RimWorld

RimWorld

Campfire Stews
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.
caroline 18 Jul @ 3:47pm 
also, what furniture(also the floor) mods did you use in the second ingame screenshot? (i really love how your build looks)
caroline 18 Jul @ 3:44pm 
omg i didnt know it existed, yes it shows up
BadOaks  [author] 18 Jul @ 3:12pm 
I'm thinking of this link (screenshot below). Is it visible for you?
https://imgur.com/NGURgf2
caroline 18 Jul @ 7:45am 
the button with your mod collection doesnt show up, you can tweak around with privacy settings and you can check if the button shows up by opening your mod page in a incognito page in your browser, good luck with your future modding :)
BadOaks  [author] 17 Jul @ 7:02pm 
@caroline
I'm happy you're enjoying it! I think I'd like to keep my profile the way it is, but if you go to the top of the page you should be able to click on "BadOaks's Workshop" and see the mods I've uploaded. Though currently my only other mod is Meat on a Stick .
caroline 17 Jul @ 5:25pm 
i really like this mod, could you make a collection of all your mods? (i wanna check them out but your profile is private and i cant access your workshop)
BadOaks  [author] 13 Jul @ 9:57pm 
@Kestrel You're right! I totally missed that Thing Categories needed icons. It should be fixed now, and thanks!
Kestrel 13 Jul @ 8:25pm 
When I use the categorised resource readout (base game feature), the cookware section is missing texture and showing a pink X. Not a big deal but it's bothering me so just want to let you know :) also fantastic mod, exactly what I needed for my bad at cooking colony with VE food variety haha
BadOaks  [author] 11 Jul @ 1:09am 
@xkp92110(orick) Done. You should be able to collect clay from shallow fresh water now, though at a 50% work speed penalty so land sources are still better if they're available.

@Delta1138 Thank you! I think that would depend on how the mod(s) in question implement their thoughts / hediffs, as I haven't done any special handling of those things apart from replacing the "fine meal" thought. However, I think I remember seeing that stews cooked with spices from VCE did give the corresponding thought / hediff for it, if that answers your question.
BadOaks  [author] 11 Jul @ 1:09am 
Hi folks, sorry for not responding in awhile. I've just published 1.6 update with a couple of fixes / tweaks.

@Vartarhoz That makes sense to me! Newly created stews shouldn't cause food poisoning anymore (when a stew is produced from a recipe it will try to remove CompFoodPoisoning from the Thing it is attached to - note that this won't trigger for stews already existing in a save so those may still cause food poisoning).

@Cozy Fawn Should be fixed now for mods that change stack sizes.

@darcie.mulh They should've been under Manufactured -> Cookware. I've also moved the wet and unfired clay pots there as well now.
Delta1138 25 Jun @ 2:04pm 
can I just say mate, great mod, love the uniqueness it adds to meal time especially with modded meats and plants! One thing I can't quite seem to figure out is does the stewing process remove any positive thoughts from the ingredient in favour of the "stuffed" hediff? Thinking for certain modded meats and veg which give a buff if eaten as an ingredient.
xkp92110(orick) 21 Jun @ 9:54pm 
i can't get mud in early game because i live in mod biome(ashland).
can you add water or river tile support for spot?
darcie.mulh 10 Jun @ 1:22pm 
I cannot seem to find the clay cooking pot when I'm setting up storage. Ideally, I would like to set up where already fired clay cooking pots can be stored. I use adaptive storage framework and am only trying to find in zone versus a storage item.
Cozy Fawn 6 Jun @ 9:55pm 
If I use the mod 'Oger Stacks' to make the drying pots stack as soon as they turn into a dried pot the stack is lost and only one remains. So my stack of 10 Wet Pots turns into 1 Unfired Pot.
KΞNTΛR 29 May @ 4:57pm 
@Vartarhoz Agreed
Vartarhoz 14 May @ 10:22am 
How about making those food impossible to food poison? Then would be worth hassle instead of standard meals. And kind makes sense, if you boil shit enough, it would kill bacteria.
lol 10 May @ 5:55pm 
BadOaks  [author] 10 May @ 5:41pm 
@lol
Done!
lol 10 May @ 3:11pm 
please consider adding compatibility with Iron from Expanded Materials — Metals https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3333419387
denchik4577 10 May @ 11:50am 
turn on this option by default, I'm a stew lover in real life, cooking on a regular stove.Please
BadOaks  [author] 9 May @ 10:57pm 
@denchik4577
What I had in mind was a rustic / primitive context where cooking is done over an open hearth rather than a modern kitchen. However if you want to use stoves, there is an option for that in the settings.
denchik4577 9 May @ 12:44pm 
why can't they be cooked on a regular electric stove? Not to explain
BadOaks  [author] 6 May @ 9:36pm 
@Schadock [The Angeloids] and @TeH_Dav
Yep, it's the work giver! The stone campfire uses VE's Recipe Inheritance to copy the vanilla campfire's recipes, but it doesn't copy work givers. I updated my work giver to add itself to the stone campfire manually, which should fix that, but anything else that copies from the campfire using the same method will still have the issue.

