RimWorld

RimWorld

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Campfire Stews
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Mod, 1.5, 1.6
File Size
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1.546 MB
20 Apr @ 11:50am
23 Jul @ 1:06pm
15 Change Notes ( view )

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Campfire Stews

Description
Stewing is one of the oldest, simplest ways of cooking raw ingredients into something edible. The basic idea is you take whatever is available, put it in a pot and boil it until it's food. Depending on what you put in maybe it even tastes good. The only real material requirement is that you have something to boil the food in - a pot.

Features
  • Simple pottery system for making cooking pots.
  • Stew quality comes from variety of ingredients. Boiling a giant pot of nothing but potatoes does not a fine stew make. Stews come in 3 levels of complexity with increasing numbers and restrictions on ingredients, and some custom WorkGiver logic helps to encourage variety.
  • A naming script to make individual stews more interesting, and reflect the ingredients that compose them.

Ingredient Mods
Campfire Stews needs certain vegetables for special ingredient categories, but doesn't add any on its own. While there are no hard dependencies (Vanilla fungus counts as a special ingredient, so it's possible to make a fine stew with no other mods installed), in order to have a comfortably large selection of special ingredients I recommend using some of the mods below.

- Vanilla Plants Expanded (onion, tomato, pepper)
- Medieval Overhaul (onion, tomato, garlic, herbs*, spices*)
- RimCuisine 2 Core (Continued) (onion, tomato, truffle, pepper)
- Vanilla Plants Expanded - More Plants (garlic, bell peppers)
- Vanilla Cooking Expanded (spices*)
- VGP Vegetable Garden (mushrooms, garden fish)
- VGP More Veggies (tomato)
- VV - New Harvest (leeks)
- Kit's Brazilian Crops (Continued) (ginger*)

*As stew ingredients spices, herbs and ginger are used as if they have a nutrition value of 0.10

Stew Recipes
There are 3 types of stew varying in complexity as well as output. More advanced stews are more desirable as long as you have access to enough variety of ingredients to make them.



Special Ingredient Types
In addition to "Fruit / Vegetables" which is pretty self-explanatory, there are two other types of ingredients.



All special vegetable ingredients can be used as a flavor ingredient, while only onions, tomatoes, and mushrooms/fungus can be used as a stew base ingredient.

Now you may be wondering, "If tomatoes are valid for all three ingredient types, what's preventing a stew from being made of only tomatoes?" The answer is some custom logic for ingredient selection in a Harmony patch for WorkGiver_DoBills, which only activates for this mod's stew recipes (all other recipes are unaffected).

The Short Version
Make sure you have at least one distinct ingredient for each of the recipe elements for the stew you want to make. For a fine stew for example, you might have 50 meat, 10 peppers, 20 potatoes, and 20 corn. The actual ingredients selected may not be that neat, but a fine stew will always have at least 4 different ingredients.

The Long Version
The ingredient selection algorithm evaluates the recipe elements one at a time against a list of available item stacks sorted by distance. The custom logic is that whenever it finds an item stack which meets the criteria for the current element, it will look at how much of that ingredient has already been selected in the recipe and make sure that the total amount across all elements does not exceed the amount called for by the current element.

So if Flavor wants 10 vegetables and is looking at a stack of tomatoes, it can only use them if less than 10 tomatoes have already been used in the recipe, and then only by the difference. If 50 tomatoes have been used in Stew Base, then Flavor needs to keep looking. If only 6 tomatoes were used in Stew Base, then Flavor will get to use another 4, and then keep looking for what to fill the remaining 6 vegetables.

Pottery

Each time a stew is made, it will use an iron or clay cooking pot as one of the ingredients, which is then recovered when the recipe is completed.




Clay pots are what you'll probably start with. They have a chance of breaking each time they are used. Due to the somewhat involved production process with a long lead time (at least 2 days for drying), it's a good idea to keep a couple on hand in your kitchen.







If you'd rather not bother with pots being a consumable item, iron pots become an option after you get a smithing table.



