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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)
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.
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