RimWorld

RimWorld

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RimCuisine B18
   
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1 May, 2018 @ 11:30pm
12 May, 2018 @ 3:52am
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RimCuisine B18

Description
RimCuisine B18 v1.1:

Rimcuisine for 1.0 is now out! https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1543723640

Welcome to RimCuisine! This mod is focused on adding new crops and food types for your pawns to enjoy while they suffer horribly here on the Rim! Overall, the mod is designed to be vanilla-friendly and fit seamlessly into normal gameplay without changing things up too dramatically. A secondary design focus was to improve both tribal gameplay and caravaning with the addition of a number of food-preservation techniques that don't rely on freezing temperatures or high technology.

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New Crops: 20 new crops, ranging from tomatoes and onions to quinoa, soybeans, and yes, cacao!

New Meals: A variety of new meals including mass-produced stews, sugary candy and mouth-drying hardtack.

New Drugs: From simple coffee to highly addictive, life-ruining Skag, new drugs have been added for your pawn's enjoyment and/or suffering.

New Food Categories: All foods are now organized into the five major food groups: Meat, Grains, Vegetables, Fruits, and Sweets, varying between raw and processed. Processed ingredients, such as dried fruits/meat and canned goods can be used in cooking recipes just like raw ingredients, but tend to be more space and weight-efficient. All vanilla recipes have been updated to use these new categories!

Changes to Existing Stuff: I nearly forgot to mention! A few of the vanilla items have been slightly reworked to fit in properly with the mod. Meals have been updated to work right with the new categories and technologies. Healroot is given a raw plant that is harvested and then processed at a crafting spot or drug lab into herbal medicine. An overall yield-increase of 25% has been given to it to make up for the extra manpower required. Brewing has been moved to the cooking skill. And more! Changes are meant to be small and won't change gameplay all that much.

Changes to Technology: Growing and cooking stuff requires tech now! Potatoes are growable by anyone, but the other plants require at least basic agriculture to grow. Tribals start with Basic Cooking and Basic Food Preservation, while Colonists start with all cooking researched, as well as Basic Agriculture. If you're not sure why you can't grow something, check to see if you have researched the requisite techs first.

And More to come!

This mod is by no means complete and I have quite a few things I have planned for it. I intend to add a number of new features into separate addons (which I'll call expansions) to avoid bloat and let people pick and choose what they want to use.

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Patch v1.1:

Patch v1.1 is now officially out! It brings two new crops, Tea and Tobacco, along with a number of associated items created from them, as well as a number of balance/bug fixes!

Tea Plant: Tea plants can now be grown with Intermediate Agriculture! Tea leaves are used for making Green Tea - a caffeine drink available earlier than coffee but with far less caffeine content. It is, however, more relaxing, restoring more joy than Coffee.

Tobacco Plant: Tobacco plants are available at Intermediate Agriculture. Tobacco leaves have two uses - to be rolled into cigarettes, or be rolled into cigars. Cigarrettes are the more valuable-per-resource option, making 20 cigarettes per 4 leaves. At a mere .5 silver each, they're sold in bulk and are extremely common among the Rim. However, a major downside to cigarettes is their nicotine content! Surprisingly addictive with only meagre benefits to joy, they're better sold than used by your colonists. Cigars, meanwhile, produce less value per leaf and are made in batches of 4 using 8 leaves. They're far less addictive and restore more joy than cigarettes; although still addictive, they're much safer to use by your colonists as a consumable source of joy. They sell decently too.

Be warned though, nicotine is a dangerous chemical whose addiction is hard to shake off and requires constant renewal. Pawns with high tolerance might smoke upwards of 10 cigarettes a day! As a result, if your pawns are addicted, it is best to set a drug policy letting them carry as many cigarettes as they can so they can take their frequent smoke breaks without having to run back to a stockpile every time. The withdrawal effects aren't insanely bad, but they last a long time. However, it's probably better than risking your pawns getting asthma, lung cancer, kidney cancer, or stomach cancer!

