Mods / The Nomad Cookbook

Tags: #Crafting #Food #QoL #Tweak
Author: TaimatCompany
Side: Both
Created: May 19th at 5:44 PM
Last modified: May 22nd at 12:12 AM
Downloads: 651
Follow Unfollow 47

Latest release (for Vintage Story 1.20.10, outdated):
nomadcookbook_111.zip  1-click install


As much as I enjoy some of the mods based around long-term primitive survival foods, i can't help but feel some of them are a little overcomplicated or difficult to grasp. I also struggled for a long time personally trying to figure out where the hell i would get salt during a SHTF scenario. Well, turns out there's quite a few herbs that can be baked to get what's called "black salt" which has a similar flavor to regular salt. So I've implemented that, and the ability to cure meat right in your inventory (though its more expensive than the barrel version).

I've implemented tallow but it's very basic. You don't need a container or water like you would if you were really rendering fat, but it does take a long time. Tallow is a super calorie dense food made from fat and though it does have a spoilage time, it can last a very long time even exposed to the elements.

I've implemented my own pemmican recipe that I though reflected the spirit of the food a little better. Just take any 2 cooked meat, 2 fruit (or grain as the siberian peoples did), and 1 tallow, and it will make pemmican. I haven't play-tested this yet because my survival playthru is during the winter - but pemmican should be able to be dried after making and then last basically forever.

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FEATURES
- Flowers can now be cooked into salt
- Meat can be cured without a barrel
- Fat must now be cooked into tallow at a fire to be edible
- Fat cannot be eaten raw but must be cooked into tallow
- As fuels in fires, fat burns low and slow and tallow burns hot and fast.
- Added several varieties of pemmican including a pemmican-like grain version that steppe nomads have used for millenia

---

PLANNED FEATURES
- recipe for baked fruit
- ashcakes

PATCH 1.1.1
- Changed "butter/handbook/exclude" to false
- Added missing "item" keyword in pemmican translation file
- Changed "itemtypes/food/pemmican/enabled" to true
- removed bakedfruit for now

UPDATE 1.1.0
- added "bakedFruit" item based on redclay (not ready for crafting yet)
- Removed lines 26-31 in salt file to try and fix tallow handbook issue.
- Fixed pemmican titles in handbook
- Substantially nerfed salt cooktime
- Cut tallow cooktime in half

VERSION 1.0.1
- Tested, corrected syntax errors, released

VERSION 0
- Flowers can now be cooked into salt
- Added more expensive but convenient cured meat recipe
- Removed edibility of raw fat
- Fat can now be cooked into tallow at a fire
- Fat burns slower and longer in a fire than tallow.
- Tallow now burns hot and fast.
- Added pemmican as 2 cooked meat, 2 fruit, and 1 tallow.
- Added salted pemmican as 2 cured meat, 2 fruit, and 1 tallow.

Mod Version Mod IdentifierFor Game version Downloads Released Changelog Download 1-click mod install*
1.1.1 nomadcookbook 494 May 22nd at 12:12 AM nomadcookbook_111.zip 1-click install

- Changed "butter/handbook/exclude" to false
- Added missing "item" keyword in pemmican translation file
- Changed "itemtypes/food/pemmican/enabled" to true
- removed bakedfruit for now

1.0.1 nomadcookbook 101 May 19th at 9:43 PM nomadcookbook_101.zip 1-click install

VERSION 1.0.1
- Tested, corrected syntax errors, released

0.0.0 nomadcookbook 50 May 19th at 5:44 PM nomadcookbook_000.zip 1-click install

- Flowers can now be cooked into salt
- Added more expensive but convenient cured meat recipe
- Removed edibility of raw fat
- Fat can now be cooked into tallow at a fire
- Fat burns slower and longer in a fire than tallow.
- Tallow now burns hot and fast.
- Added pemmican as 2 cooked meat, 2 fruit, and 1 tallow.
- Added salted pemmican as 2 cured meat, 2 fruit, and 1 tallow.


19 Comments (oldest first | newest first)

💬 ChimMAG, Aug 28th at 8:54 AM

Will you be updating to the new version of the game?

💬 UnTainted_Snail, Aug 13th at 8:57 PM

Once you figure out baked fruit I'll be here. I really want to preserve my fruit and attempt a sparse animal playthrough but I'm not a fan of expanded foods.

💬 TaimatCompany , May 23rd at 7:51 PM

TakeoTheWolf it's done! I added you as a teammember in case you get overly ambitious and want to add anything else :)

 

https://news.kalataka.ru/show/mod/24494

 

 

💬 TaimatCompany , May 23rd at 2:44 PM

TakeoTheWolf oh haha i thought maybe you had maybe built a model or something lol. Great job though! I already started working on it a bit

💬 TaimatCompany , May 22nd at 11:36 PM

awesome! I'm not gonna lie it will probably be a few days before i can really get back to work. I have a big trip this weekend and probably won't have much time for coding but i'm looking forward to trying this out!

 

I'm probably going to build it in a separate mod just to make things easier for people. I feel like a lot of people would love to try this without the extra nomadcookbook stuff. I'll definitely want to include it in my bigger mod that I want to put together that ties all my others into one big conglomerate. Gonna call it "Super Bushcraft".

 

So cool. I'm very excited! Thanks TakeoTheWolf!!

