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https://steamcommunity.com/app/294100/discussions/0/1696048426812317864/#c1696048426812327910
I just have the "allow rotten" box unchecked and have never had a problem of having any rotten corpses where I don't want them so it seems like this mod is a bit redundant.
Also as Loggish said just have a low priority stockpile that allows "animal corpses" as well as "allow rotten" and all of the rotting animal carcases should end up where ya want them to be.
This seems like a bug since having allow animal but allow rotting unchecked should prevent the colonist from putting any rotting animals in your freezer.
However if any of your "fresh" animals start to rot for some reason then they will not remove the corpse unless there is another more appropirate spot to take said corpse too (such as a low priority pile that takes in everything including rotting corpses).
You'd be surprised how much better that mod makes things. Not needing to mess with priority level really helps. It can certainly be done without.... but why??
I use a mod that also adds the "allow deadman's", so that you have both for that filter as well.
And then vanilla already has a dual filter option for weapons, allow smeltable and allow non-smeltable. The fact that vanilla has both for weapons and not the fresh/rotten and deadman's/non-deadman's is kind of strange to me.
Only downside to the mod is when you first start using it, it is easy to forget the "allow fresh" is there. But after a while it is second nature, been using that since A16 now I believe.
But I love messing with priority levels!!!
Building up a chain network of differing piles sorting out what I need to go where with surpluses going to pile X while pile Y is always topped off or even having pile N reciving some of the items but also getting others which can also be used to gague production.
I know I can be a bit wierd at times......