RimWorld

RimWorld

Cannibal and Insect Meals
138 Comments
[MaD] 22 Jul, 2024 @ 2:17pm 
Sorry - i was not specific enough i was under the impressions the meal variants where a feature of the framework. Big and Small - Genes & More Does add them.

Slimes utilise this system in a fun way with a twist on the Hemogen system- they grow and shrink based on the amount they eat - they can even engulf. So they are powerful very hard to kill, but need monstrous amounts of food (still a nice fit as a brawler for my android colony).
Mlie  [author] 22 Jul, 2024 @ 1:59pm 
@[MaD] Can you link to some mod that adds that type of compatibility? Never used that framework before so not sure of how it would be implemented
[MaD] 19 Jul, 2024 @ 3:25am 
Could you add support for Big and Small - Framework (smol and large meal variants)?

Tryin to feed a Canibal Slime and the paste is driving her mad XD
x_Neversoft_x 11 Jun, 2024 @ 12:08pm 
I did spawn them in for testing.. My apologies! Sorry for wasting your time. Great mod.
Mlie  [author] 11 Jun, 2024 @ 11:46am 
@Stylus Tested this and the counter was reset with no issues. Perhaps you spawned in the meals, spawned meals have no ingredients
x_Neversoft_x 10 Jun, 2024 @ 3:23pm 
Check the very bottom of the needs UI. All colonists in your ideology will have an 8 day count down that doesn't reset upon eating your meals. I think this only matters if you have the cannibal meme as part of your ideology.
Mlie  [author] 10 Jun, 2024 @ 1:45pm 
@Stylus They did the last time I tested. How did you test this?
x_Neversoft_x 10 Jun, 2024 @ 12:45pm 
The meals don't reset the ate human meat need for ideologies.
Mlie  [author] 30 May, 2024 @ 12:41am 
@Futstub Well, its not really for the crafting. Its for the food policies. Some races may only want to eat insect based meals for example.
Futstub 30 May, 2024 @ 12:14am 
I don't get what this mod would be used for. I mean, I can already craft all of those without it by ticking a box in the bill... what am I missing here..? Óò
Scald 18 Nov, 2023 @ 5:14am 
yum yum
Svela 28 Sep, 2023 @ 4:03am 
I am such a fool. After subscribing to the mod I forgot to allow the insect meals. Since I was installing it after already starting my colony they defaulted to disabled. So sorry for the confusion.
Curiosity 30 Oct, 2022 @ 7:13pm 
This is exactly what I need for my tunneling cult. They keep making food out of non fungus things if I allow any other ingredients.
Zanthe 1 Sep, 2022 @ 10:36am 
Shouldn't it be "Packaged Cannibal Survival Meal" 😂
Mlie  [author] 31 Jul, 2022 @ 11:15pm 
@hottt3 See ”Reporting issues” above
hottt3 31 Jul, 2022 @ 8:24pm 
Is it because of this mod I can't use a kibble that contains meat for taming a Yak?
Mlie  [author] 21 Jul, 2022 @ 10:03am 
@Neronix17 Check, should be removed now since they use human meat.
Neronix17 21 Jul, 2022 @ 5:01am 
Might want to double check your patch for Forgotten Realms there, since I got a bug report about meats that don't exist and haven't for some years now.
brightsideguy 13 Apr, 2022 @ 3:25am 
Could you please add the following into your patches for aliens? These are from the Xenohumans mod.

<mods>
<li>Xenohumans - Gen-spliced Xenos on the Rim</li>
</mods>

<li>Meat_DesignerMatesXH</li>

<li>Meat_ScaleManXH</li>

<li>Meat_WolfManXH</li>

<li>Meat_SoldiermorphXH</li>

They sorta work when I try to patch it... except it uses only meat to be made (rather than the usual meat + veg/hay)
cyano 7 Jan, 2022 @ 1:19pm 
@CRAZEDrAg0n52 Are you using the
[FSF] Complex Jobs mod?

