RimWorld

RimWorld

Perishable
51 Comments
Sithgrim Aug 22 @ 6:50am 
Toxic wastepacks do not seem to count as perishable despite needing to be frozen.
Sithgrim Aug 21 @ 4:24pm 
Why have a not found this mod sooner. You are a saint. This should hopefully solve one of my biggest gripes about stockpiles.
Peen Stanton  [author] Aug 18 @ 7:29pm 
@LordBeef21 done.
LordBeef21 Aug 16 @ 10:22pm 
Hi! Could we get an update to its about.xml so that Rimsort won't yell at users for not having Hugslib?
Peen Stanton  [author] Aug 15 @ 12:31pm 
@codexvn As far as I can tell, it won't actually need it Hugslib, this is just for historical versions of Rimworld.
Codexvn Aug 15 @ 3:44am 
@Peen Stanton
Out of concern for performance issues, I’ve removed all mods that involve HugsLib.
Does this mod require HugsLib? I didn’t see it mentioned on the Steam page, but the XML does list it as a dependency.
Dealer Mangan Jul 16 @ 1:32am 
@Luneyl it seems like no mods require hugslib anymore if you launch 1.6. you only see the dependency message because it's still needed for 1.5 and below.
Luneyl Jul 12 @ 12:44am 
This has dependency on HugsLib in About.xml file but not here on steam page, is it ok to launch this without HugsLib?
SstarLit56 Jul 3 @ 6:46pm 
Thank you so much for keeping this maintained!
LordBeef21 Jul 3 @ 8:12am 
Hey, can we get an update for 1.6 please?I love this mod.
Fantasy System Jun 15 @ 3:13am 
can you make one that cares if an item deterioriates or not?
Demonic Apr 13 @ 11:46am 
This doesn't seem to consider Wastepacks as perishable
Meganought Nov 11, 2024 @ 5:56am 
would it be possible to add a "deterioration" filter too, so i can filter stuff that needs to be indoors, and stuff that doesn't care either way?
Narlindir May 4, 2024 @ 6:21pm 
part of Niilo's QoL too
foxxy Mar 15, 2024 @ 3:25am 
This mod is updated to 1.5 but not HugsLib lol. I guess we'll have to wait.
Omega13 Nov 28, 2022 @ 8:57pm 
I've noticed a few items from Vegetable Garden, like Barley, Apples, and Oranges, being stored in these areas as well despite being perishable.
jtgibson Feb 27, 2022 @ 12:42pm 
@ZzZombo The vanilla "allow" filters don't uncheck the corresponding items either. This is because they're intended to target runtime data of the item rather than the item type: for instance, tainted apparel is distinguished from untainted apparel solely by whether it is tainted or not (i.e., a shirt can be either tainted or untainted, so the shirt is always checked if you want it in the stockpile, and then you uncheck "allow tainted apparel" if you don't want tainted versions).

This mod also targets components of the item, and so re-uses the same code -- although you are correct that items are universally perishable or non-perishable by item type rather than by component (i.e., steel is always non-perishable and you will never find some steel that is perishable).
ZzZombo Feb 6, 2022 @ 7:00pm 
You have a point, however, I'm talking about enabling one filter and disabling the other like, say, the perishable/non-perishable filters. After that I'd expect to only have things like meals enabled in the category list, while steel and such are not allowed in the filter anymore.
cy-one Nov 5, 2021 @ 12:11pm 
"enabling the non-perishable filter"
means "allow non-perishables"
means "allowing things that do not perish"
means "allowing things like steel"
Do you mean the other way around?
ZzZombo Aug 26, 2021 @ 3:21am 
Doesn't seem to work? Enabling the non-perishable filter, for example, doesn't disable things like steel, and vice versa.
Omega13 Aug 25, 2021 @ 7:10am 
Meat from the meat blend mod will happily be stored in stuff that doesn't take perishables despite it being as perishable as any other meat.
EgotisticalElf Jul 21, 2021 @ 12:03pm 
Plant Scraps from Fertile Fields don't show as perishable, though they rot.
Possibly because the checks in the not-perishable simply checks for CompRottable, whereas the perishable check looks at the CompRottable.rotDestroys property. Intentional?
Gazzoose™ Jul 21, 2021 @ 12:44am 
Appears to work as intended in 1.3, colonists (as far as I've tested) correctly sort items that are (non)perishable
CrazyOatmeal Jul 20, 2021 @ 2:49pm 
Um excuse me it's already been an hour and this mod isn't updated, this is totally unacceptable and you will hear from my attorney
NylonWorms Jul 11, 2021 @ 11:51pm 
@Sorthen Thank you for answering my question.
Sorthen Jul 11, 2021 @ 1:45pm 
@NylonWorms I would think it would be easier once Ideology comes out.
NylonWorms Jul 11, 2021 @ 12:09pm 
I love this. by chance will there be a 1.3 update or only after they released the Ideology update?
Liinux Apr 23, 2021 @ 4:11pm 
Great mod, I love it!

