RimWorld

RimWorld

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Campfire Stews
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Mod, 1.5, 1.6
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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
115 Comments
Vidat 23 Aug @ 6:12pm 
Is there a way to add in another cooking source? I checked the box in the mod options for vanilla stoves but still not getting it to work. I'm using "Survivalist Equipment All-In-One" and want to use the campfire with the stews. If it's something that's in the config I can try to do the heavy lifting and learn how.
BadOaks  [author] 13 Aug @ 5:09pm 
@Ennian
Sure, that looks campfire-like enough to be reasonable. I'll add that to the next update in the next couple of days.

@stellar_kitty
It's not you, I've seen that before as well but haven't been able to figure out the exact reproduction steps. It seems to only happen when pots are stored immediately adjacent to the campfire. My best guess is something is going on inside GenSpawn.Spawn() when it tries to spawn a pot on top of another pot after the recipe completes, but even then I've had it work correctly most of the time so I don't know what else needs to happen to trigger it. I'll keep looking into it, but for now if you have a pot stockpile right next to where you're cooking then moving it a few tiles away should hopefully avoid the issue.
stellar_kitty 10 Aug @ 3:09pm 
Hi, uhm, is it just me or are my clay cooking pots cloning? I made 10, and I realised they’re duplicating when I had to sell 20 bc I had 26, now I have 7 again… I heard there was a bug in another mod where books would be duplicated, do you want me to find the author of that mod and ask them if it’s the same bug?
Ennian 9 Aug @ 3:43am 
Any chance for a patch with Epochs - Tallow? Would like to be able to use that brazier as a campfire as you can cook on it
BadOaks  [author] 5 Aug @ 7:34pm 
@2late2die
Huh, the ginger should've been fixed in an update a few weeks ago (I'd forgotten to add it to the ingredient filters). Is it possible that Steam hasn't had a chance to update yet? Also just to check, do you have Kit's Brazilian Crops enabled?

@DerpyCharizard
In the mod settings, there should be an option to add the recipes to vanilla stoves.
DerpyCharizard 4 Aug @ 9:23pm 
Hey there-
I know this is weird to ask considering it's supposed to be a "campfire" meal, but is it possible to add recipes for the stove?
2late2die 3 Aug @ 2:50pm 
Hey, I really like the mod, but have ran into a possible bug.
It seems that Ginger doesn't appear on the list of Condiments when making a fine stew. I have VCE and Spices are there, but not Ginger.
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?