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Old Post Industrial Plot: Lab-Grown meat production

pra

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Staff member
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568
Had this idea while thinking about farm plots. Basically: a building which creates vat-grown meat. Should probably be an industrial plot, and not a farm plot, since it should definitely require power.

Level 1: a metal shack with one glass tube in the center (maybe use one of the brain tanks from the automatron addon) with a piece of meat in it. Around it some old tables with medical stuff around it. Consumes a lot of water and power, and produces a small amount of food. Just one unit, maybe. Randomly produces meat from a small selection of relatively cheap meats, like bloodbug, radroach, molerat, bloatfly

Level 2: a somewhat more cleaned-up shack, with clean tables and floors inside. Has more glass tubes, produces more food, and produces more possible meat types, now including dogs, brahmin, radstag, mirelurk. Power and water consumption increase only slightly.

Level 3: now almost institute-like clean, with something like an airlock for a door (or at least one of these ship doors) and a decontamination arch. Has even more glass tubes, now produces more food than a generic lvl 3 farm, and rarer meats like Mirelurk Queen, Fog Crawler, Gorilla, Deathclaw, Radscorpion, maybe even human meat...
Power and water consumption increase again only slightly.

tl;dr it starts off as a really bad farm which consumes a lot of water and power, but ends as a super farm. And it produces meat.
 

Cybus101

Member
Messages
17
Had this idea while thinking about farm plots. Basically: a building which creates vat-grown meat. Should probably be an industrial plot, and not a farm plot, since it should definitely require power.

Level 1: a metal shack with one glass tube in the center (maybe use one of the brain tanks from the automatron addon) with a piece of meat in it. Around it some old tables with medical stuff around it. Consumes a lot of water and power, and produces a small amount of food. Just one unit, maybe. Randomly produces meat from a small selection of relatively cheap meats, like bloodbug, radroach, molerat, bloatfly

Level 2: a somewhat more cleaned-up shack, with clean tables and floors inside. Has more glass tubes, produces more food, and produces more possible meat types, now including dogs, brahmin, radstag, mirelurk. Power and water consumption increase only slightly.

Level 3: now almost institute-like clean, with something like an airlock for a door (or at least one of these ship doors) and a decontamination arch. Has even more glass tubes, now produces more food than a generic lvl 3 farm, and rarer meats like Mirelurk Queen, Fog Crawler, Gorilla, Deathclaw, Radscorpion, maybe even human meat...
Power and water consumption increase again only slightly.

tl;dr it starts off as a really bad farm which consumes a lot of water and power, but ends as a super farm. And it produces meat.
I like that idea! Especially the brain jar thing. Always love those, nice to see them being incorporated.
Human meat you say? Nice! Secretly making the settlers into cannibals? Hannibal would be proud.
 

mytigio

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Messages
1,256
I like that idea! Especially the brain jar thing. Always love those, nice to see them being incorporated.
Human meat you say? Nice! Secretly making the settlers into cannibals? Hannibal would be proud.

Is it really cannibalism if the meat was never actually part of a human, just grown from human dna?
 

mytigio

Well-Known Member
Verified Builder
Messages
1,256
Had this idea while thinking about farm plots. Basically: a building which creates vat-grown meat. Should probably be an industrial plot, and not a farm plot, since it should definitely require power.

Level 1: a metal shack with one glass tube in the center (maybe use one of the brain tanks from the automatron addon) with a piece of meat in it. Around it some old tables with medical stuff around it. Consumes a lot of water and power, and produces a small amount of food. Just one unit, maybe. Randomly produces meat from a small selection of relatively cheap meats, like bloodbug, radroach, molerat, bloatfly

Level 2: a somewhat more cleaned-up shack, with clean tables and floors inside. Has more glass tubes, produces more food, and produces more possible meat types, now including dogs, brahmin, radstag, mirelurk. Power and water consumption increase only slightly.

