RimWorld

RimWorld

Vanilla Cooking Expanded
2,835 Comments
Sarg Bjornson  [author] 4 Nov @ 11:31am 
Not really, it's a layering order issue
若彗 4 Nov @ 11:26am 
I think the possible cause of the two issues I mentioned is the same.
Sarg Bjornson  [author] 4 Nov @ 10:55am 
THAT one sounds like a bug
若彗 4 Nov @ 10:26am 
One more thing, when the soup pot is not being processed, hovering the mouse over it shows the progress bar, but once processing starts, the progress bar gets covered.
Sarg Bjornson  [author] 4 Nov @ 5:42am 
That's a base game issue
若彗 4 Nov @ 5:27am 
https://imgur.com/a/1QhPFNJ
I am referring to this situation.
Sarg Bjornson  [author] 4 Nov @ 3:57am 
若彗 4 Nov @ 2:23am 
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] 4 Nov @ 12:25am 
You have another mod doing that
若彗 4 Nov @ 12:12am 
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
Flying Dutchman 24 Oct @ 10:23am 
Hopefully it's okay to post this here, but I had a suggestion for a cooking module; a preservation module for ingredients. Think pickling, drying, smoking and salting. It would be a great addition to pre-industrial playthroughs. Currently there's no real options for food preservation outside of freezers and, thanks to this mod, cheese. That limits one's options for food stockpiling for medieval and tribal games. Is that something that sounds interesting?
Sarg Bjornson  [author] 20 Oct @ 2:22pm 
No
Respectfully, YOUR MOTHER 20 Oct @ 1:01pm 
Will disallowing a condiment in the food policy menu apply to the gourmet meals made with that condiment?
Knight Draco 19 Oct @ 9:16am 
Well, I loaded up a quick test run and confirmed that it's all working as it should, I must've bugged it out when I added some mods in mid-run. Sorry for the trouble.
Sarg Bjornson  [author] 18 Oct @ 10:50pm 
They specifically don't use bills, they use processes... If you can replicate the bug with the mods on their own, we will look into it
Knight Draco 18 Oct @ 4:19pm 
I'm having a bit of a conundrum with both this mod and the brewing mod, specifically the ambrandy distillary and the soup cookers. Since they're both using the bill format, I think the issue is with that but I'm not WHY it is. I can right-click force them to do it, but the pawns never seem to supply the bills on their own. Does anyone have any insight as to why that might be the case?
Sarg Bjornson  [author] 17 Oct @ 1:02am 
It changed in 1.6
joncon9000 16 Oct @ 11:36pm 
Ok cool thanks for the quick reply @Sarg Bjornson. I wonder is that different than it used to be or if it was always like that.
Sarg Bjornson  [author] 16 Oct @ 11:31pm 
Cheese is a single item that changes name and texture depending on ingredients used to make it
joncon9000 16 Oct @ 10:59pm 
Quick question I have this mod and Alpha animals and Bee's along with a couple other mods that may also apply to this question but those are the immediately important one's. When using night milk to make cheese it should produce night cheese right. I ask because I noticed that all my storage shelf's and other storage options don't have any options for other types of cheese like they did back in 1.5 when I last used these mods together. Is this a glitch and if so does anyone have any ideas how I could fix it.
Sarg Bjornson  [author] 13 Oct @ 10:50pm 
Yeah, and you likely have another mod removing it
Theron Iscarin' 13 Oct @ 5:48pm 
im only a level 2.3 nerd, hoping a higher level nerd can explain this error i get when i have this mod and LTS-Furnishing.
Could not resolve cross-reference to Verse.RecipeDef named VCE_MakeSalt (wanter=recipes)
what these words tell my brain is there is something in LTS furnishing looking for the recipe to make salt?
R3tr0_g5m3r 10 Oct @ 11:55pm 
Is there a possibility that let vanilla recipes using these condiments?
Not just certain recipes and sushi.
Tiny 25 Sep @ 8:21am 
Update on my last comment: the additional flour crops were added in Vanilla Plants Expanded - More Plants, which somehow ended up out of my load order when I updated stuff for 1.6.
Tiny 25 Sep @ 8:14am 
Not a complaint, just confusion: I just started a 1.6 playthrough with this mod (having last played in 1.5), and I swore there used to be more crops for flour than just wheat (I would always use the slower-growing barley that also gave hay). Were they removed, or were they from a different mod?
Sarg Bjornson  [author] 22 Sep @ 11:04pm 
Each plant is or isn't growable in planters, by design decision
John Collins 22 Sep @ 10:52pm 
Hello, I've run into a bit of a problem; I have the plants module for furniture expanded, and so I've got tillable boxes, but I cannot grow any wheat in them. Is this only limited to the tillable boxes? Or is this also apply to other forms of artificial growing zones?
Sariias 6 Sep @ 12:39pm 
Every day Sarg has to come in here and throw hands.

Appreciate you for your work, sir!
Sarg Bjornson  [author] 1 Sep @ 10:41pm 
No custom code on desserts on this mod
Bugden 1 Sep @ 9:24pm 
All colonists are set to eat various desserts daily for recreation, but no one seems to eat any unless i specifically force them to. Set to any mood, under 30% rec AND as recreation.
Sarg Bjornson  [author] 31 Aug @ 4:15am 
No, I'm telling you: use one of the VE Genetics milks and make cheese, and you'll see how it works: a single cheese def that changes graphic and label depending on the ingredients used
Limou49 31 Aug @ 12:25am 
I meant to say that this mod and Vanilla Genetics Expanded are installed and enabled, but I can only produce basic cheese at the cheese press (either with regular milk or with VGE milk). And I can't find any other cheeses in the storage area lists.
So my question is: have the 20 new cheeses presented in the description of this mod been removed from the mod?
Sarg Bjornson  [author] 30 Aug @ 11:32pm 
Go ahead and try it
Limou49 30 Aug @ 11:13pm 
Is it still possible to produce the other types of cheese with the Vanilla Genetics Expanded mod? I can only produce simple cheese with all the different milks.
Daddy 27 Aug @ 12:18am 
The resurrector nanites seem to not work on prisoners. I noticed in the mod picture that it specifies "colonists" as well. Is this an intended behavior?
Cooperal1 22 Aug @ 5:19pm 
How do you make brown sugar?
CombineElite19 20 Aug @ 2:06am 
Which mods?
Sarg Bjornson  [author] 19 Aug @ 3:36am 
Force mods to update
CombineElite19 19 Aug @ 1:06am 
How can i fix the errors?
Sarg Bjornson  [author] 18 Aug @ 10:18pm 
Yes
Kiosuke 18 Aug @ 11:21am 
Hi, sorry to bother, but i was wondering if the sugarcane being unable to be cultivated into hydroponics was a choice or simply a mistake :) (looking into the Plants_Cultivated_Farm.xml there is a blank space where the hydroponics row usually is)
Cutiegorgon 18 Aug @ 11:08am 
Deep fried food isn't eaten by caravans. When setting camp pawns eat it immediately but never on the world map. It counts as *days of food* though
Sarg Bjornson  [author] 18 Aug @ 7:29am 
You have updated versions of the mods