RimWorld

RimWorld

5,655 ratings
Vanilla Cooking Expanded
5
39
4
20
15
2
2
7
3
3
   
Award
Favorite
Favorited
Unfavorite
Mod, 1.4, 1.5, 1.6
File Size
Posted
Updated
3.683 MB
18 Jun, 2020 @ 11:16am
31 Oct @ 2:46pm
74 Change Notes ( view )

Subscribe to download
Vanilla Cooking Expanded

In 1 collection by Sarg Bjornson
Mods with Vanilla Achievements Expanded support
30 items
Description
[www.patreon.com]




Mechanics are simple and intuitive - keeping within the vanilla spirit without unnecessary fluff and production chains. Colonists will be able to cook up a variety of new meals, make mood-boosting desserts out of fruits, make filling grilled meals that lose the effect when frozen, create large bakes using flour or produce large quantities of soup through boiling ingredients for several days at a time. You can now transform animal milk into cheese inside a cheese press - and it gains quality and value, the longer it’s inside! Yes, alongside Vanilla Factions Expanded - Medieval you can now create a cheese and wine empire! Hopefully this will provide one more reason to keep livestock!

Our systems are heavily moddable and support a variety of mods. With Vanilla Factions Expanded - Insectoids you can now transform insectoid milk into insectoid cheese, and thanks to Sarg Bjornson, you can now utilise 19 (!) types of milk from Alpha Animals, Vanilla Genetics Expanded and Alpha Bees to create your cheese empire!

A new condiment system will allow you to create not-so-filling gourmet meals that apply 12h effects to people who consume them.

Absolutely recommended mods:
- Gastronomy
- Common Sense
- Variety Matters





Mod mechanics:











































- Packed Meats will collide due to patching a method controlling meal thoughts

[forms.gle]



Q: Does it work alongside VGP/RimCuisine2?
A: Yes it does! We provided a patch that changes a few names so all mods can work alongside each other

Q: My gourmet meals are not stacking properly!
A: Gourmet meals stack by ingredients list to avoid condiment abuse

Q: Can I deep fry humans.
A: Yes! That’s the reason we made this mod!

Q: Can I eat canned food like a meal?
A: Yes, but it will not be very filling. Canned goods are made as ingredients that never spoil - they can be used in meal recipes.

Q: At what temperature does grilled meal lose it’s bonus?
A: Below 10ºC

Q: Where are the health conditions? (Cholesterol, diabetes, high blood pressure)
A: They were very unpopular, so we removed then come 1.4

Q: Will you keep updating the mod with new types of meals?
A: Any additional content will come in the form of extension modules, just like Vanilla Cooking Expanded - Stews!

Q: Is this mod save game compatible?
A: Yes

Q: These condiments/meals/food cooking techniques are totally unrealistic!
A: We need to remember it is a video game, and for the sake of simplicity we decided to abandon realism in some instances. Realism when it comes to cooking is not our primary concern - gameplay is.

Q: CE compatible?
A: Probably!



Graphics created by Oskar Potocki.

Coded by Sarg Bjornson[www.patreon.com].

Descriptions, balancing and ideas by Chowder.

Code for the 1.19 update provided by Drowsy Corgi. Thanks!

Rimworld is owned by Tynan Sylvester.

(CC BY-NC-ND 4.0)[creativecommons.org]



[www.paypal.com]

Every dollar donated allows us to spend more time refining the mods and creating new content. If you’re feeling generous, even the smallest donation is always welcome!

[discord.gg]



Other modules will come with time. More information can be found on our Patreon page!









Chinese: Steam link
German: Steam link
2,828 Comments
若彗 3 minutes ago 
Even when this mod is the only one installed, the issue still occurs. I may not have explained it clearly before—what I meant is that the electric soup pot works normally when it is idle, but the moment it starts processing, its texture layer shifts and overlaps the texture of the tile directly below it.
Sarg Bjornson  [author] 2 hours ago 
You have another mod doing that
若彗 2 hours ago 
When processing the soup pot, the texture will override the object in the space below.
Tucker 2 Nov @ 2:58pm 
Is there a way to set up food policies so certain colonists eat specific condiment prepped food? The best way I can think of is using one specific condiment for a specific type of gourment meal and doing the food policy that way, but then I am restricted to only using like 5 different condiment-gourmet combos (normal meal, baked, grilled, soup, and dessert)
Sarg Bjornson  [author] 1 Nov @ 11:57pm 
Caused by another of your mods overwriting a XML base
Dealer Mangan 1 Nov @ 5:51pm 
Config error in VCE_SimpleDessert: undefined preferability
Config error in VCE_SimpleDessert: Nutrition == 0 but preferability is Undefined instead of NeverForNutrition
Config error in VCE_FineDessert: undefined preferability
Config error in VCE_FineDessert: Nutrition == 0 but preferability is Undefined instead of NeverForNutrition
Config error in VCE_LavishDessert: undefined preferability
Config error in VCE_LavishDessert: Nutrition == 0 but preferability is Undefined instead of NeverForNutrition
Config error in VCE_GourmetDessert: undefined preferability
Config error in VCE_GourmetDessert: Nutrition == 0 but preferability is Undefined instead of NeverForNutrition

I made double sure the mod and the framework are properly updated, don't know what to say. Submitted the full log in your google form
Sarg Bjornson  [author] 1 Nov @ 12:22pm 
Can't reproduce, no errors on my side
Dealer Mangan 1 Nov @ 11:56am 
Startup config errors after latest update
Gerewoatle 28 Oct @ 8:00am 
@Flying Dutchman - The "Early Preservatives" mod allows for neolithic food preservation.

Argon's "Salted Meat" is another mod that allows for meat and fish preservation, sausages and pickled vegetables.
Sarg Bjornson  [author] 24 Oct @ 10:44pm 
That's what canning in this mod is for