RimWorld

RimWorld

Vanilla Cooking Expanded
2,736 Comments
Battl3bee Jul 9 @ 12:48pm 
btw, i'm pretty sure there's issues with food priority. my guys are ignoring all the gourmet meals and going for the lavish meals, and they even tend to choose choose RAW MEAT over deep fried meat.
Sarg Bjornson  [author] Jul 7 @ 10:59am 
Your mod is very outdated
Arrhythmia Jul 7 @ 10:50am 
I can't make any spices, has anyone encountered the same problem as me?
Big Ol' Bullseye Jul 4 @ 9:29am 
Suggestion: when Fine Grills freeze can they just turn into Fine Meals? Pawns never eat Ruined Fine Grills, and they are identical to Fine Meals unless I'm missing something.
Daemon Trooper Jul 3 @ 10:42am 
Also since, you've also worked on Alpha Animals mod, it seems that products made by the animals and not from the animals (not milk/feathers and else) but fishes, truffles or else of that kind are by default disabled, thus if not observed it time, would dissolve to nothing needlessly, could there be an option to allow such productions automatically when produced in pen/home are, other players drawn areas ?
Daemon Trooper Jul 3 @ 10:38am 
Then, everything is right ^^ But I think since they're "kind of" processed food diminishing food poisoinning chances for both and removing the mood debuff for fried, they should be by default priorized over raw food.

Thank you for your time, may I remove my coments then ?
Sarg Bjornson  [author] Jul 3 @ 10:18am 
You still have some problems there, as the meals added by this mod work fine with any policies.

Oh wait, canned. Yeah, canned food is not a meal, it is a way to preserve ingredients. Fried foods are a mood boost that need to be manually selected
Daemon Trooper Jul 3 @ 9:15am 
What I mean by greatest is what you make of your "Lavish" policy, since you can edit and create your own policies, I didn't want to mention a specific one.
Sarg Bjornson  [author] Jul 3 @ 9:12am 
"a pity my pawns don't use them in other contexts when enabled in the policies tab"

This tells me something is wrong there. They are assignable in the drug policies, and consumed like any other drug. I also don't know what the "greatest" meals policies tab is
Daemon Trooper Jul 3 @ 9:09am 
I'm sorry if I'm asking something that's already been asked and answered but couldn't find in the closest comment pages and there's no settings ine the mod options linked to this mod.

I cannot understand the usage of some foods. Desserts are automatically used like drugs during feasts/parties/events. Ok, good, a pity my pawns don't use them in other contexts when enabled in the policies tab. But for the others, even if enabled in your "greatest" meals policies tab, pawns will still prefer eating raw food over canned/fried (not cheese apparently -_^).

So, I don't know what I'm doinjg wrong if it's on my part but yeah, I don't really understand the usage of Canned and Fried food if I have to micro-manage their consumption.
girlkisser Jul 2 @ 7:16pm 
So, I'm aware the team is currently busy with the 1.6 update rush, but I wanted to ask something in case Cooking gets a second look. Is there any chance canned meat could be made Ghoul-friendly? Currently, Ghouls can't eat canned meat, which doesn't necessarily not make sense, but Ghouls have serious issues with caravan food and a method of preserving meat that is still raw meat sounded like it'd be just the thing for it. But no, it doesn't work.

In fairness, that would change the balance of Ghouls somewhat significantly, but on the other hand, I'm not 100% certain that the current state of Ghoul diets is completely... intended. Maybe the team feels this would be a fitting change, and it would, uh, certainly make my life easier! So I'm just... setting it down gingerly on the table.
Zielrais Jul 2 @ 6:35pm 
If you are still having cheese errors like I did delete all the VCE cheese folders from your workshop folder and reinstall the mod. That cleared it up for me.
Sarg Bjornson  [author] Jul 2 @ 12:13pm 
v4.05:

Fixed some remaining cheese images in 1.5

See, reporting things actually gets results!
Sarg Bjornson  [author] Jul 1 @ 10:53pm 
@gh0stashes: More Archotech Garbage did not apply the VE Framework changes OR the changes in this mod, it will fail until it is updated properly

@crixoneday: There are no issues unless you report them properly
crixoneday Jul 1 @ 10:36pm 
The cheese still has a texture issue. I'm using the Replicant mod, and instead of showing the cheese image, it appears with a red X texture.
gh0stashes Jul 1 @ 7:21pm 
I have reported it, but if any other users run into the issue, there is currently a map generation failure bug when this mod is loaded alongside More Archotech Garbage (Continued).
Bimbo Advocate Jul 1 @ 9:57am 
Now that the new rat race came out, yes, cheese is now definitely needed my friend
StockSounds Jul 1 @ 6:06am 
Just like... do people even use cheese making to feed their colony?

I suppose I should just try it and see.
Sarg Bjornson  [author] Jul 1 @ 2:56am 
There should be no cheese errors at the moment
Bimbo Advocate Jul 1 @ 2:53am 
Ah, the cheese errors are expected, thanks Sarg for being on top of it
Sarg Bjornson  [author] Jun 30 @ 10:25pm 
If you don't get what the appeal of depth is, I don't think we are on the same level lol
StockSounds Jun 30 @ 7:29pm 
I wish desserts was separated from the rest. I just want my pawns to guzzle sugar without having to configure where grills must be stored and see a bunch of condiments I'll never use in trade caravans.

