Mods / De Artibus Rusticis

Tags:
Food Farming Flora Foraging Immersion Nutrition
Author:
Marc_IceBlade
Side:
Both
Created:
Aug 20th at 10:33 AM
Last modified:
4 days ago
Downloads:
6190
Recommended download (for Vintage Story 1.22.0 - 1.22.7):
deartibusrusticis_0.9.5.zip  1-click install

De Artibus Rusticis / Of the Rustic Arts

New crops, new meals, more variety.

I love Vintage Story as a game, though after repeated playthroughs I found myself a bit bored of the same crops. As I missed modding, I decided to try making a mod for Vintage Story as a passion project. It may have some errors or be rough in some parts, though I plan on continuing to work on it.

This mod was inspired by Charlemagne’s ‘Capitulare de villis’, a document written in the 8th/9th century, which contains a detailed list of over 70 crops that are to be planted on royal estates. This mod currently adds 19 of those crops, some of which are altered to fit the gameplay of Vintage Story.

Balance:

At its core, De Artibus Rusticis is a mod that gives players more options for crops and meals without nerfing the game’s base food system. This was designed with servers in mind so that other players who do not wish to engage with the mod are not punished. If you engage with the mod, you may have some slightly more beneficial meals, though the difference is not too large.

The only core balance changes it makes to vanilla items is buffing all breads’ satiety by 25%, as, in my opinion, their benefits rarely justified the effort compared to simply making porridge.

Crops:

All crops can be found in the wild, and all legumes and vegetables can also be obtained from cracked seed vessels. You can also find a detailed breakdown of where to find each crop within your survival handbook.  

Vegetables:

De Artibus Rusticis adds 6 new vegetables. Some of which can be harvested multiple times during their growth cycle. Garlic has a secondary product. All vegetables can be used in meals or pickled.

 

    • Cucumber: Needs P nutrient. A vegetable, which can be harvested multiple times. Cucumbers can be used as regular vegetables and fed to big animals.
    • Garlic: Needs N nutrient. A vegetable, which depending on its growth state, can be harvested for edible greens, which function as an herb, or garlic bulbs, which function like regular vegetables. Neither can be fed to animals.
    • Horseradish: Needs K nutrient. A regular vegetable, which cannot be fed to animals.
    • Lettuce: Needs P nutrient. A vegetable, which is slightly more nutritious than other vegetables and can be harvested multiple times. It can also be fed to big animals.
    • Beetroot: Needs P nutrient. A vegetable, which can be used as a regular vegetable and fed to big animals.
    • Leek: Needs N nutrient. A vegetable, which can be used as a regular vegetable and fed to big animals.

Legumes:

De Artibus Rusticis adds 3 new legumes. Arguably the simplest additions. All legumes can be used in meals or pickled, though they do not have to be pickled like soybeans.

 

    • Peas: Needs P nutrient. A vegetable, which can also be used to feed big animals.
    • Fava Beans: Needs P nutrient. A source of protein, which can be used akin to a vegetable or to feed big animals.
    • Lentils: Needs P nutrient. A source of protein, which can be used akin to a vegetable, grains for porridge, or to feed big animals.

Herbs & Spices:

De Artibus Rusticis adds 10 new crops that supply either herbs, spices, or both. Herbs can only be harvested in a certain timeframe, as the leaves of a plant generally become bitter after they blossom. After blossoming, they yield spice. Most herbs can be harvested multiple times, even wild plants, which makes them excellent for foraging. In general, herbs and spices also grow rather quickly and consume fewer soil nutrients.

You will find an entry in the survival handbook detailing the exact timeframes. Though do not worry, even if you miss the timeframe, every plant will still yield a product, ensuring you get at least one product.

Herbs and spices can be used to enhance certain meals with some effort. For more information, see the section on cooking. Herbs and spices cannot be preserved.

 

    • Anise: Needs P nutrient. Anise yields both herbs and spice.
    • Bearleek: Needs N nutrient. Anise yields both herbs and spice.
    • Black Cumin: Needs K nutrient. Yields spice, which can also be pressed into black cumin oil. The oil can be used to make poultices, which are better than horsetail variants, though worse than honey-sulfur poultices.
    • Chives: Needs P nutrient. Yields herbs, though chives can be harvested after blooming.
    • Chervil: Needs N nutrient. Yields both herbs and spice.
    • Cress: Needs N nutrient. Yields both herbs and spice.
    • Eruca: Needs K nutrient. Eruca requires noticeably more nutrients than other herbs but yields herbs with higher satiety. Also yields spice.
    • Estragon: Needs N nutrient. Yields only herbs. It has a longer timeframe to cut back greens, and is the only plant that does not yield anything when mature.
    • Meum: Needs K nutrient. Yields both herbs, a root, and spice.
    • White Mustard: Needs P nutrient. Yields both herbs and spice.

Foods & Meals:

De Artibus Rusticis adds 2 new types of baked goods while providing 5 new meals and a few ways to make meals be more satiating. The survival handbook includes a guide for the newly added broths and meals.

New Baked Foods:

    • Herb Bread: Can be made by combining dough with any kind of herb. This will make it more satiating than plain bread. (+75 satiety).
    • Gingerbread: Can be made by mixing bread, honey, herbs, and spices. While each piece of gingerbread is less satiating than normal bread, overall, each batch that you craft gains roughly 25 additional satiety. Gingerbread also has twice the shelf life of normal bread.

New Ingredients:

    • Broths: De Artibus Rusticis adds 6 new types of stocks that can be used to make soup more satiating. Additionally, some of these types of broth are required for one of the new meals. You can use vegetables, bones, fish, herbs, chicken, or red meat to make those broths. Each type of broth also requires at least one piece of herb, salt, or spice.
    • Spice Blend: By combining spices and herbs, you can make a spice blend. A spice blend only requires one slot in the cooking pot, and is generally more satiating than an additional vegetable. Each meal can only take one seasoning at most, however.
    • Meum Extract & Meum Schnaps: Meum roots can be sealed in a barrel with cider/wine to make meum extract, which can be distilled into meum schnaps. As you are adding onto an existing cider/wine, meum schnaps is slightly more nutritious than those alcohols.

New Meals:

    • Compost: While its name is not appetite-inducing, compost is a combination of alcohol, fruit, and pickled vegetables.
    • Mash: Mash can be made from certain vegetables or legumes, while also requiring broth or olive oil and flour.
    • Poached Lettuce: This meal is made with lettuce and alcohol. It can additionally also take fish, pears, apples, or seasoning.
    • Sauerkraut: Sauerkraut requires pickled cabbage and honey or wine. It can additionally take either one vegetable, one piece of red meat, seasoning, or an apple. Sauerkraut is the longest-lasting meal that you can make with De Artibus Rusticis, making it ideal for journeys.
    • Meum-Pear-Honey: A herbal remedy that restores 5.0 HP per portion. Made with 0,5 liters of honey, a pear, one meum root, and some optional seasoning.

Compatibility:

If you have wishes or wish to report incompatibilities, please leave a comment here or within the thread on the Vintage Story Discord server. 

Supported:

    • Hydrate or Diedrate: De Artibus Rusticis contains a compatibility patch.
    • Variations on Meals: De Artibus Rusticis contains a compatibility patch.
    • Involved Farming: Fallow: Inolved Farming Fallow contains a compatibility patch for De Artibus Rusticis. 
    • Biomes: De Artibus Rusticis contains a compatibility patch. The biomes the plants spawn in are the following:
Biomes to find each plant in:

Anise: Atlantic Palearctic & Central Palearctic

Bearleek: Atlantic Palearctic & Central Palearctic

Beetroot: Atlantic Palearctic & Central Palearctic

Black cumin: Atlantic Palearctic & Central Palearctic

Chervil: Atlantic Palearctic, Central Palearctic & Atlantic Neararctic

Chives: Atlantic Palearctic, Central Palearctic, Atlantic Neararctic & Eastern Palearctic

Cress: Atlantic Palearctic

Cucumber: Atlantic Palearctic, Central Palearctic & Eastern Palearctic

Eruca: Atlantic Palearctic & Central Palearctic

Estragon: Atlantic Palearctic, Central Palearctic, Atlantic Neararctic, Eastern Palearctic & Pacific Nearartic

Fava beans: Atlantic Palearctic & Central Palearctic

Garlic: Atlantic Palearctic, Central Palearctic & Eastern Palearctic

Horseradish: Atlantic Palearctic & Central Palearctic

Leek: Atlantic Palearctic, Central Palearctic, Eastern Palearctic & Pacific Palearctic

Lentils: Atlantic Palearctic, Central Palearctic & Eastern Palearctic

Lettuce: Atlantic Palearctic & Central Palearctic

Meum: Atlantic Palearctic & Central Palearctic

Peas: Atlantic Palearctic, Central Palearctic & Eastern Palearctic

White mustard: Atlantic Palearctic, Central Palearctic & Atlantic Nearctic

    • Long Term Food: De Artibus Rusticis contains a compatibility patch. You can use Long Term Food's products in the following way:
Uses for Long Term Food's Items in De Artibus Rusticis
  • Corn and potato can be used to make gingerbread and herbal bread.
  • Corn and potato can be used to make mash. Corn flour can also be used to make mash.
  • The weaker alcohols have been given nutrition values for meals and can be used in De Artibus Rusticis meals requiring alcohol.
  • Sauerkraut can also take pemmican for meat, and the various vegetables from Long Term Food. Additionally, fruit mixes can also be added.
  • Compost can also take fruit mixes and pickled vegetables from Long Term Foods, as well as algae.
    • Food Shelves: De Artibus Rusticis contains a compatibility patch. You can store De Artibus Rusticis' products in the following containers:
Containers to store De Artibus Rusticis' items

The following items can store these items from De Artibus Rusticis:

  • Vegetable Basket: normal & pickled cucumber, normal & pickled horseradish, normal leek, normal & pickled lettuce, normal garlic, pickled & normal beetroot, all herbs.
  • Jars: Can hold spices, lentils and blends.
  • Seed Bins & Shelves: Can hold all of De Artibus Rusticis’ seeds and bins support the custom icons.
  • Herbal Bread & Gingerbread can be added to all shelves that would usually take bread.
  • De Artibus Rusticis liquids can be placed on bucket hooks.
  • Pickled leek, pickled garlic, peas, and favabeans cannot be stored in any container, as their models did not fit any shelf, basket, etc.
    • Biodiversity: Crops: De Artibus Rusticis contains a compatibility patch. You can use Biodiversity's products the following way:
Changes to De Artibus Rusticis that Biodiversity: Crops makes

Crops from De Artibus Rusticis will disable in favor of those added by Biodiversity. Currently, this includes:

  • Leek

 

Other:

  • Products from Biodiversity: Crops can also be used in certain meals of De Artibus Rusticis.
  • Biodiversity: Crops can be used to make vegetable stock.
  • Can make buckwheat herbal bread & ginger bread.

 

Please note that the leeks from Biodiversity: Crops are not compatible with Extended Foods yet. Given that Extended Foods requires deeper changes to mods, I did not modify Biodiversity’s items. You can convert their version of leek to mine in the crafting grid, should you need it for Expanded Foods.

    • Expanded Foods: De Artibus Rusticis contains a compatibility patch. You can use De Artibus Rusticis' products in the following ways:
Uses for De Artibus Rusticis' items in Expanded Foods

Please note that this is my first attempt at adding compatibility between Expanded Foods and De Artibus Rusticis! While I did my best to have checked everything, there may be a few missing ingredients or some missing lang. Please report these here or on the Discord thread if you find them!

  • De Artibus Rusticis’ broths are disabled in favor of Expanded Food’s Added herb broth in line with Expanded Food’s balance.
  • Beetroot & cucumber can be juiced, also allowing them to be turned into gelatin.
  • Added chopped versions of most of De Artibus Rusticis’ vegetables & legumes.
  • Added cooked versions of most of De Artibus Rusticis’ vegetables & legumes.
  • Added cooked chopped versions of most of De Artibus Rusticis’ vegetables & legumes.
  • Added breaded/fried versions of most of De Artibus Rusticis’ vegetables & legumes.
  • Meum extract and schnaps can age.
  • De Artibus Rusticis’ seeds can be turned into food oil.
  • In comparison to whole pieces of lettuce, chopped lettuce can be added to all meals that allow vegetables that are not poach or sauerkraut.
  • De Artibus Rusticis’ meals have been expanded by the various ingredients from Expanded Food that are similar to De Artibus Rusticis’ New categories (such as breadcrumbs) were avoided for now as to avoid recipe overlaps. This may change in a future update.
  • Chopped versions of De Artibus Rusticis’ of most vegetables / legumes can be added to stuffed peppers, sushi, vegetable sushi, breaded balls, and dumplings

 

Please note that De Artibus Rusticis’ herb bread and ginger bread have not yet been made in line with Expanded Food’s berry bread. This is because I may change herb bread further.

    • Aldi’s Classes: De Artibus Rusticis contains a compatibility patch. All seeds and plant products now fit into forager’s baskets.

    • Make Tea Forked: De Artibus Rusticis contains a compatibility patch. You can brew the following teas with De Artibus Rusticis’ items.

