RimWorld

RimWorld

ETRT: Bulk Produce Kibble
33 Comments
Solarus Aug 16, 2024 @ 6:06am 
Will you update this to 1.5? :)
Evil Tactician  [author] Aug 21, 2023 @ 11:56am 
Yes @Spartan - everything else it used to do has been added to the vanilla game :)
Spartan Aug 20, 2023 @ 7:22pm 
This mod only adds Kibble bulk right ?
Evil Tactician  [author] Aug 15, 2023 @ 10:50am 
Are you sure there isn't some conflict?

Unless the base game code changed, this was a pretty simple mod. If the recipe shows up, there's no real reason why pawns shouldn't be doing it. Does your pawn meet the minimum skill requirements?

I can't remember the details from the top of my head, but there's definitely a slightly higher requirement than the non-bulk recipe.
suppressor666 Aug 14, 2023 @ 1:54pm 
the bulk kibble recipe does not work, it shows on the butcher table but colonist won't do it, as if the bill does not exist
Evil Tactician  [author] Jul 23, 2023 @ 11:04am 
It does not need a new game.
Pille Jul 21, 2023 @ 1:34pm 
Is it possible that this mod needs a new game? Or a new butcher table or something? I added it to an ongoing game and the bill is on the butcher table, but the colonists don't recognize that there is anything to do at the butcher table. If I delete all other bills and only add this one and then try to force someone to work on it, nothing comes up. Not even the menu, it's as if no bill exists for the colonists.
Evil Tactician  [author] Nov 12, 2022 @ 6:56am 
Updated for RimWorld 1.4
Mike280 Feb 23, 2022 @ 11:32am 
Ahh, a lifesaver. Bulk kibble to the rescue!
Evil Tactician  [author] Feb 22, 2022 @ 1:34pm 
Evil Tactician  [author] Feb 5, 2022 @ 4:05am 
Yeah, I am not sure why this isn't added to the vanilla game, this mod wouldn't be needed anymore.

At 1.3+ it's really just "Bulk Produce Kibble"
Argamis Feb 4, 2022 @ 6:51pm 
Considering how CRITICAL it is for ALL starving animals in the pen to be fed SIMULTANEOUSLY; avoiding just a few "pigs" (metaphorically, but sometimes also literally) keeping eating on the spot until they are full, leaving nothing for the rest of the animals still dying (either sleeping or unlucky to be farther away the moment your colonist "dumped" the one and only pack of kibble they will do that day [because it is sleep time, or just after they get into a social fight, or a lighting started a fire, or they had a mental break...].
-> Then having a longer single task for the making of kibble in bigger quantities gives a better chance for the "dump" after finishing that "x5 task" will be enough to save everyanimal.
Evil Tactician  [author] Jul 21, 2021 @ 12:53pm 
Added RimWorld 1.3 Compatibility.

I've changed the kibble x5 recipe to x4 to be consistent with all other bulk recipes in-game.

At this point this is really a "Bulk craft Kibble" mod as everything else is part of vanilla now..
Evil Tactician  [author] Aug 12, 2020 @ 7:05am 
Added RimWorld 1.2 Compatibility.

All features of this mod except mass producing Kibble is now part of native, so only Kibble remains in the mod.
Evil Tactician  [author] Mar 1, 2020 @ 8:53am 
Added RimWorld 1.1 Compatibility.

This includes some very small balance changes and removal of bulk meal recipes for 1.1+ only as those now exist as part of native.

Small tweaks to efficiency - but otherwise main functionality is the same as it was before. I didn't feel the need to tweak the bulk meals for 1.1+ as crafting in stacks of 4 as part of vanilla is fine for me, no need to complicate things by modding that part unless it becomes a popular request.

