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그걸 깜빡했네요
내일 일어나서 반영하겠습니다
a1) seems like your mod creates a new item in the game called Raw Meat
a2) removing the mod will throw error for any item which contains the now missing item of: Raw Meat
s1) Instead of any meat type converting into Raw Meat, have it convert to already existing item: Guinea Pig Meat
s2) Apply a soft rename patch to the item Guinea Pig Meat, renaming it to Raw Meat. Guinea Pigs now drop Raw Meat by default. a Goat drops Goat Meat which *this* mod converts to Raw Meat.
E) when removing the mod, all items referencing Raw Meat are now referencing Guinea Pig Meat.
=) Why Guinea Pig Meat? It's an unusual meat type, it's funny, every time it's spotted in game it might be a throw back to the previous use of your mod, which is cute. You could choose any Rimworld Core animal meat type for this.
Thanks for your suggestion!
But this mod already converts (almost) every meat to Cow Meat and rename it (Beef to Raw meat), not creates a new item called Raw Meat.
(sorry for my english)
So it's safe to do this: New colony with this mod -> exclude the mod from your modlist and load the colony.
It's not safe: Existing colony with this mod and the colony has un-optimized meats -> add this mod and load the colony.
Adept catches (label - defname - size):
Since each fish from the same size group has the same nutrition, you could optimize these separately from regular fish as small fish (adept catch), medium fish (adept catch), and large fish (adept catch) without breaking anything.
Well, the fish optimization is outdated and scheduled to be reworked.
Due to my military service, I don't know when it will be, but I'll refer to it when I update the mod.
Thanks!
vanilla mechanoids expanded + vanilal fishing expanded: aquaponics does the same thing as project rimfactory sadly
And rename "raw meat" into just "meat", because when looking into ingredients of meals, it gives a weird implication that meals contain raw uncooked meat.