RimWorld

RimWorld

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Optimization: Meats - C# Edition
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Mod, 1.4, 1.5
File Size
Posted
Updated
2.396 MB
Jul 10, 2021 @ 4:15am
Apr 28 @ 6:59am
51 Change Notes ( view )

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Optimization: Meats - C# Edition

In 1 collection by SeoHyeon
Mods I made
5 items
Description
Save game compatible?
- Basically adding or removing this mod from mid-save will cause hash collision error.
But you can use Mid-saver Saver to fix those error. Try use 'Fix hash collision' method.
Instructions
1. Add Mid-saver Saver in your mods list and load your existing save. Make sure that you don't load this mod yet. then Turn on the 'Fix hash collision' in its mod settings and save the save and exit the game.
2. After that, remove Mid-saver Saver and add this mod and load the save.

This mod was inspired by Optimization: Meats made by Owlchemist.

This mod reduces the meat variety in the game.

So.. Who would want this?
- People who don't care about all animal meat because all animal meat will end up being treated the same.
- People who want to simplify their meat storage situation.
- People who use animal mods, but want to benefit from a slight performance increase. due to fewer defs.


Compatibility
- Most mods are compatible except other meat optimization mods.
- 'Meats that shouldn't be merged' doesn't merge into one automatically! (Aerofleet meat from Alpha Animals for example)
- If you're having problems with the mod, please let me know!


Known Issue
- Ideology DLC: Be careful when you create your own Ideo. If your ideo has venerated animals, Mood debuff: 'Ate venerated animal meat' won't work. Since these meats are merged into one. And if the animal was cow, your pawns will get mood debuff when eat meals consist of raw meat.


Load order
- It really doesn't matter. Auto sort is fine for it!
but I recommended...
Core, Royalty, Ideology
(Other animal, food mods)
This mod
RocketMan

or try to use RimPy!

For Modders
- If you want to add your races or meats to exclude from the optimization, then try to make patch like...
... <match Class="PatchOperationAdd"> <!-- If the race drops the meats below, Then excludes the race from the meat optimization. --> <xpath>/Defs/AlienMeatTest.MeatListDef[defName="WhiteList"]/meats</xpath> <value> <li>Meat_Alien_Moyo</li> </value> </match> ... <match Class="PatchOperationAdd"> <!-- Excludes the races below from the meat optimization. You don't have to make it both.--> <xpath>/Defs/AlienMeatTest.MeatListDef[defName="WhiteList"]/races</xpath> <value> <li>Alien_Anty</li> </value> </match> ...

- This mod has a harmony postfix patch for 'ThingDefGenerator_Meat.ImpliedMeatDefs()'.

Recommended mods
- Optimization: Leathers - C# Edition

Source code
https://github.com/csh1668/OptimizationMeat
Popular Discussions View All (3)
74
Jun 18, 2023 @ 2:29am
PINNED: Report red error or incompatibility issues in here
SeoHyeon
8
Apr 6 @ 9:14am
PINNED: Suggestions 모드 아이디어 제안
SeoHyeon
0
Jul 16, 2021 @ 4:42pm
Mid-Save Subscription Possible
Mr. Nekuromu
328 Comments
SeoHyeon  [author] May 12 @ 10:32pm 
@Олег Мерк
What is 'royale polutry'? From VAE? 🤔 I have no idea..
Олег Мерк May 9 @ 1:37pm 
With new customisation feature will I be able to butcher animals for royal polutry from royal animals? Also big thanks for that feature, now I can butcher pigskins for their delicious pork :p
SeoHyeon  [author] Apr 28 @ 7:00am 
== minor update ==
- added a warning message when you load an existing save that doesn't loaded this mod.
Shackleberry Apr 19 @ 9:20am 
@SeoHyeon no apology needed, I should have read the description.
SeoHyeon  [author] Apr 19 @ 4:59am 
@Shackleberry
Maybe I should add a feature to show a warning message when an existing save is loaded. I'm sorry for the inconvenience
Shackleberry Apr 16 @ 1:29pm 
Looks like there is this comment from the author earlier where someone else reported the issue. I'd used this mod a lot in the past without issue so hadn't read the description properly. More fool me!

Author's comment:

After the latest update(August of last year), this mod is not mid-game compatible now.
But, you can solve this problem with Mid-saver Saver.
↓ Mod description
[h1]Save game compatible?[/h1]
- Basically adding or removing this mod from mid-save will cause hash collision error.
But you can use Mid-saver Saver for the hash collision error! Try use 'Fix hash collision' method.

And adding more explanation for it,
1. Load Mid-saver Saver only and load your existing save. and Turn on the 'Fix has collision' and save the save and exit the game.
2. Unload Mid-saver Saver and Load this mod and load the save.
Shackleberry Apr 16 @ 1:21pm 
@kezza596 having the same issue, couldn't figure our what mod caused it and then saw your comment.

Are you using one of the vehicle mods by any chance? They show up in this mod's options and I assume they "butcher" into steel so the mod ends up processing that somehow?

A guess but extremely frustrating... Has basically bricked two colonies in a row since I didn't notice the issue until quite a bit later.
kezza596 Apr 14 @ 1:27pm 
I have no idea how or why, but this mod deletes all compacted steel nodes on map, and stops them spawning on new maps. NO idea how, but it's consistent. I've gone through and subbed my mods one by one and it's this one that causes it every time.
SeoHyeon  [author] Apr 14 @ 12:54am 
@Curry
초록색 Code 버튼 클릭 -> Download ZIP 해주세요
Vanquisher Apr 13 @ 8:04pm 
One of the best mods in the entire game, thanks for keeping it updated all these years!