As always I do monitor the comments :)
Evil Tactician  [author] Feb 28, 2020 @ 11:36am 
That's definitely a cool feature. It will take a week or two before I have time to look at this most likely, though. Any information people have is very helpful.
troopersmith1 Feb 25, 2020 @ 10:52pm 
Not sure if this will influence your decision, but one of the changes in the update to 1.1 and harmony 2.x appears to be multiversion support for mods, so that may be helpful with updating as you could update this version for 1.1 without impacting those still using 1.0
Evil Tactician  [author] Feb 25, 2020 @ 10:28am 
Once I figure out what needs changing & have some time, yes. Currently very busy at my day job irl and haven't had a chance to boot RimWorld 1.1 yet.

Also haven't decided if I should straight up update this or post 1.1 versions - though I am more likely to simply update as it is more convenient.
legoholic Feb 24, 2020 @ 4:57pm 
Any plans for this mod to be updated to v1.1?
Evil Tactician  [author] Sep 7, 2019 @ 2:27pm 
I would recommend testing it - at the time of making the mod this was definitely correct and I can't recall the game changing that fundamentally. At the time the mod was made it was most definitely 80% of whatever the total work amount would have been for each of the recipes, so a 20% efficiency gain.

It is definitely not intended to get a larger gain from these and this certainly wasn't the case when I last played.
AmbiguousMonk Sep 7, 2019 @ 1:25pm 
Please correct me if I'm misunderstanding something, but looking through the xml files, it seems that the bulk crafting recipes actually give an absolutely massive cooking time gain for some meals. The most extreme example seems to be the 5 survival meals, which has a work amount of 1800 ticks. In vanilla, one survival meal takes 24(work to make stat)*60(default speed) = 1440 ticks to create. Thus, the 5 survival meal bill is actually (5 * 1440) / 1800 = 3.88 times more efficient. To be accurate to the mod description, it should have a work amount of 4 * 1440 = 5760 ticks or an in-game work to make stat of 5760 / 60 = 96
AmbiguousMonk Sep 6, 2019 @ 11:13am 
Awesome, thank you!
Evil Tactician  [author] Sep 6, 2019 @ 11:02am 
Yes, just edit the xml files :)
AmbiguousMonk Sep 6, 2019 @ 9:25am 
Is it possible for me to disable the slightly more efficient cooking time bonus via mod options or a relatively simply xml edit? I love the functionality of this mod, but I don't want the extra efficiency. The functionality already massively increases work time efficiency via cutting out so much running around
PartyCowboy Aug 2, 2019 @ 10:12am 
You're right by the way:steamhappy:
PartyCowboy Aug 2, 2019 @ 10:11am 
Ah, I thought as much. Thanks!
Evil Tactician  [author] Aug 2, 2019 @ 10:10am 
@PartyCowboy - yes, I felt for bulk production a simple spot wouldn't be good enough.
PartyCowboy Aug 2, 2019 @ 7:24am 
Just a quick question: did you make the butcher table the only recipeUser on purpose and not both the butcher spot AND table?
Thanks
Evil Tactician  [author] Apr 8, 2019 @ 11:13am 
The recipes, like any recipe in Rimworld, requires a specific set of ingredients. I've never played RimCuisine, so it's definitely not compatible.

It's not very difficult to make compatible - but you'd definitely need some sort of patch. I'm fine with someone releasing that as long as it still requires this mod as well. I'm unlikely to do so myself as I have no strong interest in RimCuisine and wouldn't want to support a version which I'd never touch.
Macros Apr 7, 2019 @ 7:09pm 
Bulk meals don''t seem to work with the processed foods from RimCuisine (I was trying to use dried meat)
Evil Tactician  [author] Mar 26, 2019 @ 11:54am 
Interesting, I am not sure why that would be - unless you don't have the ingredients to make a stack of 5 at once? Try god mode in a test save and just spam some ingredients to see if you can isolate the issue at your side?
schmidtz Mar 25, 2019 @ 8:43pm 
great mod but kibble x5 seems to always say i dont have required materials
Greymantle Oct 28, 2018 @ 4:36am 
Yea smokeleaf added this is a must download will uninstall the other bulk food mod. Thanks!