RimWorld

RimWorld

RimCuisine 1.0
Crustypeanut  [developer] Nov 2, 2018 @ 2:53pm
RimCuisine Balance Discussion
If you think something is outa wack balance-wise, let me know here!
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Showing 1-15 of 24 comments
Jade Nov 3, 2018 @ 1:59pm 
seeds ;)
Kiwa Nov 4, 2018 @ 10:11am 
Apples do not rot after 7 days, and most certainly not faster than oranges (which are set to 15 days). I would guesstimate them more around 45 days in RimWorld terms. They probably also shouldn't give food poisoning. Onions, oranges and grapes would also be candidates for no-food-poisoning, or at least reduced chance.
Phantom Nov 17, 2018 @ 8:40am 
Hi there, first of all great mod! I appreciate your work. I will start a new game soon with this mod on. The only thing that frightens me to use this mod is, the fact that it alters also some vanilla stuff, for example the herbal medicine. Am I right, that with this mod herbal medicine must be crafted in a work bench before i can use it?

Also in the mod description it says it changes some stuff on vanilla meals and/or other items. I understand that it is needed for balancing but i wonder how it will be balanced then with other mods (for example fishing mod) which adds also own meals.

In my opinion a balanced version or option for not changing vanilla stuff would be great and an own fishing expansion (fish meals) would be awesome!

By the way I would like to make german translation for it, if you can tell me which files have to be translated.

Thank you
Crustypeanut  [developer] Nov 17, 2018 @ 1:17pm 
Vanilla stuff is only changed in small ways - for example, lavish meals require a mix of grains, vegetables, fruit, and meat now, rather than simply vegetables and meat. Fine meals were going to go that route, but I decided against it. Potatoes were nerfed slightly as well, as they're the starter crop. And yes, it does require you to turn raw healroot into herbal medicine at a crafting spot or drug lab before you can use it - but its not a very work intensive thing.

A fish expansion I would love to do and might look into. I'm working on a complete remake right now to make it more compatible with other mods and change a few things. As far as translations.. I'm not even sure how to add those right now, so I'll get back to you on that.
Phantom Nov 17, 2018 @ 1:57pm 
Okay thank you! I just want to let you know my opinion for your remake and balance reasons:

Making herbal medicine only available after crafting and not after harvest is a really early game nerf. Maybe it is not as bad for a normal playthrough, but for example if you go for a caravan playthrough to the ship, it is the only resource for medicine you can find in the wild. (I have to test it out anyway, but that was my first thought on the medicine change)

If you decide to implement fishing, make it a job (i.e. fishing work bench) with a bill, because now the mods I use for fishing give only a own fish job, which make the colonists endlessly fish (they can not move to their next job) which is a bad solution.

I can not see it in the mod description, but the fruit trees can they only be planted or can they spawn in the wild itself? Making all the stuff also avaiable as "wild biome plants" would be awesome too, i think vegetable garden mod does this.

When i harvest a fruit tree do i also get some wood out of it?

Maybe one time you can cooperate with "realistic farming mod" and "vegetable garden mod" to make one megamod XD.

Translation is not such important now as you already have enough to do with you remake :D, but if you feel confident, just message me or write in here and i can do it.

Thanks
Kiwa Nov 17, 2018 @ 2:03pm 
Phantom: it's relatively easy to revert the medicine change, just go into the Patches directory under the mod, edit the file and comment out the two sections mentioning HealrootBase (but then you'll also have to get rid of all the drug stuff which would need RawHealroot, and can get rid of the RawHealroot item type - or keep those and hope to buy them from traders? not sure if traders have that stuff; I removed the entire drugs part for my game anyway)
Crustypeanut  [developer] Nov 17, 2018 @ 2:33pm 
Alternatively, just comment out the wild healroot bit - let wild healroot give herbal medicine but planted give raw healroot so you can still make them delicious drugs. :D I'm probably going to be doing that in the remake tbh. Plus, drugs'll be in a separate addon for it so you don't even have to use it if you don't want.

As far as fruit trees, you plant them, they take ~a year to grow (including resting periods, not including temperature), then they fruit anywhere from 2-5 times a year after that depending on the tree. Theres no wood from them, as you're not cutting the tree down.