New teas added when using De Artibus Rusticis:

Teas are divided into 2 categories: healing & satiety. Each category has 5 teas:

  • Healing: Anise, black cumin, meum, tarragon, and white mustard teas
  • Satiety: Bear leek, chervil, chives, cress, and garlic teas

 

Each tea’s effects can be enhanced by crafting tea blends. Tea blends require 6 instances of the herb/spice that the tea is named after, some honey, and some secondary herbs.

    • Steep & Brew: De Artibus Rusticis contains a compatibility patch.
New teas added when using De Artibus Rusticis:

Teas are divided into 2 categories: healing & satiety. Each category comes in hot and cold variants and has 5 teas:

  • Healing: Anise, black cumin, meum, tarragon, and white mustard teas
  • Satiety: Bear leek, chervil, chives, cress, and garlic teas

 

All teas also have a secondary effect:

  • Anise: Slows down hunger rate.
  • Bear leek: Slows down hunger rate.
  • Black cumin: Improves bow draw speed.
  • Chervil: Improves bow draw speed.
  • Chives: Slows down hunger rate.
  • Cress: Improves mining speed.
  • Garlic: Improves mining speed.
  • Meum: Slows down hunger rate.
  • Tarragon: Improves bow draw speed.
  • White mustard: Slows down hunger rate.

 

Each tea’s effects can be enhanced by crafting tea blends. Tea blends require 6 instances of the herb/spice that the tea is named after, some honey, and some secondary herbs.

    • Dana Can Cook: De Artibus Rusticis contains a compatibility patch.
Details on what items from De Artibus Rusticis can be used for sandwiches:
  • All vegetables, legumes, herbs, spices, liquids, and blends can be put into a sandwich.
  • De Artibus Rusticis’ herb breads can be sliced into sandwich slices as well. This also includes the variants added if Long Term Food or Biodiversity: Crops is enabled.
    • Sammiches: De Artibus Rusticis contains a compatibility patch.
Details on what items from De Artibus Rusticis can be used for sandwiches:

All items that are not covered by Expanded Foods’ chopped items can be added. This includes:

    • Lentils
    • Herbs
    • Spices
    • Blends
  • Lettuce can be added without being chopped, given it makes more sense.
  • De Artibus Rusticis’ herb breads can be sliced into sandwich slices as well. This also includes the variants added if Long Term Food or Biodiversity: Crops is enabled.

 

Please note that in order to craft De Artibus Rusticis’ herb bread slices, you need to place the bread and the knife in the crafting grid, as I could not get them to work on the cutting board.

    • Eternal Stew: Partially compatible. You can add the vegetables, legumes, and some of the meals to the stew right now. Compatibility for spices, herbs, herbal bread, and some meals are in the works!

Planned:

    • Currently investigating compatibility for the following mods:
      • Kaisentlaia's Realistic Farming: Done. Coming in 0.9.6.
      • Farming Revamped: Done. Coming in 0.9.6.
      • Crops V2: W.I.P. Most likely coming in 0.9.6.
      • Art of Growing/Breeding/Cooking: Uncertain
    • I would not be opposed to adding compatibility with more mods, but I will have to look into it first. If you have requests, leave a comment and I will look into it!

Incompatible:

    • Any mod, unless a compatibility patch is provided, which changes the nutritional values of bread, flour, or pickled vegetables should lead to a crash? Seems to be fixed in 0.9.1 though I will need further confirmation.
    • There will be some incompatibilities between this mod and the Wildcraft series and cooking mods by LedyanayaSonya. I encourage you to check out these mods! Since Sonya plans on overhauling the cooking system and adding a lot more plants, running both mods would be redundant.

Potential Future Additions & Changes:

I cannot make any promises that these features will be added, though I wanted to lay out my ideas here.

Likely:

Spoiler!
  • Overhaul textures and models. Instead of repeatedly redoing the models, I decided to release De Artibus Rusticis for testing now. I plan on adjusting the colors and models of some plants, as I have learnt a lot during the process of making this mod.
  • More crops? While I am happy with the current number of crops, if more are requested, I would not be opposed to adding new ones. Maybe as a separate addon, so that the mod will not be bloated.
  • More baked goods? I am pondering adding a counterpart to herb bread, which is used with just spice. I may also potentially add pretzels, which would require lye. Instead of adding my own lye, I may make them available if Expanded Matter is installed.
  • Fruit trees? While doing research for this mod, I have stumbled across an imitation meat recipe. That would require figs. Besides figs, I may also add other fruit trees if users wish for more. Capitulare de villis does list some trees not yet included in Vintage Story.
  • More meals? If people have suggestions for new meals or I have a new idea, I may add new meals. However, this is somewhat hard to achieve, as making sure that recipes do not overlap can be challenging.
  • Portable soup? While not a medieval invention, I could see portable soup within the scope of this mod, as it would add a long-lasting meal that can be packed for longer journeys without requiring much inventory space.
  • More uses for Herbs: Perhaps some way to further process them or use them to make medicine.

 

Unlikely:

 

Spoiler!

Currently, De Artibus Rusticis consists solely of JSON code. As I am not capable of C# code, some features are beyond my capability. These were features that I toyed with but was not able to implement. Perhaps I may be able to learn C# eventually (though unlikely, as I will most likely have some very busy times ahead), or someone might be interested in helping develop this mod.

  • More dairy options. I actually already have assets for herb and spice cheese. However, as cutting the cheese with a knife is not done via JSON but rather the game’s C# code, this causes the game to crash.
  • More advanced drying mechanics. I originally toyed with adding a mechanic to dry herbs. Though as I would want this option to be controlled by the player, most likely in the form of a drying rack, I was not able to find a satisfying way to implement this mechanic yet.

Known Issues:

    • Currently mash & poached greens do not reflect their ingredients in their names. As their naming conventions are somewhat different, I am yet to figure out how to reflect it in the lang file.

AI Usage:

None. All assets, code, and research were done without the use of AI. Any mistake made is due to human error or adjusting mechanics for the sake of gameplay.

Special thanks to:

Assistance in development:

    • UnHallowed for compatibility help.
    • Lexical Anomaly for compatibility help.
    • Pax for compatibility help.
    • Whiskey Sunshine for compatibility help.
    • TheRealFrogit for feedback on the textures.

Translations:

    • DeanBro for the Ukrainian translation.

 

I appreciate any feedback and criticism. You may either post them here in the modDB or in the De Artibus Rusticis / Marc's Mods thread in the official Discord's mod channel. I am also doing my best to regularly share updates in the Discord thread if you are interested.

My Other Mods:

The Sumpter (Class)

Mod Version Mod IdentifierFor Game version Downloads Released Changelog Download 1-click mod install*
0.9.5 deartibusrusticis
1.22.0 - 1.22.7
818 4 days ago deartibusrusticis_0.9.5.zip 1-click install

De Artibus Rusticis v.0.9.5

The cooking compatibility update v1.

Content:

  • Made most crops more resistant to heat. Please give feedback if you think there should be further tweaks to this. Most crops are now roughly 5°C (9°F) more tolerant to heat.

 

Textures:

  • Adjusted the model for the pea crops.

 

Bugfixes:

  • Fixed EF’s chopped pickled garlic being called chopped pickled cucumber.

 

Language:

  • Added Ukrainian translation by DeanBro

 

Compatibility:

Added compatibility for the following mods. See their section on the main page for further details on how De Artibus Rusticis interacts with each mod respectively.

  • Aldi’s Classes
  • Make Tea Forked
  • Steep & Brew
  • Dana can cook
  • Sammiches
0.9.4 deartibusrusticis
1.22.0 - 1.22.7
1515 Sep 26th at 7:51 PM deartibusrusticis_0.9.4.zip 1-click install

This is a relatively minor update only focusing on bug fixes. I'd have called it 0.9.3.1, but that makes a log error appear so 0.9.4 it is. No worries, no plans changed for the future of De Artibus Rusticis.

 

Changes:

Poached Greens:
- Removed water from the poached greens meal again. This causes too many conflicts, and with broths being an option, you can still make this meal early without having alcohol yet.
- Added honey as an option for poached meals.

 

Broths:
- This update introduces a temporary change to broths. Vegetable, herb, meat, and chicken broth have a new recipe to avoid conflicts for now. This will be in place until I can get a larger update done.
- The meals now require two slots of 1l of water, and usually one ingredient less. This is technically a big buff, but I'd rather have it work than be unbalanced right now. Fun matters!

 

Bug Fixes:
- Fixed pickled vegetables not having a texture in meals
- Fixed pickled vegetables not having a label when put into crocks

 

Compatibility:

Expanded Foods:

- Fixed Au Gratin and Cold Pasta having wrong ingredients
- Fixed a console error appearing saying that there was no output for vegetablebrothportion

 

Biodiversity:
- Fixed ? leek blocks generating
- Fixed a log error About leek seeds in loot vessels

0.9.3 deartibusrusticis
1.22.0 - 1.22.7
1840 Sep 10th at 6:59 PM deartibusrusticis_0.9.3.zip 1-click install

De Artibus Rusticis v.0.9.3

IMPORTANT:

Currently, the remapping of items does not seem to apply correctly via an included JSON. To convert your spice blend into the new item, please use the following command:

/iir remap deartibusrusticis:blend-simple deartibusrusticis:spice-blend force

 

New content, compatibility, and reworked textures.

Textures:

Adjusted some models and the colors of the crops added in De Artibus Rusticis to stand out less compared to Vintage Story’s foliage. This is a first version, and there will doubtlessly be more changes and adjustments coming.

 

  • The textures of all crops and their products were adjusted in their color.
  • Some crop models were reworked for this update with more following. Changes in 0.9.3:
    • Reworked the cucumber plant entirely, now featuring more 3d elements.
    • Reworked cress model.
    • Reworked lentils model.
    • Reworked romaine lettuce model.
    • Reworked black cumin model.
    • Minor fixes & details added to other models, including wind modes.
    • Some crops now have random rotation.
  • Normal Peas & Pickled Peas (item) now have their own model.
  • Reworked seed bag icons.
  • Improved some item transforms in GUI.

 

New Content:

Herbs & Spices:

  • Note: This is just one of the first changes to how spices/herbs will function. More to follow in future patches.
  • Spice Blend is now a different item! This is to enable future endeavors.
  • Adjusted the satiety of herbs and spices to give them more uses. Herbs are now in line with berries, while having a much larger boost in satiety in meals compared to other items, which makes them more in line as meal enhancers rather than something to eat raw.
    • Herbs: 80 satiety when eaten raw -> 120 satiety in meals
    • Spices: 40 satiety when eaten raw -> 100 satiety in meals
  • To go along with this change, herbal bread’s satiety was increased as well. (+35 satiety to each herbal bread)
  • Additionally, gingerbread has also been adjusted. (+10 satiety per gingerbread)

 

Poached Lettuce & Lettuce:

  • Lettuce now has 8 growth stages and takes slightly longer to grow. However, instead of just being able to harvest stage 7 for greens, you can now harvest stages 6, 7, and 8 for greens, with each stage giving you more.
  • To avoid compatibility issues with Expanded Foods and similar mods, lettuce is no longer available in soups and stews.
  • The meal Poached Lettuce is renamed to Poached Greens
  • Poached Greens (the meal), has a wider variety of ingredients now. Instead of just taking lettuce, you may also poach herbs. Additionally, you no longer require alcohol to make this dish. Just water suffices, making it available much earlier, but there is no nutrition bonus. You may also use vegetable, chicken or herb broth.

 

Sauerkraut:

  • Now also accepts poultry.

 

Cucumber:

  • Now resets to growth stage 8 instead of 9 when harvested, but you get ~1 more cucumber in return.

 

Meum:

  • A mature meum plant now yields one meum root. Meum root can be used to brew meum schnaps, to create spice blend, or to make a new meal.
  • Added meum extract and schnaps. One meum root sealed with 10l of a strong alcohol (distilled versions) will yield meum extract. Distill meum extract to make meum schnaps. Meum schnaps has slightly more satiety to reward the player for going through the process of making it.

 

New Meal: Meum Pear Honey

  • Based on a historical recipe of the monk Hildegard of Bingen. This meal is primarily meant for healing, as it is primarily an herbal remedy. Its satiety ranges from roughly 450 to 650, and the meal will always restore 5.0 HP (if you can eat the entire portion). It is made by combining 1 pear, 1 meum root, 0.5l of honey, and one optional seasoning item.

 

Miscellaneous Changes:

  • Renamed estragon to tarragon. Note: This is only within the lang file, so the ID remains estragon for compatibility purposes.
  • Stocks and black cumin oil now have a spoil timer as intended.
  • Porridge now accepts black cumin oil as a topping.
  • Adjusted black cumin oil gain. (0.1l by hand pressing and 0.2l by using the fruit press)
  • Doubled spice blend output.
  • De Artibus Rusticis’ liquids now display their saturation and health properties in the handbook (done by ml, as defined by Vintage Story itself).

 

Compatibility:

Added compatibility for the following mods. See their section on the main page for further details on how De Artibus Rusticis interacts with each mod respectively.

  • Food Shelves
  • Expanded Foods
  • Long Term Food
  • Biodiversity: Crops

 

Please note that while I have tested the compatibility with Expanded Foods to the best of my ability, there might still be bugs or missing elements. Please report them, so I can fix them.

