RimWorld

RimWorld

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WM Smarter food selection
 
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Mod, 1.0
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0.373 MB
Mar 20, 2017 @ 7:33am
Jan 19 @ 6:09am
18 Change Notes ( view )

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WM Smarter food selection

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In 1 collection by Wishmaster
Must-have QoL, vanilla friendly
44 items
Description
THIS MOD IS NOW DISCONTINUED AND DOES NOT WORK PROPERLY ANYMORE.
Text me if you are interested in taking over the mod.

Mod Website
https://github.com/juliencsharp/Smarter.food.selection

Allows you to restrict the foods of your pawns (prisoners, animals, ascetic, cannibal).

* In-game UI to individually assign food policies.
* Force your pets to eat grass, human corpses, hay....
* Better food selection algorithm.
* Upgraded and smarter nutrient paste dispenser.
* Make your pet hunt for their own food.
* Animals will now search their food all across the map.

* Use Hotkey (default "\") to display food search information. Useful to check the behavior of the mod with custom policies.

* Save compatible.

If you like this mod, please consider supporting me on
Patreon[www.patreon.com]
...or just offer me a coffee[ko-fi.com].

Previous releases.
https://github.com/Wishmaster01/Smarter.food.selection/releases

Policies and food assignment

* Assign policies individually to your pawns.
* Policies will favor or forbids some foods or hunting.
* Visitors and other friendly/neutral pawns have their own policy and you can not change it.
* Create your own policies with XML (comes with presets). Example here: https://pastebin.com/QTAbERE0

Nutrient Paste Dispenser

* Force the dispenser to output meals.
* Visitors will use the NPD instead of picking the food from hoppers.
* You can use the NPD from a prisoner's room to feed injured prisoners.
* NPD will select the best ingredients according to the eater. When possible, cannibals and animals will get human meat. It will avoid human and insect meat for others.
* (Optional). The dispenser will create a specific nutrient paste item if it contains human meat. Useful to avoid to stack with other meals and mix ingredients.
* Fixes the vanilla bug where attempting to deliver food to a prisoner room with an empty NPD produces an error.

Animals / pets / handling

* Your pets become miraculously smart even they will respect the policy you assigned to them.
* The default pets policy makes them pick food in the following order (when they can eat it):
[Grass > Hunting (predator race) > Humanlike corpse > Hay > Nutrient paste > Kibble > Human raw meat > Insect raw meat > Raw food bad > Raw food tasty* > Corpses > Insect corpses > Simple meal > Fine meal > Lavish meal]
* Avoid your pets to get hurt while hunting. You can set a maximum predator/prey strength ratio beyond which they will not target a prey. (Vanilla is 0.5, mod default is 0.25). Check mod settings, not policy.
* Colonists will prefer using the best food for taming and training.

Special traits (Ascetic, Cannibal, Incapacitated)

* All of those have their own preset policy.
* Ascetic will always prefer nutrient paste meals instead of being indifferent.
* Cannibal will prefer meals with human meat and the dispenser will give them human meat meals.
* Incap. can't go berserk right ? Just feed them like ascetic colonists or even animals. (Assign a policy).

Caravans

* Food policies are applied to your pawns in caravan.

Custom policies

* Use this example https://pastebin.com/QTAbERE0
* Place your file in Defs/Policies .
* You can also use files in Defs/Policies as examples !
* Watch out for unique label and defnames
* The mod root folder should be somewhere in \SteamLibrary\steamapps\workshop\content\294100\887716138
* To see how your policy acts, assign a pawn with your policy and select it. then press "\" (default key) to cycle through display modes.

LIMITATIONS

* You cannot customize policies in-game for now. You can only create them with XML or use presets.
* For now you CANNOT assign policies to pawn while they are traveling as a caravan. The policy in effect while traveling is the policy you have set while a map (=not traveling). Be careful.

