RimWorld

RimWorld

[1.0] RimCuisine 2: Bottling and Booze Expansion
105 Comments
Tsornin Aug 6, 2020 @ 7:54pm 
I saw the vanilla expanded booze mod that just went up. The vanilla expanded team does excellent work! This isn't me putting shade on them. It just made me miss this mod. I like the aesthetics and feel of this mod better. Just wanted to stop by and say thanks for this mod, and that I loved playing with it! All the best - T
Elgappa Jun 7, 2020 @ 7:36am 
@Mlie You are doing gods work, my friend!
Mlie Apr 21, 2020 @ 1:15pm 
Made an update of this for RimWorld 1.1 after contact with Crustypeanut.
https://steamcommunity.com/sharedfiles/filedetails/?id=2069596932
Hope this helps anyone!
lilairen Apr 10, 2020 @ 2:41pm 
Glad you're mostly okay.
mtg Apr 5, 2020 @ 4:48pm 
just wanted to say thanks for all the time and effort you have / will put in for this mod.
also I am running it on 1.1 now with core 1.1. it generated a bunch of errors but i can still make the stuff i love AKA ENERGY drinks for days....
Crustypeanut  [author] Apr 4, 2020 @ 2:10am 
I'm doing good, just exhausted, both physically and mentally.
lilairen Apr 2, 2020 @ 4:12pm 
Just gonna poke my head in to say I hope you're still doing okay. Worried about everyone stuck in retail.
RUSSIAN_LADA 2.0 Mar 29, 2020 @ 1:17pm 
1.1
old chicken Mar 27, 2020 @ 6:23pm 
we really need 1.1 pleas:steamsad:
Incel Riot Studios Mar 26, 2020 @ 3:03pm 
A game without brandy is not worth playing.
Tomoyboy Mar 24, 2020 @ 9:42pm 
Where can I grow juniper berries? or do they need to be bought?
Dan van Dante Mar 20, 2020 @ 1:58pm 
1.1 my love!
Mesez Mar 20, 2020 @ 5:58am 
we need 1.1 man !
Cottery Mar 20, 2020 @ 1:41am 
1.1 PLZ!!!!!
Terodan Mar 19, 2020 @ 1:52am 
Don't worry, as much as we love your mods, your life comes first @Crustypeanut
Crustypeanut  [author] Mar 18, 2020 @ 2:44pm 
I'm not sick (yet) and I'm taking all precautions to avoid it. But I still gotta work -_-
Crustypeanut  [author] Mar 17, 2020 @ 5:59pm 
Huh my city is now in a state of emergency over the virus so maybe I'll get to stay home after all....
Crustypeanut  [author] Mar 17, 2020 @ 5:45pm 
I work retail. We're getting our asses handed to us. I've put all my mods basically on hold now because of it.
Mitz Mar 16, 2020 @ 5:15pm 
it's safe to use for now... just be a bit cautious about hediff descriptions; and drug policies; otherwise this mod is functional.
Bunkier Mar 16, 2020 @ 4:19pm 
any eta on 1.1?
Tsornin Mar 11, 2020 @ 7:54pm 
I can't wait! I mean, I can wait. I'm just excited! Your mods let me play Rimworld and Stardew Valley at the same time, and I love it so much.
Crustypeanut  [author] Mar 10, 2020 @ 10:04pm 
Reason I haven't updated it is because i want to remake it. I love all the different types of alcohol, but the whole system is pretty poo right now.
Sir Duncan Idaho Mar 10, 2020 @ 9:27pm 
FYI this works just fine in 1.1. I've been running it several hours with no problems
河口张麻子 Mar 7, 2020 @ 12:22am 
Booze is necessary in a bust rim.
Crustypeanut  [author] Feb 24, 2020 @ 2:55pm 
@Fallen Atlas I.. already started working on that bit a long time ago but never finished it. Its already in the works.

Also this mod is gonna see a complete remake for 1.1, so don't expect any fixes for a bit. But its-a comin'
Fallen Atlas Feb 20, 2020 @ 12:11pm 
It would be really cool to add cola to the mod, and it could be called RimCola!
dalenacio Feb 18, 2020 @ 8:44am 
Is there a way to set it so colonists have one of any drink per day, but not one of any drink? As in, if they haven't drunk anything yet that day, they'll go get any of the drinks in stock (wine, whiskey, beer, ale, etc) but if they've drunk any of them, they won't try to have another drink?

