Project Zomboid

Project Zomboid

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Craftable Jerky
   
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27 Mar, 2023 @ 8:59pm
29 Mar, 2023 @ 12:16am
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Craftable Jerky

Description
Instead of letting all your meat from trapping and fishing go to waste, turn it into some tasty long-lasting jerky!

This mod adds the ability to make homemade jerkies from various types of meat in the game to extend their shelf life.

Update (March 29, 2023):
  • Added new textures for the jerkies.
  • Fixed bug not giving the poultry jerky recipe.
  • Buffed hunger provided by jerkies by 10.
  • Should be save game compatible.

Features:
  • 4 New Jerky Recipes
  • Homemade Beef, Game, Poultry and Fish Jerkies

To make some jerky, you first must marinate the meat and then cook it for a few hours.
Recipe:
  • Salt
  • Pepper
  • Soy Sauce
  • Brown Sugar
  • Aluminum (to store the jerky)
  • A Bowl
  • Knife
  • Whisk
  • Your meat of choice
(For simplicity's sake, all the recipes are use the same basic marinade)

New Skill Book:
  • Jerkmades Vol.1: Teaches you how to make all the jerky recipes and is found wherever you might find cooking magazines.

Balance:
  • Recipes require level 3 cooking (Level 4 for poultry as its a bit unsafe)
  • The jerkies all provide the same nutritional stats as the default beef jerky, but only last two months.

Todo:
  • Potential balancing
  • Balance out the nutritional values of the jerkies, as the base game's jerky is a bit strange
  • More Jerky Recipes and Marinades
  • Ground textures for skill book

Dev Note:
Currently working on some new recipes for custom jerky, but this is on the back burner as of now since I will be very busy with school the next few weeks. Might have an update near the end of April :/

Feedback:
This is my first mod and a side project when I have free time; any feedback is welcome :)


Workshop ID: 2953752188
Mod ID: CJJerky
11 Comments
Ray_Dawg 23 Apr @ 10:35am 
Could you update this for build 42 please?
thelittlemidget 7 Sep, 2024 @ 4:22pm 
i love meat
vlad 3 Sep, 2024 @ 4:57am 
есть перевод?
Francisco Jose 11 Feb, 2024 @ 9:49am 
Is it possible to add compatibility with Snake's mod pack Le Gourmet addon? Woud love to use the other meats it adds from hunting for making jerky.
Dragontamer997 2 Sep, 2023 @ 6:59am 
Okay, am I doing something wrong? I made some Marinated Jerky, cooked it but did not get homemade Jerky. Checked my crafting menu and even craft helper and I have no recipe for Homemade jerky at all. I thought all I had to do was cook the Marinated Jerky, but is there another step I'm missing? I also looked in the files and there aren't any recipes for Homemade jerky but there are scripts for the items. Sooo do i just cook the marinated jerky to get homemade jerky that lasts for months or am I missing something?
Blast (AKA LostAmI) 29 Apr, 2023 @ 9:16pm 
I feel like the recipe is good, but maybe an additional recipe where you simply dry and preserve the meat and it gives unhappiness for being bland would be far more realistic for the situation, running around all the time to find all these ingredients seems silly when your goal is to preserve food not make it tasty. I'm not saying get rid of what you have, more of maybe have the simpler option.
spoon 1 Apr, 2023 @ 3:33am 
A tip : In one of my mods I first used similar method you are using now to make smoked/salted meat but then had to overhaul it to use evolved recipes so it would keep the nutrition and such.
futuhre  [author] 31 Mar, 2023 @ 10:41pm 
@Sowilo Thanks for the feedback and comments! I'll take a look at the code and see if your implementation will work for the recipes.

I think for the nutrition, I'll just try to calculate the calories and such based off the food items and hard code the values. (how much protein and calories are in 20 hunger of fish? idk, but its more than 1g and 100 kcals).

Lastly, I wanna try to implement a custom marinade, where you can create any flavour you want using various scavenged and foraged goods. Perhaps another skill book once I figure that out. (I also don't want to over complicate the mod, as what it adds to the game is relatively simple)
Sowilo 31 Mar, 2023 @ 4:54pm 
A few ideas: maybe the nutrition should be based on the items used to make it, since nutrition of trapping/fishing meat itself varies? For an example of how to do this, check out how it works for filleting fish, in the function Recipe.OnCreate.CutFish in media/lua/server/recipecode.lua. You could divide the values so it still works out to be a similar amount of calories to now, but with added variance.

If you plan on changing nutrition, another approach could be increasing the amount of jerky gained from the recipe, e.g to 2. Would also feel more natural to get multiple jerky from an entire animal imo.

Last thing—I think it'd be cool if soy sauce and sugar could each be substituted, as while both are popular for flavour, jerky can be made without them. A quick search of recipes leaves me to suggest additional pepper as an option in place of soy sauce and wild garlic in place of sugar, as they seem popular in recipes lacking them, and it'd help making jerky easier in the long term.
Sowilo 31 Mar, 2023 @ 4:40pm 
Really nice mod and impressive for a first mod especially, thanks for sharing this! Fits into the game great. I have a bad habit of avoiding using limited non-perishables like jerky, so finally I can make them and not worry about it.

Re: your dev note, I believe it'd be possible to make a script that alters the spice items dynamically to keep compatibility. You'd make an evolved recipe the way it's done in evolvedrecipes.txt as usual, then have a lua script probably in lua/shared that finds the items, gets the existing EvolvedRecipes field, and adds to it. Without testing it I believe it'd be done something like this:

local item = ScriptManager.instance:getItem("Base.HotSauce")
if item then
local EvolvedRecipe = item.EvolvedRecipe -- probably another way to get this field if this doesn't work. may need to do tostring(item.EvolvedRecipe) on it
item:DoParam(EvolvedRecipe .. ";Base.BeefJerky:10")
end