RimWorld

RimWorld

Progression: Kitchen
107 Comments
Nettle 12 Aug @ 9:25pm 
I can confirm this mod is causing the brewery to turn a room into a kitchen-should be a workshop.
lydocia 9 Aug @ 1:25am 
I did read the faq, just thought it'd be nice to have it by default.
ferny  [author] 8 Aug @ 10:06pm 
@lydocia We already did VE Cooking, and read the faq
daz_ian 6 Aug @ 12:11pm 
The grill from VE Cooking, the one being renamed to "electric grill", is wood-fueled, not electric.
Gota 5 Aug @ 4:25am 
Not sure if it's this mod but the brewery turns a room into a Kitchen even though it needs to be in a workshop (for some reason), so it's a 20% penalty I can't get rid of
Frank 28 Jul @ 12:37pm 
May I request that the Propane Stove from Alpha Biomes be added to this category?
Knight.Chaos 22 Jul @ 7:45am 
I enjoyed your mods Sir, can you add [LTS]Furnishing? (optional)
meyermagic 21 Jul @ 6:00pm 
VFE: Classical Jerky can currently be dried on the Medieval Overhaul Drying Rack to produce Medieval Overhaul Dried Meat. Either VFE: Classical Jerky or Medieval Overhaul Dried Meat should probably replace the other.
ferny  [author] 17 Jul @ 5:14am 
v18 - fixed all cheese bullshit
Zairya 17 Jul @ 2:20am 
Any chance you would integrate Vegetable Garden Project (base, gourmet and gourmet milling addon) into this?
ferny  [author] 17 Jul @ 12:21am 
v17 - fixed errors
Mirvra 14 Jul @ 8:16am 
Thanks for the update Ferny :HappyEshe:
A random Headcrab 14 Jul @ 6:16am 
HELL YEEAAAHHHH
ferny  [author] 13 Jul @ 11:45pm 
v16 - fixed kitchen room problem
Mirvra 13 Jul @ 2:10am 
Ah, crap... I just realized a ton of people have already mentioned this....

I'm sorry for adding stress :steamsad:
Mirvra 13 Jul @ 2:07am 
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] 12 Jul @ 9:14pm 
@Boldsnap That is the one thing I haven't touched as it is a design nightmare.
Boldsnap 12 Jul @ 9:12pm 
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