I have some ideas for fishing.. I'm not gonna go into detail yet as I haven't tested my ideas, but I do want to add it eventually.
avil Nov 25, 2018 @ 12:01pm 
Hello, Author. I'm not a fan of unnecessary complexity, but when I picked up your mod, I actually liked the variety without getting too much away from vanilla. Some things I would like to see tweaked: meats and vegetables often have unusual properties (well, in vanilla only meats, your mod adds special fruits). But most of your refined resources do not pay attention to it. It's okay if I lose +1 (up to +3) from "unusual fruit", but exploiting removal of debuff from humanlikes and insects is pretty major. So, in my opinion, any refined products, made of meat or vegetables/fruits, should remember ingredients. In order to prevent myself from exploiting "recooking" (when you use refined meat to remove mood hits from bad meat), I even made a mod, that now known as "PackedMeat", core feature of which was an ability of meals to "inherit" ingredients from refined products. With your mod it adds a nice synergy, due to which pawns would remember that meals was made of agave, even if it was dried out in-between.
I made a little patch for myself to make your mod work, how I want it to, if you would like to see:
https://github.com/catgirlfighter/RIMWORD_tweaks/blob/master/Cuisine.xml
Last edited by avil; Nov 25, 2018 @ 12:02pm
Dusty Lens Jan 9, 2019 @ 7:07pm 
One of the primary reasons that I enjoy your mod over some of the other agricultural/food mods out there is due to your restraint in employing bonus' with your foods. The rare ingredient perks and the like are a really nice touch that give a little splash of flavor (no pun intended) but without some sort of +20% to ______ for grabbing a bowl of stew. Just as a brief +1 for balance.

However in my playthroughs, which are often tribal, I've come to find that making foods such as hardtack and dried meat/cheese feel just a little too simple and a little too potent. Hardtack especially, for all of its ease of creation and long shelf life, feels like a cheat to get around the material requirements for the far more demanding pemmican. While I can't deny that it exists and has served as a staple and ingredient for time out of mind I wonder if maybe it wouldn't benefit from some kind of synthpaste esq mood hit on account of being a mouthful of dry hardened cracker.

Drying meat feels a little too fast, easy and rewarding. I wont bore you with ideas on addressing the matter but at times I have found myself reflecting on a storeroom of dried meat and wondering if maybe it hasn't taken a little too much edge off of judging how to manage my tribe's long term calories.

I understand that you have a remake in the works and I'm looking forward to seeing where you take the next iteration of the mod. I hope these reflections were useful!
Ralathar44 Jan 12, 2019 @ 6:02am 
[quote=Dusty Lens;1744482869758257681
However in my playthroughs, which are often tribal, I've come to find that making foods such as hardtack and dried meat/cheese feel just a little too simple and a little too potent. Hardtack especially, for all of its ease of creation and long shelf life, feels like a cheat to get around the material requirements for the far more demanding pemmican. While I can't deny that it exists and has served as a staple and ingredient for time out of mind I wonder if maybe it wouldn't benefit from some kind of synthpaste esq mood hit on account of being a mouthful of dry hardened cracker.

Drying meat feels a little too fast, easy and rewarding. I wont bore you with ideas on addressing the matter but at times I have found myself reflecting on a storeroom of dried meat and wondering if maybe it hasn't taken a little too much edge off of judging how to manage my tribe's long term calories.

I understand that you have a remake in the works and I'm looking forward to seeing where you take the next iteration of the mod. I hope these reflections were useful! [/quote]

I think that you're prolly right on the hardtack and general balancing of dried meat/cheese. That being said I imagine it's implemented as it is currently because you'd likely have to implement a seperate production facility where the meat/cheese would have to spend fair amounts of time maturing as if it's beer and that's prolly alot harder to do than current implementation I'd imagine. On the other hand the current Stove based system prolly takes more pawn work to accomplish as drying meat and making cheese would otherwise be able to be done in large bulk amounts in something like a smoke room.


I think the main balance concern I've run into is that some things are just too easy to make money off of. I can make flour all day long super easy and it sells for alot. Same thing with sugar. They make excessively good money crops since they are easy to grow and make as well as have long shelf lives where they don't spoil.


Prolly last on my list is that I haven't been able to sell Tea and I don't think I can sell any drinks.


All this being said though, I love this mod alot. These are minor scruples for me.
Last edited by Ralathar44; Jan 12, 2019 @ 6:03am
Crustypeanut  [developer] Feb 1, 2019 @ 4:42am 
So I've read through these and I agree with a few of the ideas.

