边缘世界 RimWorld

边缘世界 RimWorld

[A16] Smokepit and Jerky
25 条留言
Tammabanana  [作者] 2017 年 5 月 22 日 上午 8:33 
See 5/22 note above - I made significant changes, so I wrapped them up into the A17 update as a new mod.
heeerrrrm 2017 年 2 月 1 日 下午 12:08 
eh maybe they will look into it sooner or later funny how theres no horses either ... like id even settle for riding an alpaca oh wait they have camels i mean you cant ride them but still .
Tammabanana  [作者] 2017 年 1 月 31 日 下午 3:48 
@heeerrrm It's not just you, the game hasn't spent a lot of effort on the low-tech end, at this time. I think the passive coolers were new in A15,
heeerrrrm 2017 年 1 月 30 日 下午 8:11 
many thanks because pemmicans are very labor intensive where as preserving food is very passive like drying racks when its sunny and no rain . also is it just me or does the game not know you can put shit in a evaporation cooler like idk water to keep it cooling or maybe put some meat in there too ? i dont think ive ever seen them put anything in there and mostly its just a dont die of heatstroke thing .
Misskwy 2017 年 1 月 27 日 上午 8:52 
I've been wondering for a while now 'how the hell does this game not have jerky' like our ancestors have been doing for millenia....

Guess my 2 hours rummaging through mods finally payed off :D
An Author 2017 年 1 月 15 日 上午 10:31 
Played with this for a while but eventually decided it was OP. I think the duration of the jerky is fine, but maybe drop its nutrition down to .4 or something.
XeoNovaDan 2017 年 1 月 15 日 上午 6:12 
I don't do tribal starts too often, but this mod might just change that!
forestfey 2017 年 1 月 14 日 上午 7:12 
the butchering thing solved tiself.... I had so many workbenches, that I just didn't see that I had no proper butchering-table yet and just a camping-stuff spot! All good :) sorry to bother you with that, my bad.
Tammabanana  [作者] 2017 年 1 月 14 日 上午 6:46 
@forestfey: In the meandered-off version that I'm still tinkering with, I did adjust the jerky (now "smoked meat") to be a RawMeat; I saw that other smoker mods did that, and that it eliminated the need for special recipes to use it. It does simplify things a lot, and would let you cook with it on the else-mod stoves.

I haven't removed the dry kibble recipe, no. Looking at the XML for both, I don't immediately see a reason for it to conflict with VG - we're not using the same defnames, and it doesn't seem like VG's rearrangement of categories should affect the ingredients/products etc. I'll play around with it a little to see if I can reproduce it. Are you using any other mods that touch the butcher table, kibble, or other smoked meats/jerkies?
forestfey 2017 年 1 月 13 日 上午 8:05 
(...) So, rather for convenience and possibly better mod-interaction: Maybe you could make/define the jerky a type of meat instead of a standalone food-type like pemmican, a bit like canned or salted meat in VG?
But I think that might blew the balance out of proportion, and a few people already wouldn't use this mod because it adds too much "cheaty" survivability... (I think our ancestors must have been quite apt at that and finding new solutions, otherwise humans wouldn't be in the place they are now? So a smokepit and jerky are more than OK for me)
forestfey 2017 年 1 月 13 日 上午 8:04 
great mod! But have you removed the dry kibble recipe? I changed the loading order of my mods several times now, but I can't find it again. Possible vegetable-garden conflict? VG adds a lot of recipes to the default meal sources, but the hearty soup is always there, too.
That the none of the new recipes can be cooked on modded mealsources (like food VG's prep station, industrial object's wood stove furnace or the japanese irori fireplace) was to be expected, but is sad nevertheless...
Spess Carp 2017 年 1 月 6 日 上午 10:44 
This is great. I like mods which add primitive solutions to make low-tech and low population colonies perfectly viable. Plus jerky is delicious. My only criticism is that the fire pit looks silly when rotated.
Torres 2017 年 1 月 6 日 上午 7:37 
@Tammabanana: Totally agree with that. It's just that it feels a bit OP at the very beginning, it doesn't even require a minimum in cooking, right? Gotta say I have a longplay right now and jerky is by far the best option to send along with my caravans since even the newest recruited guy can be slaved in front on the smokespit :D 10/10.
Tammabanana  [作者] 2017 年 1 月 6 日 上午 6:31 
@Torres: I'm not interested in making those changes; IMO, the appropriate realistic survival challenge here is in finding the animals to hunt, and surviving the hunting of them. Raw meat already expires in a single Rimworld day now. Humans have smoked meat forever to address this issue. I don't consider the smokepit OP if you have to build three of them and dedicate multiple colonists to running them to save your manhunter pack meat before it goes bad and then cackle over your good fortune. That's what our ancenstors did when they had a big haul, too.