@Mlie That mod seems to affect this one in that the requiredGiverWorkType in the recipes xml must be set to FSFButcher or otherwise it's just not possible to make cannibal kibble.
Meanie 2 Jan, 2022 @ 12:32am 
Would you add simple vegetarian and carnivore meals as well?
CRAZEDrAgOn52 18 Nov, 2021 @ 12:32pm 
I'm trying to make insect kibble but the game doesn't let me even though i have all the required items.
Narlindir 14 Nov, 2021 @ 8:17pm 
@phoenixfire53 There is already a mod for that, called "Some more Simple Meal" https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2583788743&searchtext=simple+meals
davep93 21 Aug, 2021 @ 12:09pm 
Any chance this can be expanded to also include fungal meals?
[SM]HI I'M VMAR!!! 6 Aug, 2021 @ 4:41am 
Thank you for this. Got really annoyed micromaniging my cooks to either make extra cannibal or normal meals
Mlie  [author] 6 Aug, 2021 @ 2:13am 
@jan-huenten Yes
Tolarian 6 Aug, 2021 @ 2:12am 
Great for the new ideologys. Is bulk cooking included?
Diemos 2 Aug, 2021 @ 8:32pm 
i dont really want this mod but i think its amazing what ur doing mlie, thank you so much for your effort
Hallugeniar 1 Aug, 2021 @ 7:19am 
Still need fungal meals for my colony as most people don't like mushroom now:(
Mlie  [author] 24 Jul, 2021 @ 11:12pm 
@Blooest Good idea, ill add it to the list
Blooest 24 Jul, 2021 @ 10:31pm 
There any plans to update this to use the same assembly method that Bad Meat Category does so you don't have to individually patch compatibility for each alien race? Finding most of the alien mods I use aren't covered by this at the moment, wouldn't want to bug you to patch everything...
Mlie  [author] 19 Jul, 2021 @ 1:46pm 
@Talamar1 Tested with only this mod. I had to allow hay in the recipe but other than that it seems to work okay in 1.3
Talamar1 19 Jul, 2021 @ 1:01pm 
Not sure why, but I have a job to make Insect kibble and I have 500+ insect meat and 600+ hay and 400+ rice and it acts like there is no job to do (I have make insect kibble set to do forever) This is in 1.3 experimental.
NoctisTheBogWitch 14 Jul, 2021 @ 10:02am 
Oh okay, thanks!
Mlie  [author] 14 Jul, 2021 @ 9:56am 
NoctisTheBogWitch 14 Jul, 2021 @ 9:47am 
Like, how there are lavish meals, but with survival meals
Mlie  [author] 14 Jul, 2021 @ 9:46am 
@ 🌗🌌Vex🌌🌓 Survival meals are already part of the mod. The tiered meals, is that from another mod?
NoctisTheBogWitch 14 Jul, 2021 @ 9:03am 
Thank you for this mod, this is great! May I suggest survival meals to this, and different tiered survival meals? :)
Mlie  [author] 7 Jun, 2021 @ 1:12pm 
@Artix Sounds great!
Artix 7 Jun, 2021 @ 1:10pm 
Thanks, I think with some experimenting I might have it. I compared your other patches to the race names of those races and I assume I just put the race name after Meat_ and it should work. Otherwise I will do your method. Also, if this does work I am willing to send you the patch files so you can add them to this
Mlie  [author] 7 Jun, 2021 @ 1:01pm 
@Artix Simplest way is to spawn meat using the dev-mode and then inspect it to see its def-name
Artix 7 Jun, 2021 @ 12:28pm 
Is there a way to find the meat type def for a race? Or do I just have to put Meat_(RaceDef). For example, the races added in MorrowRim, the Morrowind mods, do I put Meat_MorroRim_Orsimer or just Meat_OrsimerRace?
Mlie  [author] 28 Apr, 2021 @ 11:32am 
@brightsideguy Sure, should be added now!
brightsideguy 27 Apr, 2021 @ 5:00pm 
Mode name: <name>Gerzee Race</name>
Def name: <defName>GerzeeRace</defName>
brightsideguy 27 Apr, 2021 @ 4:51pm 
Could I request my own mod be added to the compatibility? It's the Gerzee race.

https://gtm.steamproxy.vip/workshop/filedetails/?id=1783636077
Richard Mc Nutbuster 2 Apr, 2021 @ 2:31am 
ah, fair snouugh.
Mlie  [author] 1 Apr, 2021 @ 10:06pm 
@Richard Mc NutBustery Since the nutrient paste is not made as a recipe there is no simple way to accomplish that
Richard Mc Nutbuster 1 Apr, 2021 @ 6:36pm 
does it work with nutrient paste too?
like if a meal detects human meat will it turn into some sort of human paste meal?
lilwhitemouse 28 Mar, 2021 @ 7:51am 
Re: Deep Storage - it looks like the compatibility patch is trying to add everything as a Category instead of as a ThingDef - I will fix that and try and push it out soon.
(I'm surprised it ever worked?)