0.9.2 deartibusrusticis
1.22.0 - 1.22.7
1126 Aug 25th at 7:07 PM deartibusrusticis_0.9.2.zip 1-click install

A small update related to fixing a crash related to black cumin in the handbook:

 

New Content:

  • Added black cumin presscake. This byproduct from pressing black cumin can be fed to animals.
  • Black cumin can now be pressed more efficiently in the fruitpress than by hand. (0.2l vs. 0.25l)

 

Fixes:

  • Fixed the handbook crash related to black cumin.
  • Fixed an error in the chives model.
0.9.1 deartibusrusticis
1.22.0 - 1.22.7
362 Aug 23rd at 9:51 AM deartibusrusticis_0.9.1.zip 1-click install

I highly encourage anyone to update to this version!

 

Fixes for De Artibus Rusticis itself:

  • Fixed shading issue with mature leek textures
  • Fixed fava beans not spawning in the world
  • Fixed handbook entry for herbs not being displayed
  • Fixed a texture bug with eruca plants
  • Changed 'vegetables' recipe category to 'pickled vegetables' for compost meal

 

Compatibility

  • Improved compatibility with other mods. Meals, seed vessel contents, and world crop spawns should work alongside other mods now.
    This should also fix any crashes when trying to look at ingredients in the handbook. Thank you Lexical Anomaly for pointing this out!
  • De Artibus Rusticis crops now spawn in certain biomes when the Biomes mod is installed. Thank you Hydromancerx for helping out!
  • Crashes with Variation on a Meal - Revaried and Long Term Food should be fixed now. Specific items for Long Term Food will follow at a later patch.
0.9.0 deartibusrusticis
1.22.0 - 1.22.7
529 Aug 20th at 10:35 AM Empty deartibusrusticis_0.9.0.zip 1-click install

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289 Comments (oldest first | newest first) (threaded | flat)

Joblerone, 7 hours ago

it appears that the recent biodiversity + EF/ACA patch has an error; the part-baked herbal buckwheat bread and the perfect version have swapped textures, and the buckwheat gingerbread accepts perfect-baked regular buckwheat - and then also perfect-baked regular buckwheat again but without the spare herb. i believe that second recipe is meant to be the perfect-baked herbal buckwheat bread like the other recipes, hence the one herb discount. further, in your EF compat, EF does not permit any state of baked chopped veggies into meals - only uncooked chopped veggies (and uncooked pickled chopped veggies) into meals; your patch has permitted all cooking states. the same applies to vegetable broth, which should only permit partbaked, and compost, which should only permit uncooked pickles (though since you implemented this one, it's up to you if all cooking states of chopped/pickled veggies should work) and permits heated/roasted/burnt Long Term Food potatoes when it should only permit uncooked chopped/pickled potatoes.

Hergotzer, 2 days ago

Oh man I've been looking for something exactly like this, love the options you've added here! 

I'm personally too fond of Art of Growing to drop it out and don't want to have a portion of my crops behave differently from the rest, so I'll be waiting for a future compat patch. When it comes, this'll likely become a permanent addition to my mod collection.

Marc_IceBlade , 1 day ago
@Hergotzer: Oh man I've been looking for something exactly like this, love the options you've added here! I'm personally too fond of Art of Growing to drop it out and don't want to have a portion of my crops behave differently from the rest, so I'll be waiting for a

Hey, thanks for the comment!

 

Yeah, Art of Growing has been requested a lot by now. I am doing my best to add compat for it, but it is a large mod, so I will need some more time. Ideally, the next patch would add all the missing compats.

Hergotzer, 1 day ago
@Marc_IceBlade: Hey, thanks for the comment! Yeah, Art of Growing has been requested a lot by now. I am doing my best to add compat for it, but it is a large mod, so I will need some more time. Ideally, the next patch would add all the missing compats.

Oh I fully understand, while I've never made mods myself I understand enough to be able to tell Art of Growing needs a bit more work to make compatible with. No need to feel rushed or pressured, a solid product that comes out eventually is better than a half-finished one that comes out now.

TheMothHimself, 2 days ago (modified 2 days ago)

Thank you for making this! My wife and I are loving this mod so far, its making foraging and farming a lot more exciting. I would love to see more culinary herbs like basil, mint, rosemary, lemongrass and sage added in the future, I believe a few of those are in the Capitulare de villis iirc. 

Marc_IceBlade , 2 days ago
@TheMothHimself: Thank you for making this! My wife and I are loving this mod so far, its making foraging and farming a lot more exciting. I would love to see more culinary herbs like basil, mint, rosemary, lemongrass and sage added in the future, I believe a few of those

Hey, thanks for the comment!

I will see about what crops there are to be added still. There are actually some unfinished crop textures in the base game, so I made sure to not add those to De Artibus Rusticis, in case the game ever adds them. I think basil, mint, rosemary, and perhaps sage are actually part of those. 

As for others, I will definitely look into adding some more spices once I am caught up with adding compatibility and possibly have more uses for herbs and spices.

Nyklone, 3 days ago

My mate and I are struggling with the fact that many of the plants of this mod just don't drop anything but seed

Marc_IceBlade , 2 days ago
@Nyklone: My mate and I are struggling with the fact that many of the plants of this mod just don't drop anything but seed

Hey, thanks for the comment.

 

I will need more information on that. Is it wild plants, ones on tilled soil? Any other mods installed?

If you are taking about wild crops, please keep in mind that herbs and spices may not always drop something, given VS's C# code that I can't change calculates drop rates independent of what I define, and most herbs / spices end up with rather little produce on wild plants.

igiwar, 4 days ago (modified 4 days ago)

Really amazing mod, cant wait for for full compability with farming revamped.

Marc_IceBlade , 1 day ago
@igiwar: Really amazing mod, cant wait for for full compability with farming revamped.

Hey, thanks for the comment!

 

I've started working on the patch yesterday, actually!

DanaCraluminum, 4 days ago (modified 4 days ago)

where is spinach and cauliflower

Marc_IceBlade , 4 days ago
@DanaCraluminum: where is spinach and cauliflower

Hey, thanks for the comment!

I actually just checked and neither crop is actually mentioned in the Capitulare de Villis surprisingly enough!

However, that doesn't mean I won't add them at some point, but as you can see, I'm still catching up with making other mods compatible.

 

On a side note, while making this latest patch, I've really come to love your sandwich mod, Dana!

Nezerith, 6 days ago

Is it compatible with farming revamped? 

Marc_IceBlade , 6 days ago
@Nezerith: Is it compatible with farming revamped?

It won't cause any grand errors, but the DAR crops don't have that behavior, as my list of compatibility patches is ever growing and I am yet to get to 10+ patches still.

At some point hopefully, though.

Shadowthrone, Oct 7th at 6:53 PM

How is the compatibility with Expanded Foods and A Culinary Artillery? I can see in the comments that you were working on the EF compat, but that was for a previous version. Will this work now?

Leanne, Oct 3rd at 3:26 PM

Hello! In the future, will you be able to dry out herbs and spices? I imagine you could bundle a few of them with twine and use the A Culinary Artillery's Meat Rack to age them. Perhaps aging them reduces their effectiveness but lets them last longer?

Marc_IceBlade , Oct 3rd at 3:41 PM
@Leanne: Hello! In the future, will you be able to dry out herbs and spices? I imagine you could bundle a few of them with twine and use the A Culinary Artillery's Meat Rack to age them. Perhaps aging them reduces their effectiveness but lets them last longer?

Hey, thanks for the comment!

 

Yes, I do have a form of herb drying planned and started for a future patch. I already have a working prototype actually, but the update will take a while to be out.

Right now my plan is to make it available in 1.0.0 with a lot of other features, but it will take some time to get all of that working.

Dimbo, Sep 30th at 11:16 PM

Hi! I love the mod, all the herbs and spices makes me feel like I'm actually cooking instead of just throwing stuff into a bowl

I noticed a small typo, the chopped pickled garlic is labeled as pickled cucumber, had me scratching my head looking for it in the handbook lol

image

Omorichad, Sep 29th at 11:18 PM

Thank you for such a wonderful mod! Is it possible that compatibility with Art of Growing and its add‑ons will be included in the development plans?

Marc_IceBlade , Sep 30th at 4:44 PM
@Omorichad: Thank you for such a wonderful mod! Is it possible that compatibility with Art of Growing and its add‑ons will be included in the development plans?

Hey, thanks for the comment!

 

I do definitely want to do compatibility with farming overhaul mods including Art of Growing down the line, the only issue is that Art of Growing would require a lot more additional sprites due to the plentiness variants, which I sadly did not have time for yet. 

 

So yeah, it is planned, but I doubt it will be in the next update.

Marc_IceBlade , Oct 1st at 11:34 AM
@Omorichad: Yeah, I understand. Thanks for the answer

I had some time to look into it, and it seems to be less work than I anticipated.

While I can't yet make a promise it will happen soon, I have finally been able to start planning for Art of Growing, Breeding, and I think cooking compat?

Marc_IceBlade , 4 days ago
@Darmin404: I for one could add my testify on how much would love an art of growing compatibility patch!

I keep trying to figure out how to do those patches.

Now I pretty much only got the farming overhaul patches left to be done for now, but Art of Growing is probably the most work, seeing that I need to cover the plentiness variants, which could be up to 800 sprites from what I have been told (I keep hearing conflicting accounts). I definitely want to see if I can manage a patch, but I can't make promises yet.

Savern, Sep 29th at 7:57 AM

If possible could we have the seeds be able to go into the foragers basket [ Aldi's classes]
Thanks! 

Marc_IceBlade , Sep 29th at 2:47 PM
@Savern: If possible could we have the seeds be able to go into the foragers basket [ Aldi's classes]Thanks!

Hey, thanks for the comment!

 

Aldi actually reached out to me about compatibility yesterday. I'm hoping to get a patch out for the weekend.

Panaqolus, Sep 28th at 1:03 PM

Would it be possible to add options to turn off crops if more than one mod adds said crop, and yet allow the recipes from this to tranfer over?

Marc_IceBlade , Sep 28th at 1:11 PM
@Panaqolus: Would it be possible to add options to turn off crops if more than one mod adds said crop, and yet allow the recipes from this to tranfer over?

Hey, thanks for the comment.

 

I would not know of a generic way to do so, if anything I need to patch the mods specifically like I did with Biodiversity. I can look into patching other mods if required, but with EF compatibility on top, this becomes quite the tangled web that may be quite hard to navigate.

Nezerith, Sep 28th at 7:06 AM (modified Sep 28th at 7:07 AM)

Hold on wouldn't peas act like grain to a degree? Maybe a distinction between green peas that act like vegetable and field pea that can be used as a grain. Both providing proteins but green pea can be harvested earlier. 

Marc_IceBlade , Sep 28th at 1:11 PM
@Nezerith: Hold on wouldn't peas act like grain to a degree? Maybe a distinction between green peas that act like vegetable and field pea that can be used as a grain. Both providing proteins but green pea can be harvested earlier.

Hey, thanks for the comment!

 

Yes, I read about peas and how they could also be used to make bread. The crop model for peas is currently the one I am least fond of, so peas are definitely in for a revamp.

Rubricata, Sep 27th at 11:29 AM

Spices and gingerbread? Say no more. ✨ Looking forward to use this in tandem with Expanded Cooking.

Suggestion
As well as possibly Steep & Brew. (Should you, in the future consider to include cardamom, cloves, cinnamon, and ginger plants, your spices could pave the way for true Chai! You already have Anise, and Fennel is also covered by Expanded's fennel expansion. So many infusion possibilities!)
Marc_IceBlade , Sep 27th at 12:16 PM
@Rubricata: Spices and gingerbread? Say no more. ✨ Looking forward to use this in tandem with Expanded Cooking. Suggestion As well as possibly Steep & Brew. (Should you, in the future consider to include cardamom, cloves, cinnamon, and ginger plants, your spices coul

Oh, I didn't evn consider the spices for Chai. I'll definitely keep it in mind for what's to come.

Steep & Brew will come soon(ish) hopefully, as well as Make Tea Forked, I just got to make sure that no recipes conflict, because I think Steep and Brew also has some of them in the cooking pot.

Rubricata, Sep 27th at 12:36 PM
@Marc_IceBlade: Oh, I didn't evn consider the spices for Chai. I'll definitely keep it in mind for what's to come. Steep & Brew will come soon(ish) hopefully, as well as Make Tea Forked, I just got to make sure that no recipes conflict, because I think Steep and Brew als

Sweet! Looking forward to the mod's future.

Just joined the Discord as well. Since I'm currently re-learning Blender, happy test if I could be of aid with any assets.

Marc_IceBlade , Sep 27th at 1:25 PM
@Rubricata: Sweet! Looking forward to the mod's future. Just joined the Discord as well. Since I'm currently re-learning Blender, happy test if I could be of aid with any assets.

Thank you for the offer!

The modelling is currently the least of my issues to be honest, much of De Artibus Rusticis' future hinges on C# coding, but I think I will be able to get past that eventually.

If I ever need help with some assets though, I will keep you in mind.

