
Brent Kerman  [author] 5 Sep @ 8:02pm 
Do you have any mods that affect AI, or food rules? I can rule out Common Sense, as I use that. Best bet is probably to remove a bunch, test, if is resolved, re-add half, and work from there.
General Degenerate 2 Sep @ 11:58pm 
I'm having the same "Standing" issue, checked it with both vanilla and modded foods, yet only the nutrient bars had the problem.
I am however inclined to believe it's a conflict issue as I'm using around 500 mods, SOMETHING broke this mod but I don't know which one did it.
Brent Kerman  [author] 15 Aug @ 7:41pm 
@Pear That is definitely caused by some other mod, as it doesn't happen with just this and dependencies, or my heavy modlist. I checked.
Pear 14 Aug @ 2:04pm 
@Rogue same issue here. Just tested it, it's a conflict with Colonists considering them to just be meals, but they're also considered drugs. So they're "stocking up" on a meal for the day, while their drug policy tells them they should be carrying 0. Setting whatever bar they're trying to pick up to 2 will "fix" the standing issue, but that means if you have multiple types of bars, they'll need to carry 2 of each to prevent the bug.
Brent Kerman  [author] 4 Aug @ 7:45am 
@Roque the Rogue. No clue. Try the old trick of cutting your modlist in half, then quarter, etc, to find what mod causes it.
@Scott2277 I don't know what would happen if a wall has a nutrition stat. Probaby not good things.
Scott2277 31 Jul @ 5:06pm 
I wish i could use them as bricks for walls and stuff.
Roque the Rogue 30 Jul @ 7:42pm 
Pawns in my gravship crew are permanently "Standing" after they put a nutrient bar in their inventory, any clue how that can happen? what sort of mod conflict would be the why that happened? Thanks