Level 3: now almost institute-like clean, with something like an airlock for a door (or at least one of these ship doors) and a decontamination arch. Has even more glass tubes, now produces more food than a generic lvl 3 farm, and rarer meats like Mirelurk Queen, Fog Crawler, Gorilla, Deathclaw, Radscorpion, maybe even human meat...
Power and water consumption increase again only slightly.

tl;dr it starts off as a really bad farm which consumes a lot of water and power, but ends as a super farm. And it produces meat.

I love this idea, if nobody has done it by the time I get to it, I'll incorporate this into my mod
 

Dritz

New Member
Messages
1
This is an awesome concept. Even more awesome that Mytigio and Kevbal are big on it.
 

pra

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568
Glad this idea finds so much approval :)

If you have the technology to grow animal tissue without the rest of the animal, you potentially could grow more than just meat.
Leather and bones are the most obvious choice, but also blood, radscorpion stingers, bloatfly glands, things like that.
Maybe make it so that the factory can go one of two paths at lvl2*, turning either into a food or a resource producer.
The food factory still produces the occasional piece of bone or scrap of leather, but focuses on edible meat.
The resource factory also still produces small amounts of meat, but mostly focuses on things like: various hides or just plain leather, bones, blood packs, glands and other animal parts up to deathclaw hands.


____
* Maybe similar how the Industrial City add-on does this, if you have a food factory already, the next one you build turns into a resource factory.
 

mytigio

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1,256
Glad this idea finds so much approval :)

If you have the technology to grow animal tissue without the rest of the animal, you potentially could grow more than just meat.
Leather and bones are the most obvious choice, but also blood, radscorpion stingers, bloatfly glands, things like that.
Maybe make it so that the factory can go one of two paths at lvl2*, turning either into a food or a resource producer.
The food factory still produces the occasional piece of bone or scrap of leather, but focuses on edible meat.
The resource factory also still produces small amounts of meat, but mostly focuses on things like: various hides or just plain leather, bones, blood packs, glands and other animal parts up to deathclaw hands.


____
* Maybe similar how the Industrial City add-on does this, if you have a food factory already, the next one you build turns into a resource factory.

Honestly I probably won't add any more "settlement unique" style buildings, they are just too unreliable without full support from the base SS framework.

Having said that, an advanced industrial tech tree works well for this whole idea
 

pra

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568
Well, I was thinking that producing both food and resources at the same time might be too overpowered. Of course, that could be compensated by making it require even more energy.

I have no idea how these "tech trees" work. The info box said something like "based on other stuff in the settlement". Is there some explanation for total noobs on how that works?
 

pyratelv

Active Member
Messages
172
Great idea!
I currently use the Mods "Manufacturing Extended and Soylent Green" to process all the dead bodies that inexplicably seem to pile up in my Settlements.
 

pra

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568
Remembered this topic recently, and had some further thoughts.

This thing could be a branching adv. industrial. As a bonus, it could also have a terminal with the settler's ramblings in it.
  • Lvl 1: "Nutrition Research". Requires 10 power, 2 water, and generates 5 food or so. At this point, it's basically just a kitchen, processing whatever it gets.
    Terminal: "I'm getting tired of eating the same farm-grown stuff all day, let's see if I can improve it somehow."