I actually don't even know what the appeal of such a depthful cooking mod is, can somebody tell me so I can maybe get behind some of this other than just cake?
( ͡° ͜ʖ ͡°) Jun 30 @ 2:55pm 
Workaround to clear the cheese texture error: Drag select and copy all of the folders for individual cheese textures from the "Cheese" folder (in \Textures\Things\Items) to the "VCE_Cheese" folder alongside the assorted PNGs.
Sarg Bjornson  [author] Jun 30 @ 2:13pm 
v4.04:

- Added <foodType>Processed</foodType>tag to condiments so the game doesn't cry
Sarg Bjornson  [author] Jun 30 @ 1:52pm 
v4.03:

- Fixed the kibble from condiments recipe
- Fixed condiments not being recognized in gourmet meal recipes
Sarg Bjornson  [author] Jun 30 @ 1:05pm 
Currently tracking a bug where condiments are not getting detected by bills
GhoulNik Jun 30 @ 12:25pm 
Everything is fine now, thank you very much for your quick response and contribution:)
么丨 Sloth Jun 30 @ 9:45am 
Still have the "no texture found" for the cheese. I tried to unsub and sub again
Sarg Bjornson  [author] Jun 30 @ 6:20am 
Any problems with cheese and processors should be fixed now
Renzor Jun 30 @ 6:04am 
huzzah love this mod!
Sarg Bjornson  [author] Jun 29 @ 10:43pm 
Recent changes to PipeSystem broke the cheese, we are working on it
Sarg Bjornson  [author] Jun 29 @ 10:22pm 
No bug reports here without a full log. We have a bug report system, people. Use it or shut up
Sarg Bjornson  [author] Jun 29 @ 10:17pm 
@moo & ape: Your Framework might not be properly updated
ape Jun 29 @ 4:11pm 
hello!
i recently redownloaded all of my mods, which all worked fine (including VCE and all the addons) with a few exceptions that i have removed. However, it seems that all the cheeses have lost their textures. I have reinstalled the mod, i have also reinstalled the base framework with no luck, as well as verifying the integrity of my game files!

This happened for the following cheeses:
BlueCheese, GowCheese, WeirdCheese, MechaCheese, BearffaloCheese, ThrumffaloGouda, LumpyCheese, ChickenffaloCheese, BrownCheese, HairyCheese and RatCheese

I'm not sure if this is happening to anyone else but im not sure what the issue could be. If there is a known solution id love to know! I can provide a log, however it exceeds the 1000 character limit
moo Jun 29 @ 2:45pm 
I believe there may be an issue with missing VEF.AnimalBehaviours

Exception loading list element Verse.DefModExtension from XML: System.MissingMethodException: Default constructor not found for type Verse.DefModExtension
[Ref 49C0FF46] Duplicate stacktrace, see ref for original
XML:
<modExtensions><li Class="VEF.AnimalBehaviours.AnimalStatExtension"><statToAdd><li>VCE_CondimentEffects</li></statToAdd><statValues><li>VCE_CondimentEffectsTitle</li></statValues><statDescriptions><li>VCE_CondimentEffectsSalt</li></statDescriptions></li><li Class="VFECore.ThingDefExtension"><deepColor>(0.95, 0.7, 0.54)</deepColor><transparencyMultiplier>0.6</transparencyMultiplier></li></modExtensions>
Caibel Jun 29 @ 2:28pm 
Works fine now. Many thanks!
Sarg Bjornson  [author] Jun 29 @ 1:58pm 
Should be working now
Caibel Jun 29 @ 1:50pm 
Good luck with it, I appreciate what you do.
Sarg Bjornson  [author] Jun 29 @ 1:47pm 
No, but I'm afraid it won't matter much, we have run into a base game bug... Will see if I can adapt it
Caibel Jun 29 @ 1:43pm 
Is this what you need?
Sarg Bjornson  [author] Jun 29 @ 1:34pm 
No, none of you are good until you provide a full log
Caibel Jun 29 @ 1:30pm 
Got the same issue with the cheese debug popup. Was working fine earlier today though. Am i good to just keep playing with it lol?
Sarg Bjornson  [author] Jun 29 @ 1:23pm 
Sounds like your textures somehow didn't update, verify integrity of game files
GhoulNik Jun 29 @ 1:00pm 
v 1.5
GhoulNik Jun 29 @ 12:49pm 
Is it possible that my new error connected with the update?

Collection cannot init: No textures found at path Things/Items/VCE_Cheese/VCE_zCheese
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
Sarg Bjornson  [author] Jun 29 @ 10:16am 
v4.0:

Updated to RimWorld 1.6
Item Processors are now gone, and replaced with a new system
Cheese is now a single item, with graphics changing depending on the ingredients used to make it
Cheese can now be made with insect jelly, as insect milk was removed in VFE Insectoids 2
DAWG Jun 15 @ 6:21am 
The colonists don't eat desserts, and I've already made sure to enable it in the drugs tab
gamer9999 Jun 3 @ 2:30pm 
I have a question this mods i compatible with medieval overhaul ?
Crippled-Knight May 29 @ 4:49am 
Same issue with desserts
Sarg Bjornson  [author] May 15 @ 10:46pm 
No idea, sorry