Lastly, Zopioids have been modified for a better balance than they were previously. Prices were changed (Skag is the best money-maker of the bunch, while Dreamsticks offer no profit over their component materials). Zope is your precursor drug - although smokeable by itself and providing decently strong pain relief if enough is smoked, it's decently addictive but doesn't' sell for much of a profit. Skag, meanwhile, is your main moneymaker of the Zopioids. Incredibly dangerous to use by your pawns and highly addictive, it does have one major benefit: Massive pain-relief. Pawns high on skag won't' feel a thing! They won't be able to do anything either, though. Viko is your safest zopioid, made from Zope and Raw Healroot. Used once every four days for moderate pain relief, Viko has a relatively small addiction rate - but watch out, your pawns won't function quite as well. Lastly, Dreamsticks are a combat medicine best used as a quick-use pain relief on the field, letting injured pawns fight longer. Be warned though, if used too much it might knock them out entirely! And don't let it run out in combat, or the side-effects of it wearing off might just cause too much pain for them to handle!

Finally, a number of changes to preserved foods and crop prices were made to balance them out a bit. Chickpeas, for example, were selling for absurdly high prices.



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To-do List:

Tea (Joy Food)(DONE!)
Tobacco (Drug/Joy Food)(DONE!)
Shrooms (Wild Drug)
Honey and Beehives!
Syrup from Maple Trees!
Nectar from Agave!
Soda and Cake! (YES, YOU HEARD ME, THE CAKE IS NOT A LIE!)
Alcohol Expansion!
Camping Stuff Expansion!
And more!

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Compatabilities:

RimCuisine is not compatable with Toby's Realistic Farming or the main Vegetable Garden mod (the VGP mods that don't require Vegetable Garden seem to work alright though). it should be compatable with most other mods. Mods that add new foods might see some errors - though they may still work, just not necessarily very well with the new ingredient categories.

Compatable with existing saves, but best used on a new save. New wild crops won't be spawned on existing saves (might spawn naturally over time, needs testing), and you won't start out with any of the new technologies for free, so you'll have to research them all from scratch.

I intend to work in compatibility patches to major mods in the coming future, and will list them here as I get them finished.
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Special Thanks to:

Mehni, who suffered endlessly through me constantly bouncing ideas off of him and having him rate my art, as well as for helping teach me how to mod in the first place!

Dismar, creator of Vegetable Garden, for the initial inspiration for the mod. Go check his out if you haven't!
Brian, RL friend and co-worker who came up with the initial Zopioid idea. I'm sure we're on a list now for talking about it at work.
And everyone on the mod development/mod art channel on the Rimworld Discord, who helped me out with the odd idea or feedback!


Popular Discussions View All (4)
8
27 May, 2018 @ 8:22am
RimCuisine Ideas/Suggestions
Crustypeanut
2
22 Jul, 2018 @ 9:01pm
RimCuisine Bug Reports
tg9
1
17 May, 2018 @ 11:52pm
RimCuisine Balance Discussion
Crustypeanut
152 Comments
screaming sicillian jimbo 29 Jun, 2021 @ 1:33pm 
@jtqunn this is best comment every
Jtqunn 21 Apr, 2020 @ 3:43pm 
Add maple! the Canadians are turning into ghouls without it!
Crustypeanut  [author] 11 Sep, 2019 @ 1:51pm 
This mod is also extremely outdated.
Audiopulse 20 Oct, 2018 @ 11:12am 
"May contain traces of Nuts"
Crustypeanut  [author] 20 Oct, 2018 @ 10:02am 
Aaaaand Its here! B19 to 1.0 had absolutely no new changes, and all the new foods work flawlessly (at a glance) with the new food restriction system.

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1543723640
Pinenuts 20 Oct, 2018 @ 8:32am 
Same here. I miss your mod a lot.
Audiopulse 18 Oct, 2018 @ 9:07am 
I am looking forward to your work, Crustypeanut!
Gooze™ 11 Oct, 2018 @ 3:56pm 
Ok, thanks
Crustypeanut  [author] 3 Oct, 2018 @ 9:23am 
So apparently 1.0 is on its way sooner than I anticipated, so I'm going to be skipping a B19 release. I apologize for those who were looking forward to it, but 1.0 is 'content ready' and Tynan is telling us modders to git goin' on updating.. soooo

Don't worry though, I've already included numerous improvements to the mod to make it worth the wait!
Mitz 1 Oct, 2018 @ 4:37pm 
Don't know. He has seemed dormant.