Rensome, Sep 26th at 8:12 PM

Mid playthrough safe? I assume they will only generate in new chunks?

Marc_IceBlade , Sep 26th at 8:14 PM
@Rensome: Mid playthrough safe? I assume they will only generate in new chunks?

Yes, new crops will only generate in new chunks.

 

Other than that, there should be no issue adding it mid playthrough, as nothing really gets changed on a deep level. It's all just new blocks and no systems that go deep into the game files / code.

CaptainFoxx, Sep 26th at 4:09 PM

I've been loving this mod, I use the Wildcraft fruits and nuts mod too, and I noticed they too added watermelon vines as seed crops, the two mods have unique IDs for the seeds that dont stack, would you be able to look into that mod for compatibility issues as well?

Marc_IceBlade , Sep 26th at 4:18 PM
@CaptainFoxx: I've been loving this mod, I use the Wildcraft fruits and nuts mod too, and I noticed they too added watermelon vines as seed crops, the two mods have unique IDs for the seeds that dont stack, would you be able to look into that mod for compatibility issu

Hey, thanks for the comment!

 

I am not quite sure if you are on the right mod?

De Artibus Rusticis doesn't add watermelons. As for Wildcraft compatibility in general, that one will be on the backburner, given the amount of changes that would have to be made and I am pressed for time as of late sadly.

CaptainFoxx, Sep 26th at 9:47 PM
@Marc_IceBlade: Hey, thanks for the comment! I am not quite sure if you are on the right mod? De Artibus Rusticis doesn't add watermelons. As for Wildcraft compatibility in general, that one will be on the backburner, given the amount of changes that would have to be mad

And you're right, I'll need to forward this one to the right mod team about it!  And Im not seeing any more ? blocks in new areas, so thats good!  Thanks for fixing it!

Marc_IceBlade , Sep 27th at 12:05 PM
@CaptainFoxx: And you're right, I'll need to forward this one to the right mod team about it! And Im not seeing any more ? blocks in new areas, so thats good! Thanks for fixing it!

No problem, also no worries about the wrong information, I was just genuinely wondering if I missed something xD.

Arodanel, Sep 22nd at 11:24 PM

Love the mod. i've been very happily discovering, growing and harvesting my herbs.

 

I am however having some recipe problems. I haven't been able to make herb broth; it just tells me that the rations are wrong for poached greens. Two litres water, followed by three tarragon in a row, or two tarragon and some spice.

Marc_IceBlade , Sep 23rd at 4:12 PM
@Arodanel: Love the mod. i've been very happily discovering, growing and harvesting my herbs. I am however having some recipe problems. I haven't been able to make herb broth; it just tells me that the rations are wrong for poached greens. Two litres water, followed

Thanks for the comment!

It seems like the game is a bit volatile when it comes to determining what recipe it wants to prioritize, I will change the recipes for broths slightly in the next update to make sure that it should not have anymore overlap.

Hoping to maybe get some fixes out soon, but life has been somewhat busy as of late.

Joblerone, Sep 21st at 7:54 AM (modified Sep 21st at 7:54 AM)

in 0.9.3, i'm having difficulty producing vegetable stock - no matter what i do, it tells me i must have the wrong ratios for soup, despite having the correct 6w:3v:3v:3h ratio it requires. i've verified that i can produce chicken, meat, fish, marrow, and herb stock as normal, even using HoD water to boot. i'm also using variations on a meal, but in theory that shouldn't do anything

Marc_IceBlade , Sep 23rd at 4:12 PM
@Joblerone: in 0.9.3, i'm having difficulty producing vegetable stock - no matter what i do, it tells me i must have the wrong ratios for soup, despite having the correct 6w:3v:3v:3h ratio it requires. i've verified that i can produce chicken, meat, fish, marrow, and

Thanks for the comment!

It seems like the game is a bit volatile when it comes to determining what recipe it wants to prioritize, I will change the recipes for broths slightly in the next update to make sure that it should not have anymore overlap.

Hoping to maybe get some fixes out soon, but life has been somewhat busy as of late.

Katakora, Sep 17th at 3:19 PM

In DAR 0.9.3, pickled cucumbers work normally as food but have no crock label icon and appear invisible in bowls. The same rendering gaps affect all nine DAR pickled vegetables and legumes.

There are two causes:

  • Crock labels: the foods are missing from the crock’s labelNames list and lack corresponding label shapes.
  • Bowl contents: the game’s MealTextureSource looks up textureMapping using Code.Path, without the mod namespace. DAR’s mappings use namespace-prefixed keys, so they don’t match and the renderer falls back to transparent.

Adding matching unqualified texture-mapping keys and registering crock labels addresses these gaps. Food storage, serving and nutrition already work.

love your mod🥒

Marc_IceBlade , Sep 18th at 4:42 PM
@Katakora: In DAR 0.9.3, pickled cucumbers work normally as food but have no crock label icon and appear invisible in bowls. The same rendering gaps affect all nine DAR pickled vegetables and legumes. There are two causes: Crock labels: the foods are missing from th

Thanks for reporting that!

I must admit, I always forget that anything outside of meals can be crocked.

I will fix it for the next update, though it might take me a few more days, as I am very busy in real life. 

As for the bowl content, can you specifcy which ones are invisible? Last time I tested, I saw all of them? Just on the chance that you are talking about spices not showing up in EF, that was a conscious choice, as the EF meal shapes are too varied to add a proper spice layer that would not be overshadowed in 8/10 times.

Katakora, Sep 19th at 4:59 AM (modified Sep 19th at 5:00 AM)
@Marc_IceBlade: Thanks for reporting that! I must admit, I always forget that anything outside of meals can be crocked. I will fix it for the next update, though it might take me a few more days, as I am very busy in real life. As for the bowl content, can you specifcy w

I specifically had pickled cucumber where i noticed it, i grabbed it from the croc (which had no label displayed so visually looked empty) with a food bowl and nothing showed up inside the food bowl eventhough the foodbowl had the cucumber recognized as food portion in it, i didnt double check anything else yet but i assume it may apply to all the pickled foods?

Marc_IceBlade , Sep 19th at 10:09 AM
@Katakora: I specifically had pickled cucumber where i noticed it, i grabbed it from the croc (which had no label displayed so visually looked empty) with a food bowl and nothing showed up inside the food bowl eventhough the foodbowl had the cucumber recognized as f

Ah, I see. I will do my best to fix this for 0.9.4, it may just take me a while, seeing that I moved last Wednesday and I may still be busy this week.

I seem to have slightly misunderstood your issue yesterday, but I think I have a good idea on what to fix now. 

Marc_IceBlade , Sep 24th at 11:30 AM (modified Sep 24th at 11:33 AM)
@Katakora: I specifically had pickled cucumber where i noticed it, i grabbed it from the croc (which had no label displayed so visually looked empty) with a food bowl and nothing showed up inside the food bowl eventhough the foodbowl had the cucumber recognized as f

Hello, could you tell me the details of this again?

I have been trying to reproduce the bug, but no matter what meal I cook, the pickles are always visible and the crock label always defaults to the one that it does for most vanilla meals as well. 

Do you have any other mods that could interfere?

 

Nvm. I found the oddity, please ignore.

Katakora, Sep 26th at 9:11 PM
@Marc_IceBlade: Okay, these bugs should be fixed in the new 0.9.4 release ^^.

thats awsome, i hope the pointer was somewhat helpful to narrow the fix down

Marc_IceBlade , Sep 29th at 4:17 PM
@Katakora: thats awsome, i hope the pointer was somewhat helpful to narrow the fix down

It was! I was just confused at first, given I did not know pickled meals are crockable compared to other vegetables. I am happy to have learned more!

Marc_IceBlade , Sep 26th at 9:02 PM
@Joblerone: how are you crocking pickles? i'm assuming you're not cooking it into a meal and it's just failing to exist that way

Until Katakora pointed it out, I did not know that you can crock just pickeld food by right clicking a barrel. That had no textures or crock labels as I was not aware of it. 

It's fixed now though!

Savern, Sep 13th at 11:21 PM

14.9.2026 09:19:12 [Warning] Failed resolving a blocks itemdrop or smeltedstack with code deartibusrusticis:vegetablebrothportion in [FromBytes] Found this warning on 1.22.7 - may be linked to expanded foods, havent confirmed yet

Marc_IceBlade , Sep 14th at 8:36 AM
@Savern: 14.9.2026 09:19:12 [Warning] Failed resolving a blocks itemdrop or smeltedstack with code deartibusrusticis:vegetablebrothportion in [FromBytes] Found this warning on 1.22.7 - may be linked to expanded foods, havent confirmed yet

Hey, thanks for reporting this!

I think this is the only error that is harmless, because it seems to be harmless. Somehow, the disabled vegetable broth liquid class complains that it can't drop itself. You can't even make this item when EF is installed. If you don't have EF installed, it doesn't write this error into the log. And the vegetable broth's class is the same as the other broths (which are also disabled if EF is installed) and they somehow don't produce this error then.

Admittedly, I'm a bit beaten on what causes this, but I will see if I can find a fix.

CaptainFoxx, Sep 13th at 2:50 PM

Planted/wild leeks from this mod seem to show up as unknown blocks (the white cube with a ? on it) when pairing this mod alongside Biodiversity crops, and they even show up in newly generated chunks.  Leeks from BDC show up normally though.

Marc_IceBlade , Sep 13th at 5:35 PM
@CaptainFoxx: Planted/wild leeks from this mod seem to show up as unknown blocks (the white cube with a ? on it) when pairing this mod alongside Biodiversity crops, and they even show up in newly generated chunks. Leeks from BDC show up normally though.

Thanks for reporting that!

I'll make sure to fix it in the next patch. I'll probably wait a day more just to see if anyone else discovers any more bugs.

Savern, Sep 13th at 11:20 PM
@Marc_IceBlade: Thanks for reporting that! I'll make sure to fix it in the next patch. I'll probably wait a day more just to see if anyone else discovers any more bugs.

If it helps, im assuming its this warning that pops up: 14.9.2026 09:14:12 [Warning] BlockLootVessel: Failed resolving item code deartibusrusticis:seeds-leek 

tho may be a different one as it is leek seeds

Dusktracer, Sep 12th at 12:09 PM (modified Sep 12th at 12:09 PM)

I am excited for more fruits and veg (okay, fine, just veg and herbs :))! I'm going to test this out and see how it fits with my current test mod pack. :)

Marc_IceBlade , Sep 13th at 5:36 PM
@Dusktracer: I am excited for more fruits and veg (okay, fine, just veg and herbs :))! I'm going to test this out and see how it fits with my current test mod pack. :)

Thanks for trying it out!

More fruits may come in a future update. Figs will probably be the first fruit I'll add to De Artibus Rusticis.

BaconTheProtogen, Sep 12th at 5:25 AM

When I first saw this mod I knew I immediately had to try it, finally got around to getting it into my world and it's amazing!
The unique growing of the herbs adds a lot of flavor to foraging and farming, not to mention the herbs make cooking also much more interesting.
Personally, I'd like to see more medical uses for herbs, maybe through multi-stage processes.

Anywho, very good mod! Keep up the great work!

Marc_IceBlade , Sep 12th at 9:25 AM
@BaconTheProtogen: When I first saw this mod I knew I immediately had to try it, finally got around to getting it into my world and it's amazing!The unique growing of the herbs adds a lot of flavor to foraging and farming, not to mention the herbs make cooking also much mor

Thanks for the compliments!

As for the medicine, I am defintively going to look at that down the line, the newly added Meum-pear-honey in 0.9.3 is a first example of that.

allstreets, Sep 11th at 11:37 PM

I downloaded this mod today and it's been great so far! One thing I noticed is that while making a meat broth, the 2 liters of water only registered when there was 2 liters in a single cooking pot slot - when I had the liters divided out into two slots (so 1 liter, 1 liter, 1 piece of meat, chives) it wouldn't register as a recipe. Not sure if that's a bug or not, but it did stump me for a second.

Marc_IceBlade , Sep 12th at 9:05 AM
@allstreets: I downloaded this mod today and it's been great so far! One thing I noticed is that while making a meat broth, the 2 liters of water only registered when there was 2 liters in a single cooking pot slot - when I had the liters divided out into two slots (s

Hello, and thanks for trying out my mod!

The 2 liters having to be in one slot is intended, as otherwise the game would default to trying to make soup. That's why I did my best to avoid 1l of any liquid in a recipe or made it so that lettuce can only be used for poached greens, seeing that otherwise, the game would always prioritize it's own recipes.

I think if the game would demand two separate slots, it would display them as 2 stacks of 1l in the handbook.

CJ_J, Sep 11th at 7:37 PM

As a nerd for historical cooking and this exact time period, this mod is a god sent! But I am also new to Vintage Story and mods in gernal and am running into a reacurring issue of the certain broths not registery as the recipit and therefor not cooking. This is happening to me with the vegatable and fish broths. I think it keeps trying to register them as soups, and then tells me the raiot is wrong for the soup. Any help with figuring out this issue would be appracaited! 

Marc_IceBlade , Sep 23rd at 4:13 PM
@CJ_J: It is the broth itself that is not cooking.

Thanks for the comment!

