RimWorld

RimWorld

Salted Meat
470 Comments
Avtandil 10 Oct @ 11:45am 
Would be great too if it were possible to select all the nearby racks/pickle barrels by double click.
Similar how beer barrels are. Or basically any other object.

It takes ages for me to move them around or add/remove process because I have more than 100 racks and need to click on each individually.
Argón  [author] 8 Oct @ 4:36pm 
It was a small oversight. Thanks for reporting it. Should be fixed now.
Avtandil 8 Oct @ 4:12pm 
Is it some bug with the dried fish or a feature?

Whenever my fish rack finishes drying the fish, the pawns pick the DRIED fish and place it again on the rack to dry.

Effectively stopping the dried fish from being used altogether.
sewnutty 29 Sep @ 8:48pm 
had this for so long it helped in every run at some point.
Terodeness 24 Sep @ 7:55am 
@Corpse
I have looked in the xml files and the 1.5 and 1.6 patches on Processor side are made for 1.3 version of Salted meats and were just copied over. They no longer work since code of newer versions of Salted Meats is different.
Moxie 19 Sep @ 4:50pm 
Nicely done, Argon!
MerlinCross 19 Sep @ 8:41am 
And this goes into the list.
Argón  [author] 15 Sep @ 8:32pm 
It's the production tab.
kojak 14 Sep @ 1:56pm 
don't throw out that brine!!
Dakon 14 Sep @ 6:38am 
Thank you for the update.
It gives me hope that we might see un update to Expanded Materials - Plastics too. I enjoyed playing with that mod in the past. Maybe again at some point in the future.
Argón  [author] 13 Sep @ 12:32pm 
1.5 or older, just to clarify.
Argón  [author] 13 Sep @ 12:32pm 
It appears that the patch of Processor Framework is conflicting with the changes applied to the 1.6 update. It could be easily solved if they made their patch only apply if the version is 1.5, since my mod remains the same as before for previous versions.
Corpse 13 Sep @ 3:44am 
It seems to conflict with [SYR] Processor Framework (Continued) https://gist.github.com/HugsLibRecordKeeper/2973432ace505e915da36a5d678b34a6
Grim 12 Sep @ 10:20pm 
Finally my best mod is back!!
Argón  [author] 12 Sep @ 6:38pm 
I'm working on it, slowly but surely :D
Roque the Rogue 12 Sep @ 3:31pm 
Great update hermano Argón
I adore your expanded materials series, medicine and salted meats, they're very well made and always a staple in my collections,

Any chance you'll bring back EM Stones and Mortars someday?
Thanks for sharing.
ANONYMOU$TACH 5 Sep @ 11:34am 
apparently changing line 66 to
<li Class="VEF.Cooking.CompProperties_IngestedThoughtFromQuality">
in
Items_Sausage.xml
makes the game playable
Librarian Luke 9 Aug @ 12:28am 
Glad to hear it. Looking forward to your creativity.
sewnutty 8 Aug @ 8:43pm 
Woot Woot MEATS BACK ON THE MENU BOYS!!
Argón  [author] 8 Aug @ 3:37pm 
I've been away for a week. Before I left, I made a Patreon post sharing some of the upcoming updates for this mod. I'm glad to announce I'm back home and working on pushing it as soon as possible.
heymegalodon 8 Aug @ 9:22am 
1.6 please
Stranger 4 Aug @ 2:15pm 
1.6 update, please for the love of the machine gods, my tribals need it
sewnutty 1 Aug @ 10:17pm 
My tunnelers are enjoying the succulent insect sausages.
IceCola 18 Jul @ 3:09am 
pls updated
Thranos 11 Jul @ 10:39pm 
Love this mod, eagerly await the 1.6 update.
SanDimas 15 Jun @ 11:23am 
i liked the mod pretty realistic but for rimworld realism nah bro you have to have the crates full of meat to start the process it could just start with 1 meat at minimum
steel 15 May @ 5:25pm 
nvm its good now somehow :gordon:
steel 15 May @ 4:57pm 
for some reason the game gives me a one time error of 'missing code for inspect' any idea why this is?
TheCatOfDoom 26 Apr @ 7:35am 
Russo salted meat is raw meat just with a loot of salt (townsend salted pork video https://www.youtube.com/watch?v=vg4OIFd5-aA&t=681s)
Tearval 21 Mar @ 1:33pm 
for some reason the fish driers aren't producing dried fish but the meat rack is working 100% fine. Could it be due to placing different kinds of fish placed in the driers?
Russo 20 Mar @ 6:22am 
I liked this mod but... I don't understand why salted meat gives a debuff as if it were raw
Pifilix.SVK 12 Mar @ 10:29am 
can i use this mod to disguise human meat to be edible to non-cannibals?
Filipino Goku 9 Mar @ 9:20pm 
Just wanted to say that I love this mod to pieces.
Argón  [author] 2 Mar @ 1:19pm 
Correct.
JoeOwnage 2 Mar @ 10:29am 
Fish stuff requires vanilla expanded fishing right?
Argón  [author] 1 Mar @ 9:46am 
Good suggestion. I didn't know about MayRequire back then.
Phant0m5 1 Mar @ 1:27am 
So in my current playthrough the fish drying rack isn't accepting VCE Salt. I assume because the patches are applying out of order, so the system is trying to add VCE salt to the drying rack, before the drying rack exists.

