RimWorld

RimWorld

5,649 ratings
Vanilla Cooking Expanded
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Mod, 1.4, 1.5, 1.6
File Size
Posted
Updated
3.689 MB
Jun 18, 2020 @ 11:16am
Sep 6 @ 3:49am
73 Change Notes ( view )

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Vanilla Cooking Expanded

In 1 collection by Sarg Bjornson
Mods with Vanilla Achievements Expanded support
30 items
Description
[www.patreon.com]




Mechanics are simple and intuitive - keeping within the vanilla spirit without unnecessary fluff and production chains. Colonists will be able to cook up a variety of new meals, make mood-boosting desserts out of fruits, make filling grilled meals that lose the effect when frozen, create large bakes using flour or produce large quantities of soup through boiling ingredients for several days at a time. You can now transform animal milk into cheese inside a cheese press - and it gains quality and value, the longer it’s inside! Yes, alongside Vanilla Factions Expanded - Medieval you can now create a cheese and wine empire! Hopefully this will provide one more reason to keep livestock!

Our systems are heavily moddable and support a variety of mods. With Vanilla Factions Expanded - Insectoids you can now transform insectoid milk into insectoid cheese, and thanks to Sarg Bjornson, you can now utilise 19 (!) types of milk from Alpha Animals, Vanilla Genetics Expanded and Alpha Bees to create your cheese empire!

A new condiment system will allow you to create not-so-filling gourmet meals that apply 12h effects to people who consume them.

Absolutely recommended mods:
- Gastronomy
- Common Sense
- Variety Matters





Mod mechanics:











































- Packed Meats will collide due to patching a method controlling meal thoughts

[forms.gle]



Q: Does it work alongside VGP/RimCuisine2?
A: Yes it does! We provided a patch that changes a few names so all mods can work alongside each other

Q: My gourmet meals are not stacking properly!
A: Gourmet meals stack by ingredients list to avoid condiment abuse

Q: Can I deep fry humans.
A: Yes! That’s the reason we made this mod!

Q: Can I eat canned food like a meal?
A: Yes, but it will not be very filling. Canned goods are made as ingredients that never spoil - they can be used in meal recipes.

Q: At what temperature does grilled meal lose it’s bonus?
A: Below 10ºC

Q: Where are the health conditions? (Cholesterol, diabetes, high blood pressure)
A: They were very unpopular, so we removed then come 1.4

Q: Will you keep updating the mod with new types of meals?
A: Any additional content will come in the form of extension modules, just like Vanilla Cooking Expanded - Stews!

Q: Is this mod save game compatible?
A: Yes

Q: These condiments/meals/food cooking techniques are totally unrealistic!
A: We need to remember it is a video game, and for the sake of simplicity we decided to abandon realism in some instances. Realism when it comes to cooking is not our primary concern - gameplay is.

Q: CE compatible?
A: Probably!



Graphics created by Oskar Potocki.

Coded by Sarg Bjornson[www.patreon.com].

Descriptions, balancing and ideas by Chowder.

Code for the 1.19 update provided by Drowsy Corgi. Thanks!

Rimworld is owned by Tynan Sylvester.

(CC BY-NC-ND 4.0)[creativecommons.org]



[www.paypal.com]

Every dollar donated allows us to spend more time refining the mods and creating new content. If you’re feeling generous, even the smallest donation is always welcome!

[discord.gg]



Other modules will come with time. More information can be found on our Patreon page!









Chinese: Steam link
German: Steam link
2,820 Comments
Gerewoatle Oct 28 @ 8:00am 
@Flying Dutchman - The "Early Preservatives" mod allows for neolithic food preservation.

Argon's "Salted Meat" is another mod that allows for meat and fish preservation, sausages and pickled vegetables.
Sarg Bjornson  [author] Oct 24 @ 10:44pm 
That's what canning in this mod is for
Flying Dutchman Oct 24 @ 10:23am 
Hopefully it's okay to post this here, but I had a suggestion for a cooking module; a preservation module for ingredients. Think pickling, drying, smoking and salting. It would be a great addition to pre-industrial playthroughs. Currently there's no real options for food preservation outside of freezers and, thanks to this mod, cheese. That limits one's options for food stockpiling for medieval and tribal games. Is that something that sounds interesting?
Sarg Bjornson  [author] Oct 20 @ 2:22pm 
No
Respectfully, YOUR MOTHER Oct 20 @ 1:01pm 
Will disallowing a condiment in the food policy menu apply to the gourmet meals made with that condiment?
Knight Draco Oct 19 @ 9:16am 
Well, I loaded up a quick test run and confirmed that it's all working as it should, I must've bugged it out when I added some mods in mid-run. Sorry for the trouble.
Sarg Bjornson  [author] Oct 18 @ 10:50pm 
They specifically don't use bills, they use processes... If you can replicate the bug with the mods on their own, we will look into it
Knight Draco Oct 18 @ 4:19pm 
I'm having a bit of a conundrum with both this mod and the brewing mod, specifically the ambrandy distillary and the soup cookers. Since they're both using the bill format, I think the issue is with that but I'm not WHY it is. I can right-click force them to do it, but the pawns never seem to supply the bills on their own. Does anyone have any insight as to why that might be the case?
Sarg Bjornson  [author] Oct 17 @ 1:02am 
It changed in 1.6
joncon9000 Oct 16 @ 11:36pm 
Ok cool thanks for the quick reply @Sarg Bjornson. I wonder is that different than it used to be or if it was always like that.