The primitive kiln I just straight up missed and added the recipe to it while going through clay sources without ever testing to see if it worked. Sorry! It should work now.
BadOaks  [author] 6 May @ 9:36pm 
Sizable update tonight, please see the change notes.

@sleepyInsomniac
I owe you an apology, I later encountered the bug you reported (the load order I used initially didn't produce it) and found that Vanilla Expanded's Recipe Inheritance feature was accessing the electric stove's recipes in a way that caused them to be cached early, before my code was able to modify them. It should be fixed now.

@Esoteric
There shouldn't be any conflicts with VCE Stews, but there's also no integration.
TeH_Dav 6 May @ 7:09pm 
@BadOaks, The Stone Campfire from Vanilla Furniture Expanded, the Kiln from Primitive Workbenches, and anything else that should be able to fire a clay pot, needs to be added to both the recipe AND the work giver file. Otherwise it will appear on the bills, but not function (if not on the work giver), or just not appear (if not on the recipe)
Schadock [The Angeloids] 4 May @ 11:30am 
managed to fix it by adding <li>Stone_Campfire</li> to the files
Schadock [The Angeloids] 4 May @ 10:37am 
cant seem to make fired clay pots on the "stone campfires" from "vanilla furniture expanded". the recipe is there but they actually wont do the task
Esoteric 3 May @ 4:55pm 
does this mod work with vanilla cooking expanded's Stews module?
BadOaks  [author] 29 Apr @ 11:40am 
@sleepyInsomniac
It doesn't seem to. I checked with this modlist [i.imgur.com] and the setting correctly adds and removes the recipes to the vanilla electric stove.

@MrGM
True, and I think the fact that it's made at a campfire (50% workspeed) is mostly responsible for that. For reference, I checked the recipe defs and the numbers are 300 work per meal for vanilla simple meals vs 350 for simple stews, and 450 for vanilla fine meals vs 360 for fine stews.

I wanted stews to take longer than vanilla meals and those are just the values that felt right in play testing, but I also tend to run smaller colonies so I my perception may be biased there.
sleepyInsomniac 28 Apr @ 4:55pm 
the interesting thing is, i was having the issue while using the vanilla electric stove! so i have to assume vanilla furniture expanded - production changes something about the vanilla electric stove?
MrGM 28 Apr @ 10:09am 
This mod is a god send for colonies when starting with no tech, though the speed at which you cook gets a little troubling when you have larger colonies in the Neolithic period.
BadOaks  [author] 28 Apr @ 2:10am 
On second thought, there are a lot of stoves out there, so a better solution would probably just be to add the recipes to the vanilla stoves in an xml patch and let modded stoves inherit those recipes if that's how they're configured. But I'm not sure how to make that a settings-controlled option so it'd have to be a separate mod.
BadOaks  [author] 28 Apr @ 1:30am 
@sleepyInsomniac
Ah that makes sense. The way it currently works is it just adds the recipe to the ThingDefs named FueledStove and ElectricStove. Maybe I should expand that to include some modded versions of stoves.

Glad you'r enjoying it! :)
sleepyInsomniac 28 Apr @ 1:17am 
@BadOaks i found the culprit-- it was vanilla furniture expanded - production. is it a load order issue? i usually just use auto sort with rimpy >_> love the mod by the way! it's the only reason i installed vanilla plants expanded <3
BadOaks  [author] 28 Apr @ 12:59am 
@sleepyInsomniac
No it should be both. Screenshot from just now. [i.imgur.com] Any chance your electric stove is modified somehow?
sleepyInsomniac 28 Apr @ 12:27am 
i toggled allowing them to be made on stove, but it only shows up on fueled stoves and not electric ones. is this intentional?
BadOaks  [author] 26 Apr @ 1:32pm 
@Zairya
I haven't checked VE's variety mod, but by the description it goes by meal type (possibly either def or by label) and ingredients, so I'm guessing it should work. But please let me know if it doesn't.

I'll make sure to include uses for cheeses and wine if / when I start working on a stew expansion. It's definitely on my list of things I'd like to do, but I may want to tackle some smaller projects first.
Zairya 26 Apr @ 12:57am 
Does ist work with vanilla expanded's meal variety mod?

I also agree with Sumatris. I would like to have a proper use for cheese and wine (especially the awful to normal ones). You could make redwine jelly or something?
BadOaks  [author] 25 Apr @ 1:13pm 
@Silvershroud
Very strange, maybe some kind of multi-mod interaction? In any case, I cleaned up my defs and just published the new update. Let me know if it fixes the issue!
Silvershroud 25 Apr @ 12:35pm 
@BadOaks
Well, I'm lost then! I tried again, and sure enough, installing Meow broke the stew storage, and uninstalling it fixed it again. Hopefully your update fixes it. If not, I'll just make do with Vanilla Expanded's canning instead. Thanks for trying.