It seems like the game is a bit volatile when it comes to determining what recipe it wants to prioritize, I will change the recipes for broths slightly in the next update to make sure that it should not have anymore overlap.

Hoping to maybe get some fixes out soon, but life has been somewhat busy as of late.

Djuradj, Sep 11th at 3:16 PM

Such a wonderful and detailed mod!

One feature that would definitely make it my favourite food mod in VS would be compatibility with Kaisentlaia's Realistic Farming mod.
I think the mods would go perfectly together, as they both pay close attention to agriculture and make it more involved.

Marc_IceBlade , Sep 11th at 3:29 PM
@Djuradj: Such a wonderful and detailed mod!One feature that would definitely make it my favourite food mod in VS would be compatibility with Kaisentlaia's Realistic Farming mod.I think the mods would go perfectly together, as they both pay close attention to agric

Hey, thanks for the suggestion!

I've come to learn that there are a lot of farming overhaul mods apparently. I think you suggested like the 4th or 5th iteration? 

I'll have to check them all out individually and see which ones are doable. The EF compat was a massive undertaking, and I feel a bit exhausted from it. More larger compats are not off the table, I'd just like to take a small break from compat patching for a while. I'll most likely look at farm mods for 0.9.5, given I would like to add a bit more food / kitchen stuff in 0.9.4, but right now, all of that is just vague planning.

Before 0.9.4 releases, I'll probably release the little side project which I mentioned here and there.

Djuradj, Sep 11th at 4:04 PM
@Marc_IceBlade: Hey, thanks for the suggestion! I've come to learn that there are a lot of farming overhaul mods apparently. I think you suggested like the 4th or 5th iteration? I'll have to check them all out individually and see which ones are doable. The EF compat was

I appreciate your work and am excited to see the side project once you release it!

I personally like Kaisentlaia's mod because it's the most vanilla+ one out there. 
Also, when it comes to compat work I'm always willing to assist with crunching some menial json work and such. I have quite a bit of free time on my hands.

Joblerone, Sep 11th at 5:01 AM (modified Sep 11th at 5:01 AM)

the new update to broths seems not to be working correctly - despite using meat broth for my soup, i am receiving no protein satiety (i am using Variations on a Meal)

Joblerone, Sep 11th at 8:43 AM
@Marc_IceBlade: Hey, thanks for the comment. I'll look into it! Just so I know, I assume you aren't running EF?

that is correct; eating a second portion of the meal, it looks like the protein satiety does exist, but it doesn't register if you eat in small portions. might be a rounding issue  in the vanilla VS engine?

Marc_IceBlade , Sep 11th at 9:01 AM
@Joblerone: that is correct; eating a second portion of the meal, it looks like the protein satiety does exist, but it doesn't register if you eat in small portions. might be a rounding issue in the vanilla VS engine?

I just ran a test in my world to see how it works.

The protein saturation seems to work for me, though if you can't finish the portion, you defintively get less protein satiety, as the game seems to give you the same fraction of each nutrient and vegetable should give you more.

So for example, my soup was 450 vegetable and 350 protein, which resulted in my bars going to 45 vegetable and 35 protein.

Unless your circumstances are different, this seems to work as intended to me.

Joblerone, Sep 11th at 9:12 AM (modified Sep 11th at 9:13 AM)
@Marc_IceBlade: I just ran a test in my world to see how it works. The protein saturation seems to work for me, though if you can't finish the portion, you defintively get less protein satiety, as the game seems to give you the same fraction of each nutrient and vegetabl

it might be a product of me using expanded stomach; i'll just have to remember to eat larger portions at once

side note, great mod! very much enjoying my herb garden, and i'm going to steal that water source flowing out of the hill design for my next garden

Marc_IceBlade , Sep 11th at 9:15 AM
@Joblerone: it might be a product of me using expanded stomach; i'll just have to remember to eat larger portions at once side note, great mod! very much enjoying my herb garden, and i'm going to steal that water source flowing out of the hill design for my next gard

Thanks, though be aware I had to make that screenshot with a creative block, sadly. The blue you see coming out of the fountain is a creative block, as otherwise, it would have flooded the garden. I wish we could define smaller streams for fountains, tbh.

Marc_IceBlade , Sep 11th at 3:27 PM
@Joblerone: how do you mean creative block? i thought you just made a long tunnel and let it exit out a chiseled block after letting it flow until the shortest water height

The water you see 'flowing' in that fountain is a blue block and not water, given that it would have flooded the basin beneath the way I designed it. Though now that I think about it, your version would probably work? 

Joblerone, Sep 11th at 6:24 PM
@Marc_IceBlade: The water you see 'flowing' in that fountain is a blue block and not water, given that it would have flooded the basin beneath the way I designed it. Though now that I think about it, your version would probably work?

ahhh i see - yeah, if you make it so that the water behind the chiseled stone frame "outlet" is the minimum height, you can then chisel the block beneath it so it flows down first, then into the basin beneath. you only need to remove (iirc) 70% of the top face via  chiselling, so you can still put chunks in the front-facing corners and hide your spout that way

source: WAY too much time spent trying to make a fountain/shallow aqueduct in prior versions, be smart and just make a chiseled grate and stick the water in the mostly-vacant block beneath, no one will know and you can pretend it flows (or, chisel the blocks ahead and behind the intended flow and just put fully opaque caps on those chiseled blocks)

Thranos, Sep 10th at 11:01 PM

I see Wildcraft mentioned as incompatible. Out of curiosity, what part of Wildcraft: Fruit And Nuts is incompatible/redundant, other than the obvious answer of "cucumbers"?

Marc_IceBlade , Sep 11th at 8:36 AM
@Thranos: I see Wildcraft mentioned as incompatible. Out of curiosity, what part of Wildcraft: Fruit And Nuts is incompatible/redundant, other than the obvious answer of "cucumbers"?

Wildcraft makes some changes to cooking and other systems, which I can't guarantee will make everything in this mod work.

NamesNameless, Sep 10th at 7:39 PM

Not sure if someone alredy mentioned it. But Farming Revamped is a mod that a lot of "hardcore" players like, so it would be apreciated if you could see if they are compatible. 

 

Otherwise, I wish you luck with the mod! 

Dragoness2003, Sep 11th at 3:57 AM
@NamesNameless: Not sure if someone alredy mentioned it. But Farming Revamped is a mod that a lot of "hardcore" players like, so it would be apreciated if you could see if they are compatible. Otherwise, I wish you luck with the mod!

I second this, I love that mod, and since a lot of the crops in this mods final stage contain flowers anyways there won't have to be as many models added since the second to last phases model could become the mature stage and the last stage could be become the seed stage. I'm thinking legumes could also have the same mechanics as grains where the crop can be converted into seeds, since in real life the beans can be used as seeds.

Marc_IceBlade , Sep 11th at 8:37 AM
@Dragoness2003: I second this, I love that mod, and since a lot of the crops in this mods final stage contain flowers anyways there won't have to be as many models added since the second to last phases model could become the mature stage and the last stage could be becom

Thanks for the comments!

I actually never saw Farming Revamped, I'll have a look at it down the line. There's a lot of farming mods people want compatible, and I'll have to see how feasible each of them are. So far, my effort went into making Expanded Foods compatible, so I will see where I'll go next.

Dragoness2003, Sep 12th at 12:40 AM
@Marc_IceBlade: Thanks for the comments! I actually never saw Farming Revamped, I'll have a look at it down the line. There's a lot of farming mods people want compatible, and I'll have to see how feasible each of them are. So far, my effort went into making Expanded Foo

Thanks for the response! And no pressure at all of course, you doing this all for free.

I love the retexture for the crops by the way, they're a lot more subtle to the eyes now.

Marc_IceBlade , Sep 12th at 9:22 AM
@Dragoness2003: Thanks for the response! And no pressure at all of course, you doing this all for free. I love the retexture for the crops by the way, they're a lot more subtle to the eyes now.

I'm glad people like the new textures, that's also why I encourage feedback, so I can keep improving the mod. I am most happy with the lettuce, cucumbers, and cress right now.

I've looked at the farm mod somewhat, and I think it seems feasible to make compat for it.

Burgersim, Sep 9th at 11:31 AM

Hey just wanted to mention, could it be that the mod compatibility folder in your mod has a typo? I think it says compatability, but it should be campatibility, if I'm not mistaken.

Marc_IceBlade , Sep 9th at 12:18 PM
@Burgersim: Hey just wanted to mention, could it be that the mod compatibility folder in your mod has a typo? I think it says compatability, but it should be campatibility, if I'm not mistaken.

Thanks for pointing that out!

Yes, it should be compatibility, though I've already entirely restructured that part for 0.9.3 (and spelled it correctly this time, I just checked xD), because I originally misunderstood what the compatibility folder / the patches folder should be used for. 

Alexandru72733, Sep 6th at 12:31 PM

Potatoes and Tomatoes pretty please 🥺👉👈

Marc_IceBlade , Sep 6th at 1:47 PM
@Alexandru72733: Potatoes and Tomatoes pretty please 🥺👉👈

Hey, thanks for the feedback!

I've been asked about potatoes and tomatoes quite a few times already, so maybe I'll put them into a separate addon down the line if I find the time. 

I'd like to keep De Artibus Rusticis' core realistic to medieval times, and Europe didn't have potatoes and tomatoes until roughly the 15/16 century.

Alexandru72733, Sep 6th at 2:19 PM
@Marc_IceBlade: Hey, thanks for the feedback! I've been asked about potatoes and tomatoes quite a few times already, so maybe I'll put them into a separate addon down the line if I find the time. I'd like to keep De Artibus Rusticis' core realistic to medieval times, and

That's understandable, perhaps we could have a simple addon bringing in these crops soon then? I'd think it's not very hard to get the crops in, there is just such a suite of crops mods, some broken some completely unbalanced some outdated some half-assed etc etc, your mod I find, is the best quality in current time, also looking rather maintained.

Marc_IceBlade , Sep 6th at 3:19 PM (modified Sep 6th at 3:21 PM)
@Alexandru72733: That's understandable, perhaps we could have a simple addon bringing in these crops soon then? I'd think it's not very hard to get the crops in, there is just such a suite of crops mods, some broken some completely unbalanced some outdated some half-assed

I'm glad you seem to like my mod that much, I was honestly expecting it to not garner much traction.

As for potatoes and tomatoes, the potatoes would be far easier than the tomatoes. I want to make the spirtes more than just a 2d 'x-shape' for crops that need it. For example, in 0.9.3. cucumber plants become an actual 3d model.

I've also got some other items for mods planned, it will all depend on how I feel. If I burn myself out by only doing plants, I fear that won't be a win for anyone.

But yeah, I've considered the New World crops approach since I released the mod, maybe at some point I'll drop De Novis Artibus Rusticis as a companion mod. 

I can't make any promises though, given I'll have to move next week. I'd still ideally get Expanded Food compatibility out until then as that seems to be by far the most desired feature right now.

Burgersim, Sep 6th at 7:25 AM (modified Sep 6th at 7:25 AM)

I think I just saw a few errors about the texture of lettuce in meals not being loaded or broken, is that already known?

btw really great mod ^^

Marc_IceBlade , Sep 6th at 1:43 PM
@Burgersim: I think I just saw a few errors about the texture of lettuce in meals not being loaded or broken, is that already known?btw really great mod ^^

Thanks for reporting that!

Yes, that is a known bug, I've already fixed it for 0.9.3, as lettuce will have some changes there as well. (I feel like I talk too much about the update, but I swear there's a lot going on with restructuring parts of the mod).

RolloFairhair, Sep 2nd at 2:29 PM

Hey Marc! I see you put built-in compatability for hydrate or diedrate! On our server the broths are not giving any hydration, so the soups end up with negative hydration, I notice in the file the compatability folder, the hydrate or diedrate json is right there, as opposed to the meal variation file which is another 2 folders deep, also the name doesn't have -patch in it, is that causing the issue?

Thanks :)

Marc_IceBlade , Sep 2nd at 6:19 PM
@RolloFairhair: Hey Marc! I see you put built-in compatability for hydrate or diedrate! On our server the broths are not giving any hydration, so the soups end up with negative hydration, I notice in the file the compatability folder, the hydrate or diedrate json is righ

Thanks for reporting that!

I'll have a look at it. I have restructured the compatibility parts quite a bit since 0.9.2 and I might have already fixed this in my build.

I'll make sure to have it fixed for 0.9.3, which is coming along nicely!

Marc_IceBlade , Sep 8th at 9:52 PM
@RolloFairhair: Sounds good, can't wait :) Keep up the good work! My people are excited to drink soup!

Hey, it's me with a somewhat belated reply.

I'm getting closer to finishing 0.9.3 (Expanded Foods is getting there, mostly recipes and lang left), and I just tested the soups. For me, a stew with 3 turnips made in vegetable broth returns 695 hydration.

Qheshiir, Sep 2nd at 9:23 AM

I'm absolutely elated with the additions of this mod and the rapidity of how its getting compats for the mods I use, however, if I could make a request - while I know it was mentioned that Brew Tea was of interest for compat, Steep & Brew [ https://mods.vintagestory.at/steepandbrew ] has been a simple mod that I've appreciated greatly. Being somewhat simpler, might it be easier to make compats for?