💬 WolfWarrior, May 22nd at 7:51 PM

peltblock 

put it in your mod in a folder named blocktypes. when referencing this block in a recipe make sure to use your mod id: instead of game:. (in this case nomadcookbook:)

 

💬 TaimatCompany , May 22nd at 12:29 AM

TakeoTheWolf Just a regular block I think for starters. If it turns out to be super easy we could try angled blocks or roof blocks depending on how ambitious you're feeling about it haha.

💬 TaimatCompany , May 22nd at 12:27 AM

Mollycoddle Mine makes fat inedible and it hijacks the "butter" object (that i don't think was implemented but i bet Expanded Foods probably found it and also used it). Other than that it just adds a few more recipes. You could always try it and see how it fares.

💬 Mollycoddle, May 21st at 2:02 AM

Is there anything this is hard-incompatible with? Will it work with Expanded Foods, etc?

💬 WolfWarrior, May 21st at 1:52 AM

do you mean like a regular block or something like a roof block? I haven't designed a block before but I imagine it's not too difficult. if what you mean is to add a regular block then it can probably use base game assets. 

 

if you mean to add something like a roof block I don't think that would be difficult to model.

💬 TaimatCompany , May 21st at 1:00 AM

TakeoTheWolf Thanks! I'll keep that in mind - i don't usually mess with textures or models but I would really like to build a block that you could craft strictly from pelts (so players can make tents).

 

I considered one big tent object but i feel like that really goes against the design of the game and would be difficult to implement and probably not behave well. The simplest solution would be to design a simple block (ill probably base it on the packed dirt or hay block or something) that players could craft out of animal skins like the Tatars and Mongols and Native Americans did. (i mean they didn't use blocks obviously but you know what i mean lol)

 

Once i put a recipe together i'll use a substitute block probably like some kind of felt or something, but what would be really cool would be to have a block that looked like it was made of animal hides.

So the recipe would probably be like this:

(P)elt / fabric

(B)one / sticks

(R)ope

 

PBP

BRB

PBP

 

Of course there's different size of pelts, so i think maybe i'll have the recipe output different amounts of tent blocks based on the size of the pelts used or something - or maybe even make a recipe to cut pelts down into smaller sizes. Not sure yet.

 

There's a nice fabric texture already in game: https://wiki.vintagestory.at/Linen

 

It would be cool to build a block, color it brown for pelt color and then apply that texture to it. I'm really inexperienced with 3-D modeling and all that so I wouldn't be able to pull it off without help :)

💬 WolfWarrior, May 21st at 12:16 AM

I haven't tried this mod out yet. but it is definately a great idea. let me know if you want any help with textures, I can probably do models too. 

💬 TaimatCompany , May 20th at 12:10 PM

Emblazing yeah i agree on the salt. I did want to add some cost to it but not at the cost of fun or being unrealistic. It probably doesn't take that long to bake plants into salt IRL. I'll definitely be reducing that, and probably my tallow recipe as well.

Thanks for the pemmican note! I made a change last update to pemmican and must have cleared something out by accident. The handbook entries don't always behave for me but i'll take a look at it.

 

Now, as for all flowers being able to be made into salt, I had only actually intended to include horsetail in the beginning because its actually a known high-sodium plant, and not all plants are. You can just bake any plant to get salt - sometimes you get potash, which can be baked again at higher temperatures to render pearlash (baking soda). This is one of modifications I'd like to add into this mod in the future.

 

I'll check those lines for sure!! The handbook entry really really bugs me!!!

💬 Emblazing, May 20th at 3:28 AM

I'm a big fan of this mod! I feel like the early game does definitely need some easier ways to obtain food - this mod is a good fix for that. 

I've had a play around with this mod in creative and had a few bits of feedback:

  • Raw and dried Pemmicin and salted/unsalted variants all appear as 'game:item-pemmican-etc.' in-game. 
  • I'm wondering if you've considered reducing the cook time to turn flowers into salt? It currently takes about 3 minutes and either 3-4 charcoal or 7 firewood to obtain 1x salt.  
  • Very minor point - would you consider adding all of the game's flowers to the salt recipe? From looking at your code, I see you've only included flower.json, which doesn't include all the flowers. I'm not sure how tricky it would be to also add flower-lupine.json and rafflesia.json.
  • With Tallow not appearing in the handbook, could it be related to lines 26-31 in your main .json file (the one with the great name)? 
💬 Flint_N_Steel, May 19th at 11:48 PM

Ah I see, and I had spelled it wrong.  Regardless, thanks for making a cool mod!

💬 TaimatCompany , May 19th at 11:25 PM

Flint_N_Steel I appreciate the sentiment but the Taimat name is a play on the spelling and russian language. It's my characters last name in my book.

Thanks so much though :)

💬 Flint_N_Steel, May 19th at 10:11 PM

Cool mod!  I'll be checking it out.  Thank you Tiamat, Queen of Dragons!

💬 TaimatCompany , May 19th at 7:11 PM

LunaGore I'm not sure how complex expanded foods is. If they only added new content it probably won't interact much with this. All I did was add a few new recipes. I did remove satiety values for fat though, so it's possible that part might cause a lower satiety yield in foods that use it. Other than that I would think this is pretty safe - but feel free to let me know if you find anything specific :)

💬 LunaGore, May 19th at 6:51 PM

Any compatibility with mods that add new foods like Expanded Foods, Butchering, etc?

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