RimWorld

RimWorld

BK's Nutrient Bars!
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
Brent Kerman  [author] 22 Jul @ 8:49am 
They are designed as a travel/emergency food, and they are a drug type so that pawns can be ordered to hold up to three in their inventory (via drug policy). But you are of course free to edit it to change that.
Chaplain Roach 21 Jul @ 11:28am 
Nevermind, I changed it. Dope mod btw.
Chaplain Roach 21 Jul @ 10:50am 
I dig the mod, feels like a vanilla item, a little unbalanced but not too much. Is there a way you can change the standard bars into a meal type rather than drug? If not, I can just localized the mod and dig around a bit.
sewnutty 14 Jul @ 6:23pm 
Fair, but i thought it would be hilarious to eat a med kit XD
Brent Kerman  [author] 13 Jul @ 10:34am 
I'm not sure why one would want one that made the pawns sleepy. Also, Rimworld Milk doesn't have that effect.

The issue with Medullin is the drug is highly diluted, as the description states "each bar gets 1/10 of a dose, do not use these for actual addictions". It would have very little effect, the point of it is dependencies, not actual drug effects. For that, just use the drugs.
sewnutty 12 Jul @ 9:27am 
I was thinking milk and honey together, but if you want a separate effect then I suppose either an increased amount of bars due to dilution or a minor health boost with an increased sleep fall rate. Since milk can make you sleepy irl.

As for the medullin its a mod in Bonible's workshop along side Koldera Cigarettes (that are disturbingly useful....for cigarettes).
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2800334876
Brent Kerman  [author] 12 Jul @ 6:00am 
I'm uncertain what effect you'd give adding milk to a bar. Adding chocolate or honey would give a mood buff. You're going to have to tell me what mod "medullin" comes from.
sewnutty 11 Jul @ 7:19pm 
Any chance these bars might get an upgrade with more exotic mod items? Such as milk and honey or perchance medullin?
Brent Kerman  [author] 9 Jul @ 8:24am 
And here is your update. Regular bars are now MealAwful.
To the suggestions of a chocolate nutrient paste bar, I am considering it. Balancing the thought and how much chocolate per bar is a slightly interesting problem.
Brent Kerman  [author] 27 Jun @ 5:06pm 
I will update this mod and verify it is working property for 1.6 as soon as Vanilla Nutrient Paste Expanded is updated.

I'd put Rimworld down after the Anomaly release, am picking it back up now.
Awiss 13 Jun @ 3:31pm 
>keep eating the hemobars.
oscyp 23 May @ 9:43am 
Would it be possible to change the nutrient bars' food preferability type from DesperateOnly to MealAwful? Because right now my colonists go grab KIBBLE for dinner before even remembering that they have these in storage, despite kibble giving a much larger mood debuff than nutrient paste.

Also, love it when an drug-addicted enemy pawn spawns with a hundred smokeleaf-infused bars or so, helped me get through boreal winter quite a bit lol
Ryanisunique107 7 May @ 10:35am 
broken
Mike 22 Feb @ 10:13pm 
What about a nutrient bar with chocolate? just to make it taste better for a small mood buff.
Emilie Sackenball 25 Oct, 2024 @ 2:48pm 
@Yeeoo no idea I used this mod long time ago and seems like is not being updated anymore or who knows, no idea
Sekonda 20 Oct, 2024 @ 4:47am 
:C
Sekonda 14 Oct, 2024 @ 7:23am 
Anyone?
Phrenapates 18 Aug, 2024 @ 5:55am 
will this support npd nutrient paste tier
Sekonda 3 Aug, 2024 @ 6:47pm 
I'm not seeing any nutrition coming from the bars? All colonists starving. Am I missing something? This worked before.
Camalie 25 Jul, 2024 @ 8:29pm 
You're awesome, I've been looking forward to this mod updating!
洪世友-害兽退治者 25 Jul, 2024 @ 6:09pm 
look nice
Brent Kerman  [author] 25 Jul, 2024 @ 5:06pm 
Updated to 1.5, and loadfolders fixed to only load patches when the mods are actually active.
Camalie 20 May, 2024 @ 12:24am 
I don't suppose you plan on updating this mod to 1.5?
Jurgman Chinguz 25 Mar, 2024 @ 4:59am 
i can confirm an error with hot meals it actually totaly broke my game until i removed it XML error: <Meals><li><name>nutrient bar</name><type>NonPerishable</type></li><li><name>chocolate</name><type>NonPerishable</type></li></Meals> doesn't correspond to any field in type PatchOperation. Context: <Operation Class="AssignMealTemp"><Meals><li><name>nutrient bar</name><type>NonPerishable</type></li><li><name>chocolate</name><type>NonPerishable</type></li></Meals></Operation>
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
Robosium 3 Mar, 2024 @ 3:47pm 
can the nutrient bars be used to cook meals with and can they automatically be extracted from the network?
Amari 16 Jan, 2024 @ 7:35am 
The XML error seems to be referencing a patch operation that is added by the "Hot Meals" mod? https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2909103255