Marc_IceBlade , Sep 2nd at 6:18 PM
@Qheshiir: I'm absolutely elated with the additions of this mod and the rapidity of how its getting compats for the mods I use, however, if I could make a request - while I know it was mentioned that Brew Tea was of interest for compat, Steep & Brew [ https://mods.v

Hey, thanks for the comment!

I've actually talked to the author of Make Tea Forked and got a reponse. They said that they'd update their mod to enable me to make a compatibility patch when they find the time.

As for Steep & Brew, I think I'll add support for it alongside Make Tea Forked in a future update that is not 0.9.3, becaise I have some upcoming mechanics that (in my opinion), can add a lot to any kind of tea / brewing mod!

CaptainFoxx, Sep 1st at 5:29 PM

Is there compatibility for Biodiversity: Crops?  They add a few things this mod does, but I've been thinking of getting that one too cause it adds more vine crops (more melon and squash varieties)

Foxtrot88, Sep 1st at 1:59 PM

Garlic, Leek and Lentils should be basegame, thank you so much. I'll be waiting for that compatibility patch with EF!
Hopefully there's also pickled cucumbers, black peppercorns, and more herbs to act as condiment planned too :D

Marc_IceBlade , Sep 1st at 2:47 PM (modified Sep 1st at 6:36 PM)
@Foxtrot88: Garlic, Leek and Lentils should be basegame, thank you so much. I'll be waiting for that compatibility patch with EF!Hopefully there's also pickled cucumbers, black peppercorns, and more herbs to act as condiment planned too :D

Hey, thanks for the comment!

To be honest, I am also surprised some of these plants are missing from the base game, though at the same time, I can understand that they may not add too much with the current systems.

I've been familiarizing myself with compatibility patching over the last few days! I may be able to finally start tackling EF today or tomorrow, actually! Right now, I can confirm that Food Shelves, Biodiversity Crops and Long Term Foods should have error-free compatibility coming with the next version. (Unless I oversaw something, that is always possible). I also wanted to do Make Tea Forked, but I've come to realize there's an issue with that mod that would have to be resolved first. I reached out to the author, asking if a fix is plausible.

As for your other suggestions, cucumbers can already be picked, but if you are specifically referring to pickles, then that is still on the table! As for the other suggestions, I will have to look into peppercorns and more herbs for future updates. Right now, I can tell you that meum is probably next to receive (a) new product(s).

onyxibara, Aug 28th at 10:45 AM

I LOVE THIS MOD! Picking up herbs and garlic then eating them raw add so much to my primitive playthrough XD seriously I love how many edible plants this adds to the world. CHIVES SUPREMACY

Marc_IceBlade , Aug 28th at 1:07 PM
@onyxibara: I LOVE THIS MOD! Picking up herbs and garlic then eating them raw add so much to my primitive playthrough XD seriously I love how many edible plants this adds to the world. CHIVES SUPREMACY

Hey, thanks for the comment!

This mod was originally meant to be just to add more things to forage, so I am glad you are are enjoying it!

TheDarkPlague, Aug 27th at 2:27 PM

As for fruits that would be cool to add, forgotten or less commonly eaten fruits such as quince might be a nice choice

Marc_IceBlade , Aug 28th at 1:08 PM
@TheDarkPlague: As for fruits that would be cool to add, forgotten or less commonly eaten fruits such as quince might be a nice choice

Hey, thanks for the comment!

I've been thinking about quinces myself, I'll see what makes it in the update with more crops. My hard cap fo rthis mod is 25 crops, so I will have to see what gets the last spots!

MoraTarpinella, Aug 27th at 1:28 PM

Loving all the vegetables and variations this mod adds! Is true that the models are way to bright but the shapes and textures itself are alright.

One question tho, is it safe to remove midgame? (trying to narrow and solve a nasty fps drop)

ulture, Aug 27th at 11:01 AM

'Fava beans' are not a European thing. Broad beans are

Marc_IceBlade , Aug 27th at 11:12 AM
@ulture: 'Fava beans' are not a European thing. Broad beans are

Hey, thanks for the comment!

Would you care to explain? When I look up the term, it claims that broad beans and fava beans are both the same plant called Vicia Faba. The scripts I found also already called them that, so unless there is a shift in linguistics I did not find anywhere, I need you to tell me more.

MikeSyrup, Aug 26th at 12:31 AM

Later on if possible could you add compatibility for Long Term Food?

Marc_IceBlade , Aug 26th at 9:31 AM
@MikeSyrup: Later on if possible could you add compatibility for Long Term Food?

Hey, thanks for the comment!

Long Term Food compat was originally planned for 0.9.2, though since I wanted to push out the fix for the handbook crashing ASAP, that's delayed.

Definitely working on it, though. I am cooking up some stuff in the background, which also diverted some of my attention ^^.

So yeah, ETA is hopefully 0.9.3, but I can't make promises yet.

Marc_IceBlade , Sep 10th at 7:22 PM
@MikeSyrup: Later on if possible could you add compatibility for Long Term Food?

Long Term Food is out now!

Hope you'll enjoy it!

Candyslinger, Aug 26th at 12:03 AM

I found gold while looking for copper!

Marc_IceBlade , Aug 26th at 9:36 AM
@Candyslinger: I found gold while looking for copper!

Thanks!

Hope you'll stick along for the ride when the mod (hopefully) gets even better!

TheDarkPlague, Aug 25th at 9:41 PM

A COOL MOD WITHOUT AI! At last!
Lately, I’ve felt like they’ve become hard to come by.
Thank you so much! I’ve got a feeling I’m going to love this mod.

Marc_IceBlade , Aug 26th at 9:37 AM
@TheDarkPlague: A COOL MOD WITHOUT AI! At last!Lately, I’ve felt like they’ve become hard to come by.Thank you so much! I’ve got a feeling I’m going to love this mod.

Thanks for the comment!

Yeah, making this mod without AI was a big goal of mine, as I feel quite satisfied for having gotten as far as I have already.

Still planning on going further, though!

TheDarkPlague, Aug 26th at 3:33 PM
@Marc_IceBlade: Thanks for the comment! Yeah, making this mod without AI was a big goal of mine, as I feel quite satisfied for having gotten as far as I have already. Still planning on going further, though!

I just need to get back into the swing of things with my modpack with my mates, but I think I’ll add it ^^
The only downside I’d say at the moment (I haven’t tested it yet), which has already been pointed out, is that the textures are a bit too light. Apart from that, it looks great!
I love this sort of super-nerdy project on a very specific topic – especially when it revolves around farming, cooking or crafts

Marc_IceBlade , Aug 26th at 3:40 PM
@TheDarkPlague: I just need to get back into the swing of things with my modpack with my mates, but I think I’ll add it ^^The only downside I’d say at the moment (I haven’t tested it yet), which has already been pointed out, is that the textures are a bit too light. Apar

Yes, the textures need work xD

If you could point out (ingame, because the renders above aren't reliable), if it is just the blocks or also the items, then that would be a huge help for me to adjust it in the future!

Randompug, Aug 25th at 8:56 PM

Any updates on Expanded Food compat? I kind of require any mods that add food to be compatable with that (; I use it a LOT

Marc_IceBlade , Aug 26th at 9:40 AM
@Randompug: Any updates on Expanded Food compat? I kind of require any mods that add food to be compatable with that (; I use it a LOT

Hey, thanks for commenting.

Sorry, I know people are excited for Expanded Foods compat, but I fear I'll need a while longer, as I didn't have the chance to look into it yet.

The past 5 days since publishing this mod were quite busy for me. Met a lot of amazing people in the VS modding scene, who helped me with advice of feedback. 

I'm hoping to get Expanded Foods done for 0.9.3 or 0.9.4 at latest, but I can't make promises yet.

Kramdjur, Aug 25th at 3:49 PM

I'd love to have this mod but the color of the crops are just way too bright in my opinion. They are almost glowing. :(

Marc_IceBlade , Aug 25th at 7:12 PM
@Kramdjur: I'd love to have this mod but the color of the crops are just way too bright in my opinion. They are almost glowing. :(

Hey, thanks for the comment!

Yes, the plant textures need work as I even wrote in the future changes section.

It's quite hard to get the colors down right, as they are quite different in the editor and when actually in the game.

I'll do my best for the recolors. Not quite sure how quickly I'll drop them, but it's planned.

Marc_IceBlade , Sep 10th at 7:21 PM
@Kramdjur: I'd love to have this mod but the color of the crops are just way too bright in my opinion. They are almost glowing. :(

In case you are still interested in the mod, maybe you will find the new textures more pleasing!

Fefa, Aug 25th at 9:32 AM

checking for recipes pressing the H on top of some of the mod items causes crash, specially the grains. Not sure if its a mod conflict, i have pemmican mod and long term food. no other mod that add or change recipes that i know off.

EntityRadi, Aug 25th at 1:25 PM (modified Aug 25th at 1:28 PM)
@Fefa: checking for recipes pressing the H on top of some of the mod items causes crash, specially the grains. Not sure if its a mod conflict, i have pemmican mod and long term food. no other mod that add or change recipes that i know off.

Seconding this, just crashed looking up black cumin recipes. I do not have the pemmican mod or the long term food mod, though! EDIT: Also crashes when looking at black cumin directly from the handbook, instead of pressing H over the item in inventory.
Crash Log - Pastebin Link

Marc_IceBlade , Aug 25th at 3:15 PM
@EntityRadi: Seconding this, just crashed looking up black cumin recipes. I do not have the pemmican mod or the long term food mod, though! EDIT: Also crashes when looking at black cumin directly from the handbook, instead of pressing H over the item in inventory.Cras

Hello, Fefa & EntityRadi, thanks for reporting this bug.

 

I've been able to locate the bug that causes the crash on black cumin and will push a fix asap!

As for your comment, Fefa, even with those mods installed, I could only reproduce a crash on black cumin? If you have more details, please provide them here or in the thread on the Discord server!

EntityRadi, Aug 25th at 7:34 PM
@Marc_IceBlade: Okay, EntityRadi, the problem you were experiencing should be fixed in 0.9.2 now!

That was so quick! This mod is fantastic. My garlic-loving soul thanks you.

Marc_IceBlade , Aug 25th at 7:42 PM
@EntityRadi: That was so quick! This mod is fantastic. My garlic-loving soul thanks you.

Haha, it's no problem!

Frankly, the mistake was somewhat stupid and I oversaw it. The game crashed because it didn't have an item to list as a byproduct. 

When I tested it, the juicing worked, but I forgot to check the handbook! Hence, I quickly did the research to see if I could add a byproduct, and well now, we have a new item.

Xonoa, 3 days ago
@mumbly_joe: got the same crash trying to look up tarragon greens on the latest version

I had the same crash with the meum root juice (IDK what it's called, I have forager's gamble installed and haven't discovered that recipe yet)

Marc_IceBlade , 2 days ago (modified 2 days ago)
@Xonoa: I had the same crash with the meum root juice (IDK what it's called, I have forager's gamble installed and haven't discovered that recipe yet)

Hey, thanks for the comment!

I looked into this, it works fine on my end with base De Artibus Rusticis, so it must be some kind of mod conflict.

I'll check if I crash with Forager's Gamble installed, as I don't without, and if not, we may have to see what other mods could conflict.

Actually, also please tell me if you have Expanded Foods installed and if yes, what version?

Marc_IceBlade , 1 day ago
@Xonoa: I had the same crash with the meum root juice (IDK what it's called, I have forager's gamble installed and haven't discovered that recipe yet)

Hey Xonoa,

I checked with a lot of mods today and was not able to reproduce the crash so far. If the issue persists, maybe you could reach out ot me via Discord, so we can take a look at the crashes and narrow it down?

Marc_IceBlade , 2 days ago
@mumbly_joe: got the same crash trying to look up tarragon greens on the latest version

Hey, thanks for the comment!

I looked into this, it works fine on my end with base De Artibus Rusticis, so it must be some kind of mod conflict.

Do you have any mods installed that are not listed under my compatibility section?

mumbly_joe, 2 days ago
@Marc_IceBlade: Hey, thanks for the comment! I looked into this, it works fine on my end with base De Artibus Rusticis, so it must be some kind of mod conflict. Do you have any mods installed that are not listed under my compatibility section?

So I do have a few, including Gourmand, Seafarer, Butchering, Fennel Swag and More Blood Stuff, but I also was running all of those without issue on an old world-- the only mod I added since before the crashes which interacts with food/nutrition is Hydrate or Dydrate and updating to the latest versions of EF/CA

Marc_IceBlade , 1 day ago
@mumbly_joe: So I do have a few, including Gourmand, Seafarer, Butchering, Fennel Swag and More Blood Stuff, but I also was running all of those without issue on an old world-- the only mod I added since before the crashes which interacts with food/nutrition is Hydrat

Hey, Mumbly Joe,

I installed all the latest versions of the mods you told me about, and I was not able to reproduce any kind of crash. If you are on the latest version of all these mods and still experience this issue, maaybe you could reach via Discord, so we can narrow down the problem?

Hydromancerx, Aug 24th at 8:44 PM

Could you add a compatiblity patch with Wildcraft: Herbs and Spices mod so you can use their herbs to make Herb Bread and Gingerbread (there is Ginger in the mod). Plus any other applications you think they could be useful for in your mod.