For one, I 100% agree that its a bit too easy to make money - I'm going to be better testing production values in the remake to make sure that 'intermediate ingredients', such as sugar/flour aren't worth a huge amount for trading, but enough to where you can still profit off them.

I've already got a prototype building working for the preserved foods, so in the end, there will end up being a Drying Rack for meats and fruits (one for each), a pickling barrel for pickled vegetables, and some kind of cheese curdler (need to research this) for cheese production. The way these work is exactly like fermenting barrels. You put meat in, get dried meat out after a period of time. Same for the others. I've already got it working, but it needs custom art and fine tuning.

As a result, it will be both easier and slower to make preserved foods. Easier, in that it takes no cooking skill (just plop it in), but slower because it'll take time to dry, and that if you want to preserve a large amount of meat/fruit/veggies/milk at once, you'll need more racks/barrels/etc.

Hardtack is also being nerfed in price, flavor (it counts as a awful meal now), and overall yield.
Ralathar44 Feb 2, 2019 @ 8:06am 
Originally posted by Crustypeanut:
So I've read through these and I agree with a few of the ideas.

For one, I 100% agree that its a bit too easy to make money - I'm going to be better testing production values in the remake to make sure that 'intermediate ingredients', such as sugar/flour aren't worth a huge amount for trading, but enough to where you can still profit off them.

I've already got a prototype building working for the preserved foods, so in the end, there will end up being a Drying Rack for meats and fruits (one for each), a pickling barrel for pickled vegetables, and some kind of cheese curdler (need to research this) for cheese production. The way these work is exactly like fermenting barrels. You put meat in, get dried meat out after a period of time. Same for the others. I've already got it working, but it needs custom art and fine tuning.

As a result, it will be both easier and slower to make preserved foods. Easier, in that it takes no cooking skill (just plop it in), but slower because it'll take time to dry, and that if you want to preserve a large amount of meat/fruit/veggies/milk at once, you'll need more racks/barrels/etc.

Hardtack is also being nerfed in price, flavor (it counts as a awful meal now), and overall yield.

Whoop, that sounds good. Much appreciated for all your work and commitment.

Did you happen to look into drinks being able to be sold? Unless I was just blind I was unable to sell my tea and so I eventually had to change my fields because tea was taking over my storage :P.
Not necessary for balance, but you should apply the psychotic wandering or paranoid rambling mental break for people who take shrooms (could only be in 'deep mushroom trip').
Ahmet Jun 4, 2019 @ 4:29pm 
wheat plant is op, it grow quick and yield more, it is far better than vanilla corn- rice- patato, and one bug: colonists can construct over apple trees, they must cut first, like normal vanilla trees,
beekeeping too easy,once you set the some apiaries unlimited food source is ready, it is so op, maybe you can add requirement of putting outside-unroofed area.and, like traps, cannot be adjacent each other, so we cannot build so much in a place.
Ralathar44 Jun 4, 2019 @ 9:57pm 
Originally posted by King:
wheat plant is op, it grow quick and yield more, it is far better than vanilla corn- rice- patato, and one bug: colonists can construct over apple trees, they must cut first, like normal vanilla trees,
beekeeping too easy,once you set the some apiaries unlimited food source is ready, it is so op, maybe you can add requirement of putting outside-unroofed area.and, like traps, cannot be adjacent each other, so we cannot build so much in a place.

Potato is not a great comparison. It's a crop that grows well in low fertility, poorly in high fertility, and has a larger temp range. It's not competitive with other crops in direct yields. Corn's advantage is high amounts of return less often so it's very labor cheap, Rice majorly outproduces corn but takes alot more labor. Labor, fertility sensitivity, temperature ranges, return, etc. There are alot of things that make a crop "good". But if you want Wheat to be harder, just don't use it to directly cook with by disallowing it from your recipes. Only allow yourself to use flour. It adds a labor cost to use wheat on top of the harvesting.

As far as Apiary goes, you already have to place that outdoors which means you have to constantly haul the honey or it deteriorates. I wouldn't be the least bit surprised if it was the least efficient way to get a sweetener because of the constant interruption of work flows for anything without a robust animal hauling network or mods like hauling robots. Even then vanilla animal hauling without the mod hardworking animals is rather lackluster so honey would eat up alot of it's capacity.
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