RimWorld

RimWorld

Gastronomy
1,623 Comments
Orion  [author] May 9 @ 12:01am 
It used to be, but it's hard to tell without checking regularly. 🤷‍♂️
Peso penguin May 8 @ 6:34pm 
Is this Combat Extended compatible?
Orion  [author] Apr 29 @ 10:27pm 
Don't worry. It's a good reminder that I should look into it some time.
shirumiru Apr 29 @ 2:27pm 
Ah, sorry for the duplicate report then. Appreciate it!
Orion  [author] Apr 29 @ 7:52am 
Yeah, sorry about that. Couches are a known issue.
shirumiru Apr 28 @ 8:24pm 
Hi, I wanted to report a possible compatibility issue. Many of my pawns would begin standing idly, not wandering or performing any tasks. With some log digging, I noticed many "Could not find seat" logs coincided with the stuck pawns. My dining tables had couches, which I suspect are ultimately the culprit, as they span two tiles but only have one position. If possible, it may be good to add some checks for seating like this. Hope I'm not missing the mark here, fantastic mod!
夜月重楼 Apr 26 @ 2:32am 
@月下冬萤 饮食是扩展 Kz 模组在工作,我会研究一下的。
Orion  [author] Apr 25 @ 12:54pm 
I'm sorry that I can't help you more.
月下冬萤 Apr 24 @ 10:15am 
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 Apr 24 @ 9:53am 
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] Apr 24 @ 9:52am 
Looks like the issue is on Kemomi's end, whatever that is.
月下冬萤 Apr 24 @ 1:47am 
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 Apr 24 @ 1:44am 
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.
一眼丁真 Apr 12 @ 1:29am 
Since I built the restaurant, my colonists, as well as other people on the map, will not eat anywhere other than the restaurant, even if they are starving to death, which is obviously a bug
deadline80 Apr 9 @ 2:21pm 
i have the same problem than 팬지
팬지 Apr 9 @ 11:00am 
Huh? I was using it well, but after the update, the mod broke in my game. What's happening to me? When I change the table to guest dining, my rims can't eat. And thank you for the great mod as always.
Orion  [author] Apr 4 @ 1:24pm 
They should leave when it's closed 🤔 thanks for the update.
Zairya Apr 3 @ 11:53pm 
In response to the "Variety Matters" concern:

I switched to the vanilla expanded version and half the nutrient of meals. that causes guests to order 2 meals per stay and I observed them ordering 2 different kinds of food, like grilled kabobs and bread (VGP). I'm positive that meal variety is is still properly supported.


@Orion
It's not a bug but I noticed guests staying at the tavern outside of the shifts. Meaning, they come to the table, sit down, order something or just wait for a waiter, but noone is completing the order because the tavern closed shortly after they sit down. I drafted those pawns to get them off the "eating at tavern" loop.
I renamed my restaurant to tavern btw.
Orion  [author] Mar 24 @ 4:37pm 
I would hope so. Only one way to find out.
Aokuq're Klanuhpo Mar 24 @ 3:20pm 
Does "Variety Matters" still work with this mod.
Luneyl Mar 18 @ 1:31pm 
Can we have a checkbox at cash register for Dining to be open only when guests present on map?
Liam Mar 9 @ 2:42pm 
time to make a tavern in medeval times fanatsy forest with fishing mod :peeperfish:
kurikinton Feb 23 @ 8:51pm 
Another feature request:

Add an option in settings for the RESTAURANT TO CLOSE AUTOMATICALLY IF THE REGISTER IS UNMANNED. PLEASE.

With lots of mods installed, it is nearly impossible to get a pawn to follow orders and man the cash register. They're constantly wandering off and/or ignoring patrons even if they're there, especially when the ticks start to drop as the colony grows in size.

This would be mitigated slightly if you could just skip the "shift" approach and have the restaurant automatically open when there's staff there, and automatically closed when not. It would greatly cut down on the number of dissatisfied customers.