Marc_IceBlade , Aug 25th at 7:22 PM
@Hydromancerx: Could you add a compatiblity patch with Wildcraft: Herbs and Spices mod so you can use their herbs to make Herb Bread and Gingerbread (there is Ginger in the mod). Plus any other applications you think they could be useful for in your mod.

Hey, Hyrdomancerx!

I'll have to see about compatibility with Wildcraft down the line. I do have some upcoming mechanics for herbs planned and would like to update those first before I look further into campatibility.

Marc_IceBlade , Aug 26th at 9:41 AM
@Hydromancerx: So there is a patch for them that still works. I use them in my game.Don't let the patch being old fool ya.

I think you misunderstood my comment.

De Artibus  Rusticis is getting an update to some herb stuff soon, and I'd like to do that first before I try to go for Wildcraft.

Hydromancerx, Aug 26th at 4:42 PM (modified Aug 26th at 4:43 PM)
@Marc_IceBlade: I think you misunderstood my comment. De Artibus Rusticis is getting an update to some herb stuff soon, and I'd like to do that first before I try to go for Wildcraft.

Sounds good! Cannot wait to see what you add. Also sorry for not updating the Biomes mod page sooner. But your mod is listed now.

Elkillo, Aug 23rd at 6:51 PM

ill give the mod a try and see if i can figure out any issues. thanks for the work!

Hydromancerx, Aug 23rd at 6:06 PM

Thanks for adding Biomes support! 

IRDP, Aug 23rd at 3:40 PM

Oh, this is lovely! Always good to have more crops to work with

I wish you good luck with maintaining and adding to the mod.

Marc_IceBlade , Aug 24th at 3:10 PM
@IRDP: Oh, this is lovely! Always good to have more crops to work withI wish you good luck with maintaining and adding to the mod.

Thanks!

I think maintaing should be the eaiser part, but adding the last few features might be.

We'll see how it develops!

callalilydove, Aug 23rd at 2:45 AM

hoping for compat with sammiches <3

Marc_IceBlade , Aug 23rd at 9:59 AM
@callalilydove: hoping for compat with sammiches <3

Hey, thanks for the comment!

Just so I know, does sammiches refer to Dana can cook, or is there another mod I can't find ^^?

onyxibara, Aug 23rd at 11:54 AM
@Marc_IceBlade: Hey, thanks for the comment! Just so I know, does sammiches refer to Dana can cook, or is there another mod I can't find ^^?

https://mods.vintagestory.at/sammiches probably this one. I love this mod too so hopefully they can play nice someday XD lettuce > cabbage in sandwiches 

callalilydove, Aug 24th at 3:33 AM
@onyxibara: https://mods.vintagestory.at/sammiches probably this one. I love this mod too so hopefully they can play nice someday XD lettuce > cabbage in sandwiches

yes this is the mod i'm talking about :) i use it over dana's for compat reasons, and hopefully if this mod gets added I can finally make a BLT <3

Marc_IceBlade , Aug 24th at 3:09 PM
@callalilydove: yes this is the mod i'm talking about :) i use it over dana's for compat reasons, and hopefully if this mod gets added I can finally make a BLT <3

I'll try my best! 

Still a few things I'll have to fix before I can hope to tackle Expanded Foods compat, which I think may be a bigger task ^^!

Marc_IceBlade , 4 days ago
@callalilydove: hoping for compat with sammiches <3

Took me a while, but I finally made the mods compatible!

Tya, Aug 22nd at 3:53 PM

Finally, some options for a proper vegetable garden and not just having root veggie monocultures. Can't wait for EF compatability!

Marc_IceBlade , Aug 23rd at 9:58 AM
@Tya: Finally, some options for a proper vegetable garden and not just having root veggie monocultures. Can't wait for EF compatability!

Hey, thanks for the comment!

EF compatibility is going to be daunting, but I'll do my best once I have the base mod stabilized!

BraniyaKz, Aug 22nd at 2:36 PM

Any plans with compat for Art of Growing/Breeding Addon and/or Art of Cooking?

Marc_IceBlade , Aug 23rd at 9:58 AM
@BraniyaKz: Any plans with compat for Art of Growing/Breeding Addon and/or Art of Cooking?

Hey, thanks for the comment!

I'll look into those and see how feasible it is. Never really seen them in any video or played with them, so I will have to do some investigation.

BraniyaKz, Aug 23rd at 11:57 AM
@Marc_IceBlade: Hey, thanks for the comment! I'll look into those and see how feasible it is. Never really seen them in any video or played with them, so I will have to do some investigation.

It's rather involved: You'll need to model and create Wild, Small, Medium, Decent, Large, Hefty and Giant variants of each of your crops.

Marc_IceBlade , Aug 23rd at 3:05 PM
@BraniyaKz: It's rather involved: You'll need to model and create Wild, Small, Medium, Decent, Large, Hefty and Giant variants of each of your crops.

Hmm, I'll put it on the list, but I can't promsie that will happen soon.

I'd like to redo some crop models first, seeing that I would have to make 133 variants now and then possibly redo all of them again.

Calbain, Aug 22nd at 10:15 AM

Oh, compat with Dana Can Cook would be great - put some lettuce on those sandwiches.

Marc_IceBlade , Aug 23rd at 9:57 AM
@Calbain: Oh, compat with Dana Can Cook would be great - put some lettuce on those sandwiches.

Hey, thanks for the comment!

I'll add it to the list of compatibility down the line!

Calbain, 3 days ago
@Marc_IceBlade: Took me a while, but compat for Dana can cook is out!

🥪🥪🥪

🥪🥪🥪

🥪🥪🥪

JohnCenaGuy, Aug 21st at 9:10 AM

The second a compatibility patch lands for Expanded Foods, I’m installing this without hesitation. Garlic in VS would be a dream come true!

Marc_IceBlade , Aug 23rd at 9:57 AM
@JohnCenaGuy: The second a compatibility patch lands for Expanded Foods, I’m installing this without hesitation. Garlic in VS would be a dream come true!

Holy! It's John Cena!

Anyway, thank you for the comment. My current plan is to refine the mod a bit more with one or two updates and then tackle Expanded Foods!

Wizardteeth, Aug 21st at 4:44 AM

Gonna be following this with great interest! I play with the biomes mod, and I always felt like there was a dearth of common but interesting vegetables commonly eaten in the north-atlantic palearctic (Nothern and Eastern Europe), especially with the amount of medieval european influence on the lore and other aspects. I believe someone else has already asked for biomes support as well as eternal stew, and while your open ask for people to bring up incompatabilities is really cool of you, remember to pace yourself! This is super super awesome, and really cool to see being done all human-made. Thank you for your work and creativity!

Marc_IceBlade , Aug 21st at 8:54 AM
@Wizardteeth: Gonna be following this with great interest! I play with the biomes mod, and I always felt like there was a dearth of common but interesting vegetables commonly eaten in the north-atlantic palearctic (Nothern and Eastern Europe), especially with the amoun

Hey, thanks for the comment!

I don't mind that people ask for compatibility, that gives me a good idea on what is most demanded to be supported for now! I actually wasn't aware of biomes so far, so I am glad that people point it out. It also shows me that people are interested in the mood, which makes me happy!

Also, to give you the same reply as Hydromancerx above:

I actually tried to assemble a patch for biomes yesterday evening already, though I am not sure if biomes changes the game more than I am aware of.

Right now, I can only find leek and bear leek, even though the parameters of rain, forest, temperature, and the biome are correct. Not sure if they are that far apart, or if there is a bug with my patch I am yet to find.

Xelonie, Aug 21st at 3:28 AM

i really would like to try it but just saw that opening some recipes like for example "bone broth portion" from expanded foods the game just freezes, cant even get a proper crash log from it.

Marc_IceBlade , Aug 21st at 8:45 AM
@Xelonie: i really would like to try it but just saw that opening some recipes like for example "bone broth portion" from expanded foods the game just freezes, cant even get a proper crash log from it.

Thanks for telling me!

I'll look into it, I have a suspicion on what causes this for Expanded Foods, but I'll have to look into Dairy+ first.

Sylveadiff, Aug 21st at 1:45 AM

Joyous day! I can finally have my favorite vegetables in Vintage Story. Thank you for including garlic and horseradish.

Marc_IceBlade , Aug 21st at 8:44 AM
@Sylveadiff: Joyous day! I can finally have my favorite vegetables in Vintage Story. Thank you for including garlic and horseradish.

Glad to see you enjoy the crops, especially horseradish, as I wasn't sure if that would be a crop that people would think of immediately.

AneenaSevla, Aug 20th at 10:25 PM

Those are adorable! Good work!

Marc_IceBlade , Aug 21st at 8:44 AM
@AneenaSevla: Those are adorable! Good work!

Thanks! 

Still hoping to have more to come, some ideas are already brewing in my head!

SkinnyD, Aug 20th at 8:57 PM

If you are planning on adding more compatibility may I request compatibility for sonya's meat mod?  In my eyes it's a good alternative to other food mods because it adds specific meats for animals.

Marc_IceBlade , Aug 21st at 8:43 AM
@SkinnyD: If you are planning on adding more compatibility may I request compatibility for sonya's meat mod? In my eyes it's a good alternative to other food mods because it adds specific meats for animals.

Hey, thanks for the comment!

I'll try to put Sonya's Meat Mod on the list. I'll hope to get to it eventually, but it seems like I'll have a lot of patching work ahead of me!

Skydefender134, Aug 20th at 8:41 PM

Love mods that add more crops to grow and cook with!

Also I humbly request compatibility with the eternal stew mod, and suggest potatos and hops for more alcohol making.

Marc_IceBlade , Aug 21st at 8:42 AM
@Skydefender134: Love mods that add more crops to grow and cook with!Also I humbly request compatibility with the eternal stew mod, and suggest potatos and hops for more alcohol making.

Hey, thanks for the comment!

I'll add Eternal Stew to the list for mods that I'll try to make compatible. 

Hops could be an interesting idea. I will consider that! As for potatoes, I think I'll save those for a potential addon with more New World crops.

unHallowed, Aug 21st at 7:15 PM
@Marc_IceBlade: Hey, thanks for the comment! I'll add Eternal Stew to the list for mods that I'll try to make compatible. Hops could be an interesting idea. I will consider that! As for potatoes, I think I'll save those for a potential addon with more New World crops.

Eternal Stew momma here :P In theory, with the way that the stew judges objects - so long as it has satiety/specific nutrition, it should go in the pot no matter what. Without messing with it, all it should lack is a specific texture. If you want that added to your mod specifically, we can help you do it. If you'd rather not, I'll keep it on my list of things to do ^.^ Dealers choice.

Unrelated, this might be the cutest crop-mod I've ever seen, and as a history-obsessive, YES PLEASE MORE.

Marc_IceBlade , Aug 21st at 7:24 PM
@unHallowed: Eternal Stew momma here :P In theory, with the way that the stew judges objects - so long as it has satiety/specific nutrition, it should go in the pot no matter what. Without messing with it, all it should lack is a specific texture. If you want that add

Thank you for reaching out!

I wouldn't be opposed to attempting to do the work myself, so your to-do list is shorter! I was actually thinking about reaching out about inquiring about custom textures myself soon.

I am just a bit overwhelmed, in the positive sense, that so many people are looking into this mod! Lots of things to look into, and I was admittedly a bit shy to reach out to other authors, but I am amazed at how welcoming the Vintage Story modding community is!

unHallowed, Aug 21st at 8:52 PM
@Skydefender134: Love mods that add more crops to grow and cook with!Also I humbly request compatibility with the eternal stew mod, and suggest potatos and hops for more alcohol making.

And for you, my dear stew-enthusiast - I just did a cursory test. A majority of the food Marc has added already works in the stewpot as-is. Herbs, spices, and the ginger/herbal breads do not - but the rest of the crops, their pickled forms, and the liquids work.

And we're already talking about making the rest work too ^.^ We love the stew love and enthusiam for new foods!!

Quacken, Aug 20th at 8:24 PM (modified Aug 20th at 8:25 PM)

Definitely going to keep my eye on this one, looking amazing already.

 

Always great to see new crop mods, and the spices sound like fun to play round with (funny how there doesn't seem to be all that many mods with them tbh).

Marc_IceBlade , Aug 21st at 8:52 AM
@Quacken: Definitely going to keep my eye on this one, looking amazing already. Always great to see new crop mods, and the spices sound like fun to play round with (funny how there doesn't seem to be all that many mods with them tbh).

Thanks for the comment!

Making all the textures and models for crops is a lot of work and also requires some trial and error, I can see why it's not done so often!

zeldakos, Aug 20th at 7:31 PM

this mod looks awesome! i can finally remove bdcrops xD (that lags my game sooo much ffs)

Mulciber, Aug 20th at 10:33 PM
@zeldakos: this mod looks awesome! i can finally remove bdcrops xD (that lags my game sooo much ffs)

Same, same...a thousand times same.  I love the added crops that mod gives, but so much stuttering.

Thanks for the mod!🍀

Panaqolus, Aug 20th at 7:26 PM

A few of these exist within Floral Zones. Would you be capable of handling any overlap there?

