RimWorld

RimWorld

Progression: Kitchen
92 Comments
Mirvra 2 hours ago 
Ah, crap... I just realized a ton of people have already mentioned this....

I'm sorry for adding stress :steamsad:
Mirvra 2 hours ago 
Hey Ferny, sorry to bother you, but it looks like the mod causes an issue with some of the cooking stoves, not sure about the rest but at the very least the electrical stove becomes bugged and won't change the room it's in into a ''Kitchen'' thus getting a workspeed debuff from the new vanilla room stuff.
ferny  [author] 7 hours ago 
@Boldsnap That is the one thing I haven't touched as it is a design nightmare.
Boldsnap 7 hours ago 
Im making my own modpack and I've been clicking around through some of your progression mods (they seem very nice); I couldn't find anything about beekeeping or the apiary overlap between VE Medieval 2 and MO. Is this a conflict that has been addressed already somewhere, or something yet to investigated?
ferny  [author] 11 Jul @ 9:59am 
@tarantio Working on it. 1.6 is a tidal wave.
tarantio 11 Jul @ 9:58am 
With this mod my kitchen room is not considered a kitchen.
A random Headcrab 8 Jul @ 7:30pm 
Still having the issue sadly, I saw the mod got updated and thought it might have fixed it. I rechecked the log and I still didnt see anything related to the mod
A random Headcrab 7 Jul @ 10:59am 
I cant seem to beable to find anything in the log, but I might be missing something
Danger Dan 7 Jul @ 9:22am 
I'm having the same issue, when I have the mod enabled it won't recognize my kitchen as a "Kitchen" and I'll get the speed debuff.
ferny  [author] 7 Jul @ 8:19am 
@A random Headcrab That's bonkers. Anything in the log?
A random Headcrab 6 Jul @ 9:51pm 
I am almost 100% sure its mod. I have disables all other mods besides the 100% necessary mods. running on version 1.6 preview and no room turns into a kitchen. the stove is stuck at 80% effectiveness
A random Headcrab 5 Jul @ 11:22am 
It seems to only happen when I have the mod enabled. is there a way to check what mods could be effecting my stoves?
ferny  [author] 5 Jul @ 9:55am 
@A random Headcrab I'm nearly 100% sure that has nothing to do with me, this mod does not touch any of those functions. This is mainly an organization and overlap mod.
A random Headcrab 5 Jul @ 9:54am 
I've noticed that the stove seems to not work correctly when using this mod. no matter what kind of room I attempt to make it will never turn into a kitchen
ferny  [author] 5 Jul @ 9:38am 
@Kylo Thank you, and I don't know
Kylo 5 Jul @ 9:37am 
Is this compatible with Optimization: Meats - C# Edition?

Love your stuff @ferny
ferny  [author] 29 Jun @ 5:35pm 
v14 - updated to 1.6
ferny  [author] 21 Jun @ 3:29pm 
v12 - new thumbnail
Texas Redhawk 6 Jun @ 3:50am 
A question/request, asked here because I don't know where else to ask: would it be possible to alter the butcher table settings to allow the player to turn off butchering of domestic animals like cats and dogs the same way you can disable butchering insects or humanlikes?
tinfoil hat bird 20 May @ 3:01pm 
If you haven't already do you think you could patch wine duplicates when using VFE medieval and MO?
FelipeGames2000 7 May @ 6:27pm 
Any chance you could add compatibility for Salted Meat mod? One of it's additions is salt, which overlaps with both VCE and MO.

It’s not a major issue for me—I don’t use MO, and I can remove SM’s salt with Cherry Picker in favor of VCE’s. VCE’s salt works as a substitute for SM’s (for meat preservation and sausage making), while SM’s salt doesn’t work for VCE’s recipes (food condiments).