    • Lvl 2: "Meat Factory": The vat-grown meat branch. Requires 20 Power, 5 water, and makes 20 food. Produces raw brahmin meat, maybe also molerat or radroach.
      Terminal: "Got my hands on an old scientific journal about growing living tissue in the lab. Took me a while to set everything up, but now I can grow as much steak as I can eat!"
      • Lvl 3: "Advanced Meat Factory": Requires 30 Power, 10 water, and makes 50 food and 5 happiness. Produces all sorts of meats, up to deathclaw and mirelurk queen.
        Terminal: "Why stop at brahmin? With some additional tweaks, and some more samples I got from caravans, I can grow all sorts of meat!"
      • Lvl 3: "Organic Tissue Factory": Requires 30 Power, 10 water, makes 20 food and all sorts of animal-based scrap, like bones, leather, etc. Produces same meat as at lvl2.
        Terminal: "I figured we have enough food by now, so I decided to try something else. Animal products without the hassle of actually hunting them, now that is progress!"
    • Lvl 2: "NAPP Factory": The food paste branch. Requires 15 Power, 5 water, makes 30 food, and costs 10 happiness and 5 defense. The tasteless stuff makes people less happy and a little more aggressive. Produces the default food paste.
      Terminal: "I was at Suffolk the other day. Seems like they experimented with artificial food back then. Took me a while, but I managed to drag one of their food paste machines all the way here. The stuff keeps people sated at least, but I think I should try to fix the quirks soon. Some of the other settlers are getting... strange"
      • Lvl 3: "INP Factory": Requires 20 Power, 5 water, makes 40 food and 5 happiness. Makes "Improved Nutritional Paste".
        Terminal: "Finally got rid of the side effects. Managed to improve the nutritional value, too. Some of the new compounds actually added a mild flavor. Nothing too fancy, but it's something."
      • Lvl 3: "Dessert Factory": Requires 20 Power, 5 water, makes 20 food, but 40 happiness. Makes "Tasty Pudding".
        Terminal: "Tried improving the flavor, and, oh boy did I succeed! Tastes like Nuka Cola mixed with sunshine while high on rainbows! Not sure how healthy it is for me to eat nothing but the stuff, but it's just too good!"
    • Lvl 2: "Cannery". The canned food branch. Requires 15 power, 10 water, makes 20 food.
      Terminal: "Making food is one thing, but keeping it fresh is almost as important. People back then knew it, too, food from 200 years ago is still good, mostly. I will try to figure out how they did it, or maybe just how to get rid of the rads in the old food." Produces the "canned meat" item
      • Lvl 3: "Canned Goods Factory": Not sure if possible, but if yes, this could be just a multiplier to the food output of all the farms. Something like: go through all farms, add up their production values, then produce that, times 0.9 or so. Otherwise, I'd say 40 food. Requires 20 power, 10 water. Produces unique canned goods, like "Tatos and Ham", "Mutfruit Jam", "Boston Brahmin Barbecue", etc.
        Terminal: "Canning our local produce works well. I even came up with a few 'Brands' of my own."
      • Lvl 3: "Food Reclamation Facility": 20 power, 10 water, 40 food. Produces rad-free versions of pre-war canned goods.
        Terminal: "With so much food lying around, it would be a waste not to use it. The process of cleaning and repackaging them is kinda expensive, but still worth it."
 

Aurora Moon

Active Member
Messages
73
I really like this idea.

I always found it weird that in all those decades people wouldn't find some way to reclaim the knowledge from prewar days. I mean, yeah, The brotherhood and the institute tend to send their thugs to steal from you if you end up having new technology they want and that could very easily hinder your progress as an group. But I could also see a bunch of random people defiantly learning about those tech in secret, etc. After all, if the brotherhood and the institute want to hoard it for themselves so badly then there must be something to it.

Plus, if you beat both the brotherhood and the institute in the game like I did? I can see scavengers going over the ruins of the brotherhood and the institute and finding all sorts of new tech that they could reverse-engineer for themselves.
 

mytigio

Well-Known Member
Verified Builder
Messages
1,256
Remembered this topic recently, and had some further thoughts.