However, I consider this mod to be as public-domain as one can possibly consider a mod based off Ludeon's content, so you're free to take this XML and make your own mod, riffing off it in the way you consider more appropriate.
Tammabanana  [作者] 2017 年 1 月 6 日 上午 6:29 
@Thundercraft: Point taken, about outdoors. Skeptical about the smokepit-specific fire burning that hot, though; in this specific circumstance, you're supposed to have a very small fire; it's mostly to keep the bugs off while sun/time does the drying. This particular fire's really not supposed to be big enough to burn things down. Campfires already burn drugs.

I think we're talking about "incense"-level burnination, which, sure, burns the drug up at the end, but does also give off smellable/high-able fumes in an enclosed area, and possibly within range of itself even outdoors. Didn't one of CuproPanda's mods do perfumes/incense? We could look there for how CP managed that. It might even be in AJO, which somebody A16'd.

(FYI, all: all theorycrafting above is hypothetical, and will not be entering this bare-bones smokepit/jerky mod. If it comes to fruition, it will go elsewhere.)
Thundercraft 2017 年 1 月 6 日 上午 12:11 
@ Tammabanana [author]
I'm not actually interested in the ability to burn unwanted drugs at a campfire. (Personally, I'd rather trade them away.) However... As long as the fire is outdoors, I don't believe trying to burn them could get the whole camp - or even part of it - high. Not unless they were standing right next to the fire or they were directly downwind. Outdoors, the smoke and fumes would escape. As for destroying the drugs: It should. Wood fires easily exceed 500 degrees Fahrenheit and some wood fires reach as high as 1600 degrees.
Torres 2016 年 12 月 29 日 上午 11:16 
It should require a bit more of room, maybe a 3x3 and some pelts/stuff-from-animals to keep the "realism" (yeah Ikr? realism in rimworld lol)

But there's a survival curve and this one helps overcome it so easily, survived a manhunting group of boars and made 3 of these 1x1 fires and smoked all their meat before it went bad now I have food for a whole season.

Here's what it should look like :D https://youtu.be/P9-m4bvRZ00
Tammabanana  [作者] 2016 年 12 月 29 日 上午 4:52 
@Stellar: Nope, I didn't add those bills.

Considering it: I don't think the smokepit would be hot enough to destroy drugs. You're more likely to just get the whole camp high. Which could be an interesting effect, but outside the scope of this mod.
Stellar ❤️💙💛 2016 年 12 月 28 日 下午 12:29 
can you use this to burn drugs somehow like oridinary campfire?
Tammabanana  [作者] 2016 年 12 月 24 日 下午 12:05 
Inorite??? That was exactly the trigger for its inception.
Torres 2016 年 12 月 23 日 下午 5:12 
Rated up and faved, stupidly useful for the tribal start since you have no tech and no means to store food other than smoke it :D
MarauderW 2016 年 12 月 23 日 上午 12:28 
Thanks for this mod, it's awesome. :)
Tammabanana  [作者] 2016 年 12 月 20 日 下午 5:07 
Thanks!
GreenDawn 2016 年 12 月 20 日 下午 3:00 
lets give it a try! Great idea btw!:steamhappy:
ghkgpf 2016 年 12 月 19 日 下午 10:14 
very good mod