One thing I have noted: In order to create a stockpile with only non-perishables unclicking "Allow perishables" is not enough, I also need to unclick both "Allow rotten" and "Allow fresh". Is that intended?
Kasev Apr 1, 2021 @ 4:43am 
Oh, god! THAT is what I wanted so long!!! Great job, Johnny! :steamhappy:
GhaaTak was hacked ignore spam Mar 31, 2021 @ 1:03pm 
Oh thankyou dear colonist Johnny. Just got a mood buff from easy arranging perishable goods in one go. +10
Hex: Skid Marks Feb 21, 2021 @ 10:00am 
Insect jelly isn't considered perishable or non-perishable. BUGGGGGG:steamthumbsup:
Geojak Feb 11, 2021 @ 10:31am 
could you patch this to account for the rottable organs mod? actually i check your source code, looks pretty simple, so good for performance but did see how to add organs as they arent a proper thingdef :(
PremierVader Feb 3, 2021 @ 3:19am 
Could this cause performance issues by any chance?
Tomadeira Jan 26, 2021 @ 7:56am 
could you make the same thing with items that deteriorate without the roof, so I could automatically store steel and stones outside?
MawoKayblis Jan 16, 2021 @ 4:41am 
master workkkkkkkkk!!
Vladimir Jan 15, 2021 @ 3:47pm 
your a god sent mate hated going through the list so much
Chowder Jan 10, 2021 @ 4:50pm 
REALLY nice QOL mod. Good job!
Apex Jan 7, 2021 @ 3:18pm 
After downloading a bunch of drug mods to make and sell then having them rot away thanks for preventing it from happening again
Silben Jan 7, 2021 @ 7:25am 
Nice! No more missing one key item and having it get kicked into unrefrigerated catch all storage.
IronSquid501 Jan 5, 2021 @ 10:21pm 
He hath given us not what we asked for, but what we needed
Dr Coomer Dec 1, 2020 @ 8:20am 
how did this take so long
obsidian29 Nov 26, 2020 @ 3:26pm 
This was needed.
Peen Stanton  [author] Nov 24, 2020 @ 11:14am 
@Hologast, added 1.1 and 1.0 to the supported version. Let me know if runs into any issues for you.
Holgast Nov 23, 2020 @ 1:23pm 
Would it it be possible to add 1.1 compatibility? You might not actually need to change anything but just add supported version. I'm not able to test it right now.
Robosium Nov 23, 2020 @ 7:39am 
this should be base game

now just for a mod to add a way to auto exclude everything that can deteriorate outside would be nice
Proxyer Nov 21, 2020 @ 8:55pm 
Thank you for your answer. :cupup:
Peen Stanton  [author] Nov 21, 2020 @ 8:53pm 
@proxyer Thanks for spotting that. Orion walked me through how to setup this mod, used one of his files as a template.
Proxyer Nov 21, 2020 @ 8:44pm 
Hello author.
Sounds like a good feature.
by the way, I have one question. Why is the Keyed of the "Gastronomy" mod in the translation folder?
Peen Stanton  [author] Nov 21, 2020 @ 5:35pm 
@Travisplo I think so. Let me know if it works for you.
Travisplo Nov 21, 2020 @ 5:07pm 
I assume if you don't have royalty, the only difference will be that it won't affect royalty items?