This thing could be a branching adv. industrial. As a bonus, it could also have a terminal with the settler's ramblings in it.
  • Lvl 1: "Nutrition Research". Requires 10 power, 2 water, and generates 5 food or so. At this point, it's basically just a kitchen, processing whatever it gets.
    Terminal: "I'm getting tired of eating the same farm-grown stuff all day, let's see if I can improve it somehow."
    • Lvl 2: "Meat Factory": The vat-grown meat branch. Requires 20 Power, 5 water, and makes 20 food. Produces raw brahmin meat, maybe also molerat or radroach.
      Terminal: "Got my hands on an old scientific journal about growing living tissue in the lab. Took me a while to set everything up, but now I can grow as much steak as I can eat!"
      • Lvl 3: "Advanced Meat Factory": Requires 30 Power, 10 water, and makes 50 food and 5 happiness. Produces all sorts of meats, up to deathclaw and mirelurk queen.
        Terminal: "Why stop at brahmin? With some additional tweaks, and some more samples I got from caravans, I can grow all sorts of meat!"
      • Lvl 3: "Organic Tissue Factory": Requires 30 Power, 10 water, makes 20 food and all sorts of animal-based scrap, like bones, leather, etc. Produces same meat as at lvl2.
        Terminal: "I figured we have enough food by now, so I decided to try something else. Animal products without the hassle of actually hunting them, now that is progress!"
    • Lvl 2: "NAPP Factory": The food paste branch. Requires 15 Power, 5 water, makes 30 food, and costs 10 happiness and 5 defense. The tasteless stuff makes people less happy and a little more aggressive. Produces the default food paste.
      Terminal: "I was at Suffolk the other day. Seems like they experimented with artificial food back then. Took me a while, but I managed to drag one of their food paste machines all the way here. The stuff keeps people sated at least, but I think I should try to fix the quirks soon. Some of the other settlers are getting... strange"
      • Lvl 3: "INP Factory": Requires 20 Power, 5 water, makes 40 food and 5 happiness. Makes "Improved Nutritional Paste".
        Terminal: "Finally got rid of the side effects. Managed to improve the nutritional value, too. Some of the new compounds actually added a mild flavor. Nothing too fancy, but it's something."
      • Lvl 3: "Dessert Factory": Requires 20 Power, 5 water, makes 20 food, but 40 happiness. Makes "Tasty Pudding".
        Terminal: "Tried improving the flavor, and, oh boy did I succeed! Tastes like Nuka Cola mixed with sunshine while high on rainbows! Not sure how healthy it is for me to eat nothing but the stuff, but it's just too good!"
    • Lvl 2: "Cannery". The canned food branch. Requires 15 power, 10 water, makes 20 food.
      Terminal: "Making food is one thing, but keeping it fresh is almost as important. People back then knew it, too, food from 200 years ago is still good, mostly. I will try to figure out how they did it, or maybe just how to get rid of the rads in the old food." Produces the "canned meat" item
      • Lvl 3: "Canned Goods Factory": Not sure if possible, but if yes, this could be just a multiplier to the food output of all the farms. Something like: go through all farms, add up their production values, then produce that, times 0.9 or so. Otherwise, I'd say 40 food. Requires 20 power, 10 water. Produces unique canned goods, like "Tatos and Ham", "Mutfruit Jam", "Boston Brahmin Barbecue", etc.
        Terminal: "Canning our local produce works well. I even came up with a few 'Brands' of my own."
      • Lvl 3: "Food Reclamation Facility": 20 power, 10 water, 40 food. Produces rad-free versions of pre-war canned goods.
        Terminal: "With so much food lying around, it would be a waste not to use it. The process of cleaning and repackaging them is kinda expensive, but still worth it."

That's a good breakdown, I like it. Do you mind if I steal this? A few items would need tweaked but overall it's a nice tree structure.
 
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pra

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568
That's a good breakdown, I like it. Do you mind if I steal this? A few items would need tweaked but overall it's a nice tree structure.
Absolutely not. I posted it in the hope that someone would. Do it, DO IT!
 

mytigio

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Lvl 3: "Canned Goods Factory": Not sure if possible, but if yes, this could be just a multiplier to the food output of all the farms. Something like: go through all farms, add up their production values, then produce that, times 0.9 or so. Otherwise, I'd say 40 food. Requires 20 power, 10 water. Produces unique canned goods, like "Tatos and Ham", "Mutfruit Jam", "Boston Brahmin Barbecue", etc.
Terminal: "Canning our local produce works well. I even came up with a few 'Brands' of my own."

and for the record, yes, dynamic production values like this are possible, but they require that the mod maker write a management script that will detect how much food to output and set the proper values on the plot (my Dispatcher does something similar with Defense)
 

Rylasasin

Active Member
Messages
143
From the sounds of it, this sounds like it should just be a straight up institute-themed plot. Lord knows we need more of them (as in, we don't have any at all).
 

tankthing

NOT the Settler AI designer
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The institute doesn't exist, it's just a bogeyman people blame things on... *teleports away*
 
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