KNOWN ISSUES

* Recruited prisoners will keep their default policy to prisoners. (seems to happen with Hospitality only).
* Colonists will not fill the hoppers to get food from the NPD.
* Taming colonists will pick unlimited quantities of food when no appropriate food is available for the tamee. ONLY when "control pets" option is disabled.
* Some performance issues when having a lot of pets eating grass.
* Some pets like cats will wrongly prefer simple and nutrient paste over kibble.
* Cannibal feeding a patient with a nutrient paste dispenser will dispense a human meat meal if possible even if the patient is NOT cannibal.
* "Cannibal nutrient paste meal" produce by dispenser can be found among traders. Those do not contain human meat however and are just like the regular paste meal.

COMPATIBILITY

Combat Extended
* trying to tame/train with hay or more will make the colonist pick up and drop hay endlessly.

* The mod should be compatible with most mods that add more foods. Such as VG (to be checked).

* SFS dynamically categories all food definitions from every mod. This affects how policies affect their selection. You can see all those information on the "compatibility report" of the mod printed in the log on start.
* If it appears that some items are not correctly classified, the mod supports XML "compatibility patches". They will force a set of foods to appear in a given category.
* Everything needed to create those patches is the Defs/Compatibility folder of the mod.

Planned features

* Better UI.
* Create custom policies in-game.
* Change taming policy.
* Complete paste dispenser rework (built-in freezer and storage tbh, pets can use it, smaller meals for small pets).
* Pets will take their dead prey to the nearest storage.
* Change caravans policies.
* Food selection depending on the rot time.

Complete description https://ludeon.com/forums/index.php?topic=30708.0

Version 2.3 B19

Credits

* UnlimitedHugs for HugsLib and for assistance.
* Pardekei for Harmony, which is an awsome library to.

* To my supporters on Patreon :) [www.patreon.com]
Popular Discussions View All (6)
144
Jul 20 @ 1:51am
PINNED: Bugs and issues report.
Wishmaster
29
Apr 9 @ 11:41am
PINNED: Suggestions
Wishmaster
17
Jul 30, 2017 @ 12:03am
Error-spamming bug (previously stuttering bug)
BlueMarble
< >
712 Comments
ℜ | DDRMANIAC007 11 hours ago 
Maybe put discontinued in the mod name for now?
Wishmaster  [author] 15 hours ago 
Please reading the first paragraph of the mod description. Thank you.
Thiazzi Nov 9 @ 11:41am 
animals will often prefer coffee before most other foods. and since coffee isnt very filling they'll down tons of it and you'll soon have many addicted animals.
epishade Oct 18 @ 5:14pm 
Just posting here that it appears this mod is still broken, at least in some regards. I have pets that are consuming raw food instead of my simple meals that I cooked for them, even though their "current best" food that appears is a simple meal.
Rusty9 Aug 9 @ 9:29pm 
Guys, although i know the modder is looking for someone to take over, but is there a way to forbid rotten foods using this mod's algorithm? I'm currently using VGP with this mod and my colonists keep eating rotten VGP added crops. I know i can forbid them by using vanilla food policy, but i really want to use customizable policy supported by thi mod.
Yeh Jul 25 @ 1:01am 
I liked this mod a lot although it has issues when doing caravans. I hope someone will update it.
Wishmaster  [author] Jul 20 @ 1:25am 
Since a few RimWorld updates, the mod is pretty broken now. However, I am looking for someone to takeover.
[KOR]Solidarity Jul 18 @ 11:10am 
nice mod, but it kinda sucks when my pawns started feeding raw corpse to escape pod refugees I rescued... and there's no option to change it.... dont think I'll be using it until option for these guys open or something.
RyansPlace Jun 21 @ 9:09am 
Which option allows prisoners to just eat nutrient paste? It doesn't seem to exist.
Deva Jun 17 @ 8:48pm 
Having a huge issue with animals like warg's. If there's no animal they're able to hunt, despite having unrestricted as their food selection they're unable to eat even simple meals/packaged meals, anything really. So they end up just starving to death because colonists will also refuse to rescue/feed them once they're downed.