Might I suggest, as an alternative, use this in the fish drying rack's fuel filter directly, instead of applying it as a separate, second patch?
<li MayRequire="VanillaExpanded.VCookE">VCE_Salt</li>
Argón  [author] 26 Feb @ 12:27pm 
Even if there's no error popping out, the logs might still give a hint of what happened. Does this happen only with twisted meat or with all meats? Also, you can use devmode to get your meat back if it was taken away by an unexpected bug.
Dealer Mangan 26 Feb @ 8:16am 
Built meat racks and put some twisted meat and normal meat for drying up. Upon completion of the process, the meats just disappeared entirely, no error log, nothing. I want my 225 meat pieces back!
Няшко 18 Jan @ 3:26am 
Golem idea will be great
Dovahsdottir_864 14 Jan @ 6:59pm 
Me again, I'll try to be nicer this time. I've noticed that finished sausages aren't digestible by colonists with the Carnivore or Carnivorous Genes from Big and Small Genes and Biotech Expansion - Core. I was able to fix this by changing them from a Meal to Meat, like Raw Sausages, but there might be a more elegant solution I'm missing. Maybe by classifying them as a Carnivorous Meal from Ideology?
Balin 14 Jan @ 3:35pm 
where i put salt in meat what table for carft salted meat?
Argón  [author] 23 Nov, 2024 @ 12:49pm 
The one from this mod becomes useless when you're using VCE
Jeremy Lin 22 Nov, 2024 @ 10:24pm 
there's two salt item for some reason one from this mod and other from VEF
golem 14 Nov, 2024 @ 3:25am 
Mood bonus when using sausage as a food ingredient.
Argón  [author] 13 Nov, 2024 @ 12:02pm 
@golem: I'm not sure what you refer to exactly. You mean when eaten as an ingredient?
golem 13 Nov, 2024 @ 3:37am 
Could you classify sausages as meat instead of food so that they get a mood bonus when used in food crafting?
Lambda 13 Oct, 2024 @ 9:47am 
@Usgiyi nice catch!

@Argon is there a chance we could make Spiced/Herbal Sausages with a mood boost for colonists when eaten, kind of like fine meals compared to simple meals?
Argón  [author] 13 Oct, 2024 @ 9:28am 
Hey, thanks! I was actually pretty bugged with this. I couldn't figure out that was the value that was messing it all so I will now update.
Usgiyi 12 Oct, 2024 @ 8:57pm 
Also, if for some reason, you want pawns to eat Sausage over Simple meals, but eat Fine meals over Sausage, you can just set <optimalityOffsetHumanlikes> to around 30.