Also, the storefront and restaurant mods need to be kept more separate. Basically both break if you try to run a store and a restaurant off of one cash register. Not sure if that's a bug with this mod or a conflict with other mods.
BuBBles2904 Feb 18 @ 2:59am 
It would be awesome if you could check a setting to open the restaurant automatically when there are guests from the hospitality mod :)
kurikinton Jan 21 @ 7:37pm 
So for the bar mod, pawns have traits like "chemical interest" and alcoholism that can be checked. There should be a way for this mod to leverage that.
kurikinton Jan 21 @ 4:44am 
The only way to get them to buy alchohol and cigs for example is to run a storefront out of the same register (with the Storefront mod).
kurikinton Jan 21 @ 4:43am 
And I'm also having the bar problem. Customers will only buy "food" items with calories, not drinks. This is a bug that needs to be addressed.
kurikinton Jan 21 @ 4:41am 
Feature request: Add mod options and allow us to configure how long it takes staff to serve each customer. It's too long, and I can have three people waiting to serve eight guests, but of those eight, a few will be made to wait too long because it takes literally forever to each order and then serve that customer. It needs to be much quicker if I'm to avoid having as many waiters/waitresses as clients.
V7 Dec 15, 2024 @ 5:42am 
I have the same problem as @Thonming. I try to sell beer but no one buys it
Orion  [author] Nov 9, 2024 @ 6:06am 
Sorry, I don't actually know. Maybe one of the other players knows.
Zairya Nov 9, 2024 @ 2:25am 
Hello Orion,

the vanilla expanded crew made their own version of "variety matters" now. Do you know if patreon's bevahiour will carry over? I'm not far enough into a playthrough to actually test it and the VE version feels differently from the original.
Orion  [author] Oct 31, 2024 @ 9:59am 
@Thonming: It should generally work. But maybe not all of them are interested.
Sughit Oct 31, 2024 @ 1:02am 
Good mod. A new way to make money
Thonming Oct 30, 2024 @ 9:17pm 
i want run a bar. selling alcohol and weed .but visitors have no willing to buy it . is there any setting could help it
Unknown Guy With Chinchilla Oct 30, 2024 @ 9:25am 
I don't think so, I didn't have mods that would cause this, and the problem was gone instantly right after I got rid of the couches in my cafe.
Orion  [author] Oct 30, 2024 @ 9:21am 
I'm surprised I didn't hear about it earlier. Are you sure it's not a mod conflict?
Orion  [author] Oct 30, 2024 @ 8:46am 
Hmm. Thanks for reporting this. I'll have to look into that I suppose 🤔
Unknown Guy With Chinchilla Oct 30, 2024 @ 3:32am 
Hey, I've been having an issue, when my my cafe was opened, the visitors have started freezing, and not doing anything, they wanted to order something, but their AI was broken, later I found out that the problem was in couches that were added in 1.5 Rimworld, because when I deconstructed them, the problem was gone, and they started ordering again.
Orion  [author] Oct 26, 2024 @ 8:01am 
You could use areas to prevent non staff from accessing food storage.
jonilgz Oct 26, 2024 @ 3:19am 
any way to prevent my own pawns eating all the guests food? "Allow colonists" is disabled but they keep eating food.
Oogdan Oct 22, 2024 @ 8:21pm 
@Darstasius Hey, I am having the same issue as you, the gizmos disappeared mid playthrough but reappear on a new save. What did you do to fix it?
Orion  [author] Oct 17, 2024 @ 11:23pm 
Yeah, no way around it.
DrBossWatson Oct 17, 2024 @ 8:26pm 
Are waiters supposed to reserve the meal stack when getting the order? If multiple pawns all order the same meal type my waiters are serving them one at a time.
Orion  [author] Oct 14, 2024 @ 11:36pm 
You'll have to try. Keep a backup of your save file.
fergis4 Oct 14, 2024 @ 7:37pm 
is this mod safe to add to a save that has Save our ship 2 as long as I don't put a dining table on the ships from it or is it certain to cause problems regardless. It says in description dining tables restrict movement but as long as one isn't on the ship I should be fine right?