272 ratings
RimCuisine 1.0
Mod, 1.0
File Size
5.246 MB
Oct 20, 2018 @ 9:50am
Aug 13, 2019 @ 10:05am
19 Change Notes ( view )

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RimCuisine 1.0



RimCuisine 1 is now obsolete! Do not use the two together, as RimCuisine 2 is a complete, from-scratch remake! I'll leave this mod up of course so people will hear the news and so it won't mess with saved games, but I will no longer be supporting it!

[1.0] RimCuisine v1.2.0

Welcome to RimCuisine! This mod is focused on adding new crops and food types for your pawns to enjoy while they suffer horribly here on the Rim! Overall, the mod is designed to be vanilla-friendly and fit seamlessly into normal gameplay without changing things up too dramatically. A secondary design focus was to improve both tribal gameplay and caravaning with the addition of a number of food-preservation techniques that don't rely on freezing temperatures or high technology.

Save Game Compatible! But if you add the mod mid-save, you won't start with any of the technology researched, so you won't be able to grow much or cook much! The new wild plants will grow in over time on an old save. Also, if added mid-save, your foods won't be usable immediately because of the new food restrictions menu added in 1.0! So make sure to add the new stuff.


New Crops: Over 20 new crops, ranging from tomatoes and onions to quinoa, soybeans, and yes, shrooms!

New Meals: A variety of new meals, snacks, and drinks including mass-produced stews, sugary candy and caffeine-inducing coffee and tea!

New Drugs: From simple cigarettes to highly addictive, life-ruining Skag, new drugs have been added for your pawn's enjoyment and/or suffering!

New Food Categories: All foods are now organized into the five major food groups: Meat, Grains, Vegetables, Fruits, and Sweets, varying between raw and processed. Processed ingredients, such as dried fruits/meat and canned goods can be used in cooking recipes just like raw ingredients, but tend to be more space and weight-efficient. All vanilla recipes have been updated to use these new categories!

New Food Preservation techniques: Don't let your naked tribals starve anymore with the ability to dry fruits and meat, preserving them for longer until the cook can stop having a tantrum and make pemmican. Or, disregard it entirely and make hardtack from flour! More advanced techniques include the ability to make delicious pickled vegetables and fruit preserves, not to mention industrial-stage canning for all of your long-term survival needs!

Changes to Existing Stuff: I nearly forgot to mention! A few of the vanilla items have been slightly reworked to fit in properly with the mod. Meals have been updated to work right with the new categories and technologies. Healroot is given a raw plant that is harvested and then processed at a crafting spot or drug lab into herbal medicine. An overall yield-increase of 25% has been given to it to make up for the extra manpower required. Brewing has been moved to the cooking skill. And more! Changes are meant to be small and won't change gameplay all that much.

Changes to Technology: Growing and cooking stuff requires tech now! Potatoes are growable by anyone, but the other plants require at least basic agriculture to grow. Tribals start with Basic Cooking and Basic Food Preservation, while Colonists start with all cooking researched, as well as Basic Agriculture. If you're not sure why you can't grow something, check to see if you have researched the requisite techs first.

And More to come!

This mod is by no means complete and I have quite a few things I have planned for it. I intend to add a number of new features into separate addons (which I'll call expansions) to avoid bloat and let people pick and choose what they want to use.


New in RimCuisine for 1.0:

Art updates across the board!

Shrooms: Also known as 'magic' mushrooms, these wild plants are found only in temperate biomes. They grow quickly and don't last long (especially since the local wildlife has been known to eat them too), but they're a decent source of income for gatherers and they're fun to use as well. While those using them won't be able to work properly while tripping, they don't usually have severe long-term side effects.

New Plants: From grapevines and apple trees to wild-growing juniper berries, enjoy new tasty ingredients!

Additional types of sweets! Turn agave into nectar, harvest syrup from special maple trees, or.. yes.. harvest honey from your hard working bees!

Beekeeping! Trade for mature beehives or wait for swarms to migrate to your colony, then build home-made apiaries and let the bees do your work for you! Honey is a delicious new sweetener and is tasty even by itself.

Joy Foods are renamed to Snacks!

Reworked Recipes and Prices: It turns out, in my older version, candy was by far the most lucrative thing you could produce for money. I've reworked quite a few of the recipes and overall values to make drugs more valuable to produce than candy/snacks. Skag is still the most valuable of the new drugs to produce, but cigarettes are decent as well! Just.. avoid using them.. they're very addictive.



RimCuisine is not compatable with Toby's Realistic Farming or the main Vegetable Garden mod (the VGP mods that don't require Vegetable Garden seem to work alright though). it should be compatable with most other mods. Mods that add new foods might see some errors - though they may still work, just not necessarily very well with the new ingredient categories.

Compatable with existing saves, but best used on a new save. New wild crops won't be spawned on existing saves (they WILL spawn in over time though), and you won't start out with any of the new technologies for free, so you'll have to research them all from scratch.


As usual, if you guys find any bugs/weird issues, let me know and I'll either fix it, or tell ya its not because of my mod.


To Do List:
--Continue working on RimCuisine 2, a complete re-make of the mod, focused on letting you choose which parts to install as well as being better compatible with other mods. Plus better balancing, lots more plants and items, and new biome-specific growing, where each of my new plants added in the mod have specific biomes that they can grow in. No more sugarcane or bananas in the tundra, sorry!


Special Thanks to:

Mehni, who suffered endlessly through me constantly bouncing ideas off of him and having him rate my art, as well as for helping teach me how to mod in the first place!

Dismar, creator of Vegetable Garden, for the initial inspiration for the mod. Go check his out if you haven't!
Brian, RL friend and co-worker who came up with the initial Zopioid idea. I'm sure we're on a list now for talking about it at work.
And everyone on the mod development/mod art channel on the Rimworld Discord, who helped me out with the odd idea or feedback!
Popular Discussions View All (6)
Jul 29, 2019 @ 5:43am
Bug Report Discussion
Feb 3, 2021 @ 1:09pm
RimCuisine Balance Discussion
Jun 27, 2019 @ 11:43am
Ideas and Suggestions Discussion
Crustypeanut  [author] Mar 3, 2020 @ 10:02am 
@Jim Oh boy I got something good for you then if you want 1.1!


I released a sequel about... a year ago..? You've been using an obsolete version for a while. RC2 is compatible with both 1.0 and 1.1.
Enregór Jan 21, 2020 @ 12:29am 
How do I grow Tea/coffee? I have all the agricultueral technologies researched
Nif Aug 15, 2019 @ 12:46am 
Crustypeanut  [author] Aug 13, 2019 @ 10:00am 
Please note, RimCuisine 1 is now obsolete! Do not try to use both! RimCuisine 2 is a complete, from-scratch remake that is not compatible with RC1.
Crustypeanut  [author] Aug 13, 2019 @ 9:30am 
Heyyy youuuuu guyysss!


RimCuisine 2 is out ;)
Nif Aug 10, 2019 @ 10:42pm 

That would require a new mod, which I don't think Crustypeanut has time to do—considering that he's still working on the RimCuisine v2.
Mur Derer Aug 10, 2019 @ 2:05pm 
can i please have cigs and shrooms only, so it will work with vgp
Crustypeanut  [author] Aug 2, 2019 @ 7:48pm 
I'm almost done Dismar doncha worry :P
dismarzero Aug 2, 2019 @ 6:47pm 
Yeah Peanut get that version 2.0 done lazy XD
TruckerCarlos Jul 27, 2019 @ 9:57am 
Ah alright