Still, I figured I’d bring it up, since native support between the three mods might be helpful for other players!
Ishchyaboi 26 Apr @ 7:42pm 
perhaps unsurprisingly, this is incompatible with "Optimization: Meats - C# Edition".
gazza_m_bolton 9 Apr @ 2:09pm 
Ok thank you for clarifying I know it is a huge task
ferny  [author] 9 Apr @ 1:41pm 
@gazza_m_bolton I have not implemented an Apiary overlap patch yet cause i'm still unsure how to proceed with it. I'll decide soon
gazza_m_bolton 9 Apr @ 1:38pm 
Just a quick one as not sure which of your mods it is as I subscribe to most of them for the improvements. The Apiary can they be swapped round from the VE Medieval to the Medieval overhaul one due to the bonus wax created?
In Cognito 4 Apr @ 7:10am 
Hey, would you consider patching RIMstro with this, at all?
Captain Bart 31 Mar @ 12:40am 
Ok, thanks I had a brainfart and forgot that it is listed on the roadmap.
ferny  [author] 31 Mar @ 12:38am 
@Captain Bart It's not out yet
Captain Bart 31 Mar @ 12:33am 
I can't seam to be able to find the VE cooking Haute module
Amroth 29 Mar @ 1:58pm 
@ferny you're a legend :D Been anticipating a VFEM2-MO merge
RomainG 29 Mar @ 7:40am 
@ferny Wow thanks for the medieval merge big man I appreciate the work you do for the community :steamthumbsup:
ferny  [author] 28 Mar @ 2:44pm 
@RomainG Working on it!
Suetam 28 Mar @ 10:57am 
Ferny, it appeared after i researched animal handling thanks for the help!
RomainG 28 Mar @ 9:39am 
This might be a lot to ask but could you do a patch that merges stuff from VFE Medieval 2 and MO (like wine, honey etc...) ?
ferny  [author] 27 Mar @ 10:17pm 
@Mateus Yup, it's in kitchen
Suetam 27 Mar @ 10:08pm 
ferny it should appear in the kitchen tab ? I will try research some more technologies to verify if it appears
ferny  [author] 27 Mar @ 10:03pm 
@Mateus Mine's totally fine
Suetam 27 Mar @ 9:54pm 
For some reason i cant see the Butcher Block from medieval overhaul
ferny  [author] 27 Mar @ 9:52pm 
v11 - removed furniture need from smoker, moved oven to intermediate cooking research
ferny  [author] 27 Mar @ 8:54pm 
v10 - renamed beer brewing to brewing basics
ferny  [author] 27 Mar @ 8:11pm 
v9 - made MO's basic cooking neolithic
ferny  [author] 26 Mar @ 12:25pm 
v8 - fixed sushi relocation
ferny  [author] 24 Mar @ 10:45pm 
v7 - added Sushi research, renamed MO stuff, made MO's cooking table require basic cooking research
Amroth 23 Mar @ 10:19am 
Getting rid of ResearchPal - Forked solved the problem.

ResearchPal - Forked gives errors with almost all Progression mods, might be worth to add that somewhere.
Amroth 22 Mar @ 1:54am 
I'm getting errors on all kinds of cheese in this mod every time I launch :/

One example:

Could not resolve cross-reference to ProcessorFramework.ProcessDef named Ferny_ChickenffaloCheeseProcess (wanter=processes)

Is it an incompatibility with ProcessorFramework?
ferny  [author] 16 Mar @ 4:26pm 
v6 - added reorganization for VCE Haute (unreleased mod)
Dragon785 13 Mar @ 9:35pm 
Love this mod and all the QOL fixes especially with MO integration, is it possible to add support for Argon's Salted meat mod so that the fish dryer can also use MO salt?
ScaryPunkGhost 13 Mar @ 5:52pm 
Another possible error in the medieval overhaul patch "DankPyon_CookMealGrilledCheeseBulk", has it's jobString defined twice, I believe that the first one should be a description instead.
ferny  [author] 13 Mar @ 10:52am 
v5 - fixed bearfallo cheese
ferny  [author] 13 Mar @ 10:49am 
@ScaryPunkGhost Thanks, whoops