RimWorld

RimWorld

94 ratings
No more RiceWorld
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Mod, 1.4
File Size
Posted
Updated
831.497 KB
16 Jun, 2023 @ 5:58am
27 Jun, 2023 @ 3:47am
6 Change Notes ( view )

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No more RiceWorld

Description
I was always looking for a reason to raise a variety of animals or grow crops other than rice or corn. I created this mod to make that possible. This mod aims to make food variety a necessity for both mental and physical health. When pawns eat food with different ingredients, their mood and performance improve. When pawns do not get enough food variety, the opposite happens: their mood and performance worsen.


Pawns need a variety of nutrients to stay healthy and perform their best. These nutrients include proteins, carbohydrates, and vitamins.
  • Proteins are found in meat, animal products, and some plants.
  • Carbohydrates are the body's main source of energy.Carbohydrates can be found in plant foods like rice, corn and potatoes.
  • Vitamins are essential for many bodily functions, such as maintaining a healthy immune system, producing blood cells, and protecting against disease. Vitamins can be found in a variety of foods, including animal products and berries.


In addition to providing your pawns with the nutrients they need, it is also important to provide them with a variety of food. Pawns will not be happy if they are only ever given rice to eat. A mod has added a new need called "Food Variety," and to keep this need high, you should provide your pawns with different meals made from different ingredients.
You do not need to manually manage your pawns' nutritional needs. The food searching algorithm has been patched to search for food sources that satisfy their nutritional and food variety needs. You only need to provide your pawns with a variety of food sources. The food searching algorithm will then prioritize the food sources that provide the nutrients that your pawns need.


Balance:
You can always adjust the parameters in the mod settings to balance out any features that you find unbalanced.


I CAN'T SEE NEW NEEDS:
New needs will appear only if they are below 25% or make them visible permanently in mod settings

What about stats:
If special values isn't set with patch(see below), the amount of elements(carbs, vitamins and prots) will be calculated from nutritions ingested with coeffs from table below:

Product
Proteins
Vitamins
Carbohydrates
Human meat or corpse
0.33
0.33
0.33
Meat
0.75
0
0.25
AnimalProduct
0.5
0.5
0
Fungus
0.5
0
0.5
Plant
0
0
1
Berries(set via patch)
0
0.5
0.5
Agave(set via patch)
0
0.5
0.5
Insect jelly
0.38
0.24
0.38

Compatibility:
Should be ok with all food added by mods. Also made patch for Vanilla Nutrient Paste Expanded.
It is possible to modify the ThingDef (a data structure that defines a thing in RimWorld) to increase or decrease the amount of elements that is gained when consuming the thing:
<Operation Class="PatchOperationAddModExtension"> <xpath>Defs/ThingDef[defName="RawFungus"]</xpath> <value> <li Class="NoMoreRiceWorld.ElementsDefModExtension"> <Vitamines>0</Vitamines> <Carbohydrates>0.5</Carbohydrates> <Proteins>0.5</Proteins> </li> </value> </Operation>


Your reviews and suggestions help me create a better experience and balance.
GitHub [github.com]
Popular Discussions View All (4)
5
21 Dec, 2023 @ 2:40pm
Suggestions & ideas
NeveHanter
3
20 Jun, 2023 @ 6:48am
My erroe log
imhee0406
2
27 Jun, 2023 @ 4:31am
Issue with corpses being eaten
An Ol' Spicy Keychain
89 Comments
Hydra7-1 7 May @ 11:00pm 
That's amazing, I had the VE rockman but they would always have a meltdown due to "lack of food variety" bro you eat rocks, I am sorry I cannot get you different flavor of rock.
Хокаге  [author] 14 Apr @ 9:10am 
Hello everyone, there will not be fast update for 1.5, because I want to rebalance and rewrite some parts of this mod. I'm going to replace time related need with consuming calculated need. This mean when pawn ingest something variety needs will be recalculated, therefore, if for some reason pawn don't have need in food(modded genes or modded implants), it won't be affected with this mod.
Christian Seagaard 12 Apr @ 2:37am 
This definitely needs a 1.5 update ;-)
Limey Lassen 21 Jan @ 9:33pm 
I've got a question - do the hediffs from this mod satisfy Transhumanist desire for body modifictiona? That might be the case in my game but I'm not sure if this mod is doing it.
Rips 29 Dec, 2023 @ 6:31am 
@jjh5874 if you use the mod Mech Healer Serum Choice that should stop being a problem.
jjh5874 23 Dec, 2023 @ 9:16pm 
Issue ive found it when using healer mech serum it will target both deficiencies and being full of something count when using a healer mech serum, if that could be fixed it would be amazing
Flurbel 21 Dec, 2023 @ 5:29pm 
How does this apply to nutrient paste? Is it purely based on ingredients or are there unique stats?
ivanmrzv91 2 Dec, 2023 @ 9:43am 
Question: does hunger rate affect this mod's needs? I mean, if a custom xenotype has hunger rate 50% - will said xenotype lose protein/vitamin/carbohydrates needs at half the normal rate, like it loses the hunger need?
Nevermind 2 Dec, 2023 @ 1:40am 
I second the request to add an option to disable food variety for certain xenotypes. "Alpha Genes" and "Vampires, Demons and the Undead" add xenotypes with genes that reduce their food consumption to zero (Lapis and Dracul), but their food variety bar still decreases so I have to manually shove meals down their throats every now and then to stop them from whining and throwing tantrums.
Also yes, the debug log is really flooded with info from this mod. Could you please add an option to disable it?
Love your mod otherwise! <3
Rips 15 Nov, 2023 @ 8:04pm 
Also requesting the mod writes less into the debug log as it makes debugging difficult if running a lot of mods since the log becomes so cluttered.