So this mod likely just needs to have a check if the above is installed.
Mr.Dispenser 8 Jan, 2024 @ 11:32am 
Can you make drug-infused bars for drugs from RimCuisine 2: Smokes and Shrooms?
Jurgman Chinguz 11 Dec, 2023 @ 4:22am 
@something im getting the same error too, perhaps tell me if you found a fix. im still looking in xml.
Jurgman Chinguz 30 Nov, 2023 @ 8:51am 
got a issue using this with ce, it seems to be about the nutrient bar shcedule of royal insect jelly and beer as a weapon, they both randomly spammed my logs here:https://gist.github.com/HugsLibRecordKeeper/0164a7f1b2c759c63de48e77ff2b1eae
something 9 Nov, 2023 @ 5:41pm 
This mod is causing a lot of XML errors. Is anyone else also getting this issue? I've never posted a bug report before and I don't know where to do it so here's a snippet of the error that I'm getting.

XML error: <Meals><li><name>nutrient bar</name><type>NonPerishable</type></li><li><name>chocolate</name><type>NonPerishable</type></li></Meals> doesn't correspond to any field in type PatchOperation. Context: <Operation Class="AssignMealTemp"><Meals><li><name>nutrient bar</name><type>NonPerishable</type></li><li><name>chocolate</name><type>NonPerishable</type></li></Meals></Operation>
sewnutty 5 Nov, 2023 @ 5:26pm 
Anima extract are you nuts!!!!
This should be interesting....
[MaD] 27 Jul, 2023 @ 7:06pm 
Medical supplements (opium, multivitamins and many more), humpshrooms and anima extract would be awsome aditions to the drug infused bars.
themasternija12 17 Jul, 2023 @ 12:57am 
Other VE Pipe taps and paste dispenser seem to be working fine removing paste fine when added, would there possibly be an issue with other VE pipe types on the same tile? eg. neutro, blood etc?
Brent Kerman  [author] 14 Jul, 2023 @ 8:04am 
@themasternija12 No clue, it works for me. Are other VE pipeline taps working?
@parasiticsquid No plans for that.
@[NEET] Jahens Fell free to edit the mod files yourself, but I have no plans for another version.
themasternija12 13 Jul, 2023 @ 11:24pm 
I seem to not be losing nutrient paste in my system from making cubes, unsure if it's a mod conflict or an error from something else? Not getting any error notifications in the debug log.
ParasiticSquid 5 Jul, 2023 @ 10:08pm 
What about alpha mechs/alpha animals disgusting nutrient paste meals, any plans for blocks made of those or the ability to convert them into normal nutrient blocks?
[NEET] Jɑhens 🐸 16 Jun, 2023 @ 12:12pm 
I do use need bar overflow.
Could you make another version, or maybe a mod option toggle that changes the balance so no food is wasted?
[JdG] Pejman 25 May, 2023 @ 8:20am 
Somehow i get error for the "missing optional mods"

(for instance missing grape or opium)
Overkill 29 Apr, 2023 @ 11:52pm 
I plan on giving all of my colonist yayo bars to munch on at all times, I’d give them wake up but neutroamine might be a bit expensive

I’m just imagining my pawns never having to sleep because I lace their food with so much drugs

I’m also gunna mix this, and the vanilla expanded paste machine with “the dead can serve” but I probably won’t put corpses in the machine directly I’ll prob just use the corpses to grow regular food or maggots
Old Kurt 24 Apr, 2023 @ 8:46am 
Finally, as a proud owner of *strange* meat cannery and yayo drug store I can now produce fully organic energy bars