Unfinished pots appear under Manufactured, while finished pots appear under Manufactured > Cookware

Compatibility
All of the ingredient mods mentioned above also have labeling support, which defines singular versus plural labels so that you get "Apple and cabbage stew" instead of "Apples and cabbages stew". Unsupported ingredients still work fine, it's just that you'll see the plural labels in stew names instead of singular.

Clay Sources
Campfire Stews comes with it's own clay resource, however clay from the following mods can also be used:
- Medieval Overhaul
- Outlands - Core
- Epochs - Pottery
- Primitive Workbenches
- Expanded Materials – Stones and Mortars
- Ceramics VEF
- Ceramics Crafting
- Fertile Fields

Iron Sources
The iron cooking pot can be made with vanilla steel, however iron from the following mods is also supported:
- Medieval Overhaul
- Simple Chains - Steel
- Expanded Materials - Metals

Other Built-in Compatibility
Variety Matters Redux : Fixed a minor conflict in which VM's ingredient selection took precedence over mine. The fix is a bit crude with the consequence that VM's ingredient logic doesn't affect stews. I may try to make a more elegant patch later.
Popular Discussions View All (1)
11
12 Jul @ 10:45am
[Solved] Bug, Needs Reproduction: Wet Clay Pots disappearing and not turning into Unfired Clay Pots after 2 days
BadOaks
108 Comments
BadOaks  [author] 23 Jul @ 1:40pm 
@alijons
Thanks! Just fixed it.

@Cato
Glad you like it! If you're talking about making EP's pottery use the drying mechanic, that's definitely possible but probably not something I'd want to do myself. If you or someone else would like to though, you're welcome to use the code in CompMaturable.cs for it.
alijons 23 Jul @ 10:47am 
Hello! I noticed there is a slight error in the Stews file, all the lines that reference truffles from Rimcuisine are like:

<li MayRequire="Mlie.RC2.Core">truffle</li> which just throws "could not resolve cross-reference" error, because there is no such thing like just "truffle" in the other mod.

I rewrote all those lines to:

<li MayRequire="Mlie.RC2.Core">RC2_PlantTruffles</li> which gets rid of the error.
Cato 23 Jul @ 3:47am 
Just an idea, but perhaps you create a patch for Epoch Pottery to use your clay system?
Cato 23 Jul @ 3:43am 
Just to say I really like this mod. It's simple to use, adds a fun little production cycle with clay pots and is so much less bloat than Vanilla Cooking Expanded. It also gives a reason to keep a campfire around.
BadOaks  [author] 22 Jul @ 6:42pm 
@JoeOwnage
You're right, MO removed Macci in the 1.6 defs (Steam hadn't updated the files for me yet). Oddly it's still there in the 1.5 defs. Anyways, CompStew should now handle null references when creating label data, so the error should be gone.
BadOaks  [author] 22 Jul @ 12:50pm 
@JoeOwnage
Huh, I haven't tested it yet but it looks like the Macci def is still present in MO's files - maybe you have something that's patching it out? In any case, I should've put in proper null checks to handle this sort of thing more gracefully. I'll try to fix that tonight.

@Riley
It looks like my last post is still "awaiting analysis", sorry about that. I basically said that such a setting would be more work than I'd like to do, and that a custom xml patch would be a better solution. I then posted a github link to an example patch I made, which is probably what steam is getting hung up on.
JoeOwnage 22 Jul @ 10:35am 
I think you need to take "DankPyon_RawMacci" out of your CompStew.cs, it seems to have been removed from Medieval Overhaul and is now generating an error
BadOaks  [author] 19 Jul @ 12:07pm 
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BadOaks  [author] 19 Jul @ 11:49am 
@caroline
Some of the mods that are visible:
- Vanilla Furniture Expanded - Architect (floors)
- More Vanilla Fence (closeboard fence / pillars)
- More Vanilla Table (1x3 Table)
- Vanilla Factions Expanded - Settlers (lamps)
- Adaptive Primitive Storage (wood piles / meat rack)
- LWM Deep Storage (meal tray rack / weapons cabinet)
Riley 18 Jul @ 7:16pm 
It would be nice if the quantity of the stew or the amount of ingredients used could be adjusted freely in the settings.