At the moment I've been experimenting with Vanilla drug policies, but unfortunately it doesn't look like it was really designed with this in mind. Is there maybe a mod that achieves this?
MangyMinotaur Feb 15, 2020 @ 10:02am 
I'm sorry but where do I find the bill for corn mash?
Rzabat Feb 2, 2020 @ 11:13am 
So is there literally no way for the Ambrosia Nectar addiction to go away? My animals keep getting addicted to it and vomiting everywhere.
Mesez Jan 31, 2020 @ 8:50am 
Please add combat extended patch
i deleted my 500+ mod list to find this error...
CrazyOdd Jan 26, 2020 @ 5:47am 
https://gist.github.com/52af4286bdea91eb9eb25d92b359bb7b
Exception from asynchronous event: System.ArgumentException: Value does not fall within the expected range.
at RimWorld.DrugPolicy.get_Item (Verse.ThingDef) <0x000ba>
at RimCuisineBBDrugPolicies.HarmonyPatches.GenerateStartingDrugPolicies_PostFix () <0x001d4>

Dont ask me why, but a drug policy prevents me from generating the map...
CrazyOdd Jan 4, 2020 @ 9:38am 
Possible to add these to the drug list? My colonists seems to never grab Iced Tea, Hot Cocoa, Fruit Soda and so on.
Awiss Jan 1, 2020 @ 8:11am 
Not compatible with CE but that's not fatal.
ScythianPriestess Dec 20, 2019 @ 10:29pm 
After adding this to my save game, my colony is slowly turning from drug manufacturing to brewing and wine-making. 10/10
르네 Dec 9, 2019 @ 4:27am 
Its not compatible with CE. the bottles damage, penetration can't load from CE. red error log repeat
primetime_29 Dec 8, 2019 @ 1:19pm 
Can an addiction of ambrosia nectar be removed with a healer mech serum?
Papa Willy Nov 19, 2019 @ 12:47pm 
Ok so I uninstalled the original rimcuisine and my sugarcane is gone and I can't grow it anymore
Papa Willy Nov 17, 2019 @ 1:36pm 
I grew some sugarcane and corn but they aren't going into their fermenting barrels. Is this a bug or conflicting with a mod or something? Fermenting potatoes do work though
Jonsuman Nov 15, 2019 @ 7:06am 
Is the mod compatible with other mods? Me and my friend tried the mod and what happened next was that we could not prioritize the pawns to do anything anymore (make them clean/haul etc). When I disabled the mod and tried, everything was right again. Same thing happened even tho we created new save.
Snuggy Nov 4, 2019 @ 7:17am 
@Crustypeanut Some of my colonists are deciding to fill their inventory with energy drinks and this is causing other issues. Im using combat extended and talked to people on their discord but they said that it was an issue with this mod.
навозная жижа́ Oct 29, 2019 @ 2:50pm 
why energy drink effect disappears after ~2 seconds from using?
Crustypeanut  [author] Oct 22, 2019 @ 3:09pm 
@Charlotte: The barrels are a design choice. I wanted a way to easily recognize what is brewing at a glance - thus the color coded barrels. I might make them even more unique in the future. Plus, I use the same code for drying racks and pickling barrels, so its definitely a keeper. Thanks for the tip but I've already decided against the UF, despite how good it is.

@SkyLarkBlue I'm working on a rework of alcohol production so that won't be a problem, doncha worry.

@Wolski I'm also going to be looking into this as I rework drinks/snacks across all of RC2 :)
xX_GameSlayer_Xx Oct 17, 2019 @ 11:02am 
I've noticed that pawns rearly want to drink iced tea and hot cocoa. I'm guessing it's becouse of their temperature regulating properties. What must happen for them to drink those beverages?
SkyLarkBlue Oct 4, 2019 @ 9:03pm 
I have noticed an issue with things like corn and potato mash. Since they are made directly in the barrel, there's no way to limit the production of this product. They produce it infinitely as long as there is a supply of the base material. This might be solved by moving away from production in barrels and putting the corn mash and potato mash at the brewer's table, then set the barrels to make "whiskey precursor" instead possibly.
There's also a secondary same issue with controlling all alcohol production as the production table can only set control by mash supply. Not as big of an issue since at least they are stopped from overproducing partial products.
Honestly I love this series of mods and I can't wait to see how you continue to polish it in the future.
Crustypeanut  [author] Sep 26, 2019 @ 5:00pm 
@Captain Kaivarian I didn't touch beer - it should still have a small nutritional value. Some of the other alcohols don't, but I'm going to be re-working them when I get a chance.

@Skrakarix Hm thats odd. I'll check out both issues! I do love the Rimfridge mod and use it constantly, but I honestly haven't used it heavily with my snacks and drinks. Definitely gonna look into them when I get the chance.
UndeadChoya Sep 25, 2019 @ 7:33am 
There is an incompatibility with [KV] RimFridge's Wall Fridges where pawns will not take drinks from a wall fridge (Normal fridges work fine). Not sure if this is an issue with your mod or KV's but thought it's worth mentioning.
Iced Tea & Hot Cocoa are not consumed as recreational food consumption (Will not even be consumed when a pawn is starving. They have to be forced to consume).
I have not tested the alcohols but I assume they work correctly due to being in the drug policies.
Ravenheartgold Sep 20, 2019 @ 1:17pm 
@Ochivi You use a dstillery (wood or electric) to turn the corn mash into whiskey. You have to setup the work bill in that production item.
ambi Sep 13, 2019 @ 4:15am 
I've noticed that beer has no nutritional value. Is this meant to be? I know it's a small detail, but I'm trying to build a pre-electrical colony and need to preserve nutrition. :)
Ochivi Sep 12, 2019 @ 10:45am 
What byproducts corn mash? I dont see a bill for it and after watching my growers, its not from the corn plants. I have over 3k in corn mash and no matter how many whiskey barrels i put up i cant stop the build up. Any idea?