RimWorld

RimWorld

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Gastronomy
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Mod, 1.2, 1.3, 1.4, 1.5
File Size
Posted
Updated
8.483 MB
Nov 7, 2020 @ 3:13am
Sep 28, 2024 @ 2:01am
24 Change Notes ( view )

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Gastronomy

In 1 collection by Orion
Mods to use with Hospitality
12 items
Description
Always wanted to build your own restaurant, tavern, or cafe? Now you can!

Gastronomy allows (optionally) guests and (optionally) colonists to sit down and order their meals from a waiter.

Excellent video explanation on YouTube.

Note!
I've tested this mod as much as possible, but conflicts are always possible (see "Reporting bugs"). There's also a lot I still want to add (see "What's next"). So try it out and let me know what you think!

Features
- Colonists and/or guests will sit down and order food
- Your designated waiters will serve them
- You can use the cash register to control the opening times, menu, and more
- Hospitality guests will pay for their meals
- Food price, waiting times and waiter affect the mood of the patron
- You can run multiple registers with different shifts, menus and prices each

How it works
Once installed, you can toggle any table to be a dining table. At every spot with a chair you'll see a decoration. This is where patrons can eat. If your chair configuration changes, toggle dining again to update the spots.

Assign colonists as waiters to let them take care of any patrons who want to order. You do this by giving them the "Wait" job. It is recommended to set them to forced work at least for a few hours each day with waiting at maximum priority, so no one has to go hungry.

You need to build a cash register to operate your establishment. Add shifts to the cash register and assign colonists that are set to be waiters.

Set the radius of the register to include all tables that should be waited and all food that should be served.

At the cash register you can also choose who can be a patron, when the opening times are, what's on the menu, and make price adjustments.

During active shifts people will come and try to order at the dining tables, instead of just raiding the fridge or (Randy behold) eat out of their inventory... WITHOUT A TABLE. Outside of the active shifts, everyone acts as normal.

Note that if patrons have to wait too long they will incur a minor mood penalty. The price of the food and the waiter serving them (opinion, traits, social skill, mood) will further affect their mood.

Multiple locations
Each register can have its own setup, with separate menus, settings, and staff. From each register you can select, add and delete setups. Each setup needs at least one register to work.

Compatibility
This mod can be added mid-game. As with all non-QOL mods, it is not recommended to remove it mid-game.
If you're on Linux, use the Linux Harmony Fix to prevent crashes.

Known incompatible mods
There are only few incompatible mods known yet (please let me know if you find any). Probably crazy stuff like special prisoners and babies and what-not will cause issues. We'll see.
- Room Food (patrons will not order)
- WM Smarter Food Selection (patrons will not order; suspected)
- Z-levels (patrons freeze at tables)
- Variety Matters Dinner Time (waiters won't prefer room food, a VM DT feature)
- Impassable Furniture (waiters stop moving if tables are impassable)
- Vampires and werewolves from Jecrell's mods (cause errors)
- Save Our Ship 2: Tables set for dining prevent ship movement
- Animal Controls (pawns won't eat)

Recommended mods to use with
- Any mod that adds new meals will make this mod more interesting
- Vanilla Cooking Expanded: A good balance of new meals
- Hospitality: Guests who come by will sleep in a bed, rate their stay and buy things on sale
- Variety Matters: Patrons will prefer food that has variety.

What's next?
I'm curious what you think about this mod. If you want to have a say in where the mod goes, check out the roadmap, or discuss features, please consider becoming a patron[www.patreon.com].

Reporting bugs
Should you encounter any issues, first make sure the mod has updated correctly. You do this by unsubscribing and resubscribing whatever mod you think causes the issue. Then restart Steam.

If the issue persists, press CTRL-F12 (right after the problem occurs!) to upload your log and paste the link and a description of what went wrong HERE[github.com] or in the discussions section. If possible, provide a screenshot of the error, the link to your log and an explanation of what happened. This will speed up fixing the problem tremendously.

In 90% of all cases, the problem is a conflicting mod, failed update or a corrupted installation on your side. First try to resubscribe this mod (and restart Steam), then try a different load order. The Mod Manager mod and Mod Sorter[bitbucket.org] can help find obvious issues.

If you just complain and don't include an error log, I'm not able to do anything about it.

Older versions
Can be found HERE[github.com].

Credits
- Ingame graphics refined by Oskar Potocki
- Banner background by Alastair[ko-fi.com]
- Portuguese / Brazilian by Edu
- French by qux
- Russian by sanovskiy[github.com]
- Polish by [https://steamcommunity.com/id/Graj-se]Graj.se[/url]

Wanna support development or add ideas and request?
[www.patreon.com]
You can take part in votes, suggest ideas and get priority support!
Popular Discussions View All (23)
6
Apr 12 @ 12:34pm
Error Log
一眼丁真
12
Mar 17 @ 2:35am
Colonists Not Eating(It seems like after I added medievalOverhaul
流泪猫猫头
2
Apr 14 @ 7:00am
bug log
莫名某某
1,615 Comments
月下冬萤 8 hours ago 
I have also provided feedback to Kemomi's author, hoping to resolve this issue
I really like Gastronomi's ordering because running a restaurant in a peripheral world is really fun
月下冬萤 9 hours ago 
I found that as long as the dining table is turned off, the little people and the animal mother will eat. Once opened, I won't eat, even if I starve to death .....
Orion  [author] 9 hours ago 
Looks like the issue is on Kemomi's end, whatever that is.
月下冬萤 17 hours ago 
This is what I obtained using AI. After converting from English to Chinese, there may be translation issues when converting to English. If you need an error diary, I can send it out. It's a bit long (over 1000 characters)
月下冬萤 17 hours ago 
The following are issues with troubleshooting conflicting mod displays:
The exception occurred in the DiningSpot. get_SispensableDef() method of the Gastronomi module, which was not implemented (NotImplementedDException).
-The KemomiFoodUtility module called this unimplemented method when searching for food sources, resulting in a chain error.
-This may be due to incompatible module versions (such as incorrect adaptation of methods after updating Gastronomi or Kemomi modules) or incorrect module loading order.
The error started from the food search logic of the KemomiFoodUtility module, calling the unimplemented methods of the Gastronomi module layer by layer, and ultimately triggered an exception during AI task allocation (ThinkNode-Priority).
-Involving modules: Gastronomy、Kemomimi、Vanilla Expanded Framework (VFECore)、 There may be patch conflicts (such as Harmony patch order issues) with webpage links, etc.
Orion  [author] Apr 13 @ 10:20am 
There used to be tools that help, like Rimpy. Not sure what the goto tool is these days.
But yeah. Welcome to the world of mods. Fixing a single mod conflict is easily a day's work too. Unfortunately, I can no longer afford these days.
驱逐舰吹雪 Apr 13 @ 2:43am 
i spend half day to find which mod made all my rims can't find food by themself,bruh
一眼丁真 Apr 12 @ 6:35pm 
@pug You really are my savior, I just happen to have that mod you mentioned, thanks for telling me the reason for the conflict
Orion  [author] Apr 12 @ 12:35pm 
Thanks for the catch. I'll add it to the list.
pug Apr 12 @ 4:17am 
For the people having their pawns unable to eat when a table is set to dining there's some bad interaction with Animal Controls. I removed all my mods but Animal Controls and Gastronomy (plus their dependencies which is just Harmony and Cash Register) and the error happens. At least this is the only mod of my 150 mod list that I found causing this bug with Gastronomy.