I also have an idea for handling overlap with various mods. Turning on and off specific crops if certain mods add them, but assign your recipes and such to them.

Marc_IceBlade , Aug 21st at 8:46 AM
@Panaqolus: A few of these exist within Floral Zones. Would you be capable of handling any overlap there?I also have an idea for handling overlap with various mods. Turning on and off specific crops if certain mods add them, but assign your recipes and such to them.

Thanks for the comment!

For now, I'll try and add compatibility with the biomes mod first. I am not quite sure how to handle Floral Zones yet, as I am not sure how they handle crops and how much difference there would be in the way we use various plants.

Hydromancerx, Aug 20th at 6:57 PM

Please add Biomes mod support!
Thanks!

Marc_IceBlade , Aug 21st at 8:48 AM
@Hydromancerx: Please add Biomes mod support!Thanks!

Thanks for the comment!

I actually tried to assemble a patch for biomes yesterday evening already, though I am not sure if biomes changes the game more than I am aware of.

Right now, I can only find leek and bear leek, even though the parameters of rain, forest, temperature, and the biome are correct. Not sure if they are that far apart or if there is a bug with my patch I am yet to find.

Dragoness2003, Aug 20th at 6:40 PM

Hello! This mod looks awesome! I always love a good crop mod.  Are there any plans to add compatibitly with Biomes at any point? or is that somthing done on Biomes end?

Marc_IceBlade , Aug 21st at 8:49 AM
@Dragoness2003: Hello! This mod looks awesome! I always love a good crop mod. Are there any plans to add compatibitly with Biomes at any point? or is that somthing done on Biomes end?

Hey, thanks for the comment!

To give you the same reply as Hydromancerx above:

I actually tried to assemble a patch for biomes yesterday evening already, though I am not sure if biomes changes the game more than I am aware of.

Right now, I can only find leek and bear leek, even though the parameters of rain, forest, temperature, and the biome are correct. Not sure if they are that far apart, or if there is a bug with my patch I am yet to find.

Dragoness2003, Aug 21st at 4:38 PM (modified Aug 21st at 4:41 PM)
@Marc_IceBlade: Hey, thanks for the comment! To give you the same reply as Hydromancerx above: I actually tried to assemble a patch for biomes yesterday evening already, though I am not sure if biomes changes the game more than I am aware of. Right now, I can only find l

Thank you for the response! I can just play without biomes for the time being if needed. I look forward to see what this mod will become its one of the more content dense ones I've seen in awhile! Also If you don't mind having depndces you could add support for ethier achemy or a culinary artillary to implement the herb drying, the latter of which makes more sense to me since your're planning on adding expanded food compat anyways.

Zahra, Aug 20th at 5:10 PM

I have been wanting a mod like this for months. I'm excited to see how it develops. If we can get compatibility with expanded foods, and some of the tea mods for some nice herbal teas that would be amazing!

Marc_IceBlade , Aug 20th at 5:29 PM
@Zahra: I have been wanting a mod like this for months. I'm excited to see how it develops. If we can get compatibility with expanded foods, and some of the tea mods for some nice herbal teas that would be amazing!

Hey, thanks for the comment!

Right, tea did not even cross my mind so far! That could use herbs and maybe even spices? (I am not a tea person, so I have to do research on that.)

As for Expanded Foods, I'll work on it ASAP!

Marc_IceBlade , Aug 21st at 8:51 AM
@Zahra: I have been wanting a mod like this for months. I'm excited to see how it develops. If we can get compatibility with expanded foods, and some of the tea mods for some nice herbal teas that would be amazing!

Hey, since you are the first one to comment about tea so far, is there any tea mod you would like me to support in particular?

I had a first look, but not sure which one I should support, so you get to choose! 

Calisto, Aug 20th at 5:09 PM

Would there be any way of incorporating the vegetables from Long Term Food so we can have mashed potatoes? (insert required Gollum 'what are taters, Precious?' meme)

Marc_IceBlade , Aug 20th at 5:38 PM
@Calisto: Would there be any way of incorporating the vegetables from Long Term Food so we can have mashed potatoes? (insert required Gollum 'what are taters, Precious?' meme)

Thanks for the comment!

I'll look into Long Term Food soon. As I stated a few times, Expanded Foods and Foodshelves are my priority for now. Though the mashed potato really should not be too hard, maybe I can put it into the next patch already!

Marc_IceBlade , Aug 21st at 8:50 AM
@Calisto: Oh cool. No rush or anything. I'm just excited for some new crops.

It's alright, no worries!

I just have to learn how to do patches for now, seeing I am new. I think I can do Long Term Food in a reasonable timeframe, though.

sunnye, Aug 20th at 3:43 PM

amazing!

Marc_IceBlade , Aug 20th at 5:38 PM
@sunnye: amazing!

Thanks! <3

Ivy_TheSunLady, Aug 20th at 3:23 PM

this is such a cool mod! i tested it on my heavily modded survival world and it worked great! no crashing nothing. im on 1.22.3, i have culinary artillery experimental 1.0.0-dev.21, expanded food 2.0.0dev.12, expanded matter 3.7.0, fablewood foods 1.0.2, ithania canned food 2.0.1, long term food 0.7.2, metal cookware 1.8.0 and all of these mods work great with it. dont know if it helps to know lol, but hope it does!

Cthugha, Aug 20th at 3:18 PM

You should be proud of these models and textures, they're very very nice. Being able to harvest plants at different times for different products is a fun idea, imo more crops should work like that.

Marc_IceBlade , Aug 20th at 5:40 PM
@Cthugha: You should be proud of these models and textures, they're very very nice. Being able to harvest plants at different times for different products is a fun idea, imo more crops should work like that.

Thanks!

The models I am very proud of, but the textures could still use some work! As for the plants, yeah, adding some diversity to farming in Vintage Story was defintively a top priority for me.

Lady_Luna, Aug 20th at 2:54 PM

Absolutely love the concept! I adore people reading old manuscripts and keeping them alive in ways like this one. One of the reasons why I'll try to keep up my latin is to read those works lol. I do hope you're eventually able to find the time to learn C# though, because I think with that skill you'd be able to make this mod one of the best food mods out there. In any case, we'll watch your career with great interest :)

Marc_IceBlade , Aug 20th at 3:02 PM
@Lady_Luna: Absolutely love the concept! I adore people reading old manuscripts and keeping them alive in ways like this one. One of the reasons why I'll try to keep up my latin is to read those works lol. I do hope you're eventually able to find the time to learn C#

Hey, thanks for the comment!

I'd love to find the time for learning C#, but my biggest issue is that I finished my studies this spring, and in roughly a month, I'll be in for a two-year internship that will most likely also have tests on a semi-regular basis, all building up to one grand exam in two years. Not sure if that will leave me with the energy, but part of me hopes I can make it happen regardless! (Or that someone is interested enough to hop on).

Also, just as a fun side note, before I published the mod, I was wondering how long it would take until someone would comment 'We'll watch your career with great interest', so you just made my day, haha!

Another note, I hope you didn't have to learn five grades worth of Latin in one year like I did. Crazy times, haha!

Yarro, Aug 20th at 2:53 PM

Wow! This looks great! Lots of awesome stuff I can't wait to play with and try out!

1 Question: You mentioned that it crashed with Variations on a Meal - Revaried, is it still crashing and what is causing the crash?

2 Statement: Check out the Expanded Foods discord, a link is pinned in the mod thread of the main VS discord. You'll get lots of help there, and you'll be able to talk with the EF devs directly! (or message me on discord and I can send you the link. Still Yarro on there!)

Marc_IceBlade , Aug 20th at 2:59 PM
@Yarro: Wow! This looks great! Lots of awesome stuff I can't wait to play with and try out! 1 Question: You mentioned that it crashed with Variations on a Meal - Revaried, is it still crashing and what is causing the crash? 2 Statement: Check out the Expanded Foo

Hey, thanks for the comment! 

To address your questions:

  1. Maybe I worded that a bit badly, it used to crash with Variations on a Meal - Revaried, but it does not anymore! The issue was that we both added satiety to alcohol, which Vintage Story doesn't like. So, if you install Variations on a Meal, my files will simply disable themselves and use that mod's instead. It doesn't make a difference though, as our values for alcohol satiety are the same, so no balancing troubles!
  2. Oh, I wasn't aware there was a Discord, I'll see if I can sneak in there this weekend ;-). Admittedly, I am a bit shy with such stuff, but I will give it a go!
Cattomaniac, Aug 20th at 1:52 PM

this mod is great allthough i have one suggestion
let hang up the herbs to dry
this would preserve herbs but would also act as a decoration element for the homestead kitchen


Dried Flowers Shelf Dried Flowers Wall Hanging Farmhouse Wall Decor Dried  Herbs Rack - Lavender : Amazon.de: Home & Kitchen

Marc_IceBlade , Aug 20th at 2:28 PM
@Cattomaniac: this mod is great allthough i have one suggestionlet hang up the herbs to drythis would preserve herbs but would also act as a decoration element for the homestead kitchen

Thanks for commenting!

I've been toying with a mechanic to display herbs and have them dry since the start of the mod. However, as I wrote in the future ideas section, I am quite sure that a display container like this would require C#, and sadly, I can't code. 

Maybe at some point a programmer would like to help out with this project. I would not be opposed to making assets for them either, but right now it is just me on this project!

Though maybe I can figure it out on my own, I will have to see if I can find the time.

Cattomaniac, Aug 22nd at 10:11 PM
@Marc_IceBlade: Thanks for commenting! I've been toying with a mechanic to display herbs and have them dry since the start of the mod. However, as I wrote in the future ideas section, I am quite sure that a display container like this would require C#, and sadly, I can't

thank you for even replying to my comment
i didnt know how hard it would be to code such a thing but i wish you good luck with future modding
dont feel rushed to do anything
this mod is a great addition to the game and adds some stuff i i was missing as it is

Anhaeyn, Aug 20th at 12:15 PM

Compatibility of your mod with https://mods.vintagestory.at/show/mod/23655 will be needed on your side, or CropsV2 author's side?

Marc_IceBlade , Aug 20th at 2:26 PM
@Anhaeyn: Compatibility of your mod with https://mods.vintagestory.at/show/mod/23655 will be needed on your side, or CropsV2 author's side?

Thanks for your comment!

Hm, I have not looked into CropsV2 so far, I have to admit. I will check down the line if I can add compatibility, though for now I would like to focus on Expanded Foods and Foodshelves.

It is definitely not off the table, though!

metasynthie, Aug 26th at 2:09 PM
@Marc_IceBlade: Thanks for your comment! Hm, I have not looked into CropsV2 so far, I have to admit. I will check down the line if I can add compatibility, though for now I would like to focus on Expanded Foods and Foodshelves. It is definitely not off the table, though!

I'd also love to vote for CropsV2 support, these mods seem like they would go well together, and both De Artibus Rusticus and CropsV2 are compatible with Fallow. Together it's a very nice farming expansion package that fills the void left by Art of Growing going out of date, having difficult compatibility, etc. Thank you for considering!

McLenwe, Aug 20th at 12:11 PM

Pretty sure the name of the dish is either "Compote" (french) or "Kompot" (german/polish) not "Compost". ;)  At least I never went into my garden and ate fertilizer as a dessert.^^

Marc_IceBlade , Aug 20th at 2:22 PM
@McLenwe: Pretty sure the name of the dish is either "Compote" (french) or "Kompot" (german/polish) not "Compost". ;) At least I never went into my garden and ate fertilizer as a dessert.^^

Thanks for your comment!

Indeed, the name 'Compost' also threw me off at first. Though as LubieKakao1212 and Anhaeyn already pointed out, this is a different dish. I avoided Compote, as other mods already add it, and I think two meals with the same name could cause crashes?

Anyway, the dish probably gets its name from the same word as the compost heap for fertilizer, which you are referring to. 'Componere' in Latin simply means 'to combine', and the meal Compost was all about combining sweet and bitter tastes, as that was considered a cooking philosophy for some!

Dskater84, Aug 20th at 12:04 PM

Absolutely banger mod. This is going to be in all my future playthroughs.

Marc_IceBlade , Aug 20th at 2:19 PM
@Dskater84: Absolutely banger mod. This is going to be in all my future playthroughs.

Appreciate the compliment!

I was actually really anxious about publishing this mod and if it was good. I am glad to see others seem to enjoy the mod already.

SilmarilHoarder, Aug 20th at 12:01 PM

This will be huge when compatible with Expanded Foods

Marc_IceBlade , Aug 20th at 2:18 PM
@SilmarilHoarder: This will be huge when compatible with Expanded Foods

Thanks for the comment!

I'll work on it for the next update! Thought about waiting until I had the compatibility patch done, but I figured it would be good to publish the mod first and gauge some opinions.

Marc_IceBlade , Sep 10th at 7:18 PM
@SilmarilHoarder: This will be huge when compatible with Expanded Foods

Expanded Food compat is out!

Hope you will enjoy cooking up some stuff!

MorganaBlackwood, Aug 20th at 11:57 AM

amazing mod exactly what was missing in my world thanks for your work 🤗 whould you consider compatibility with EF?

Marc_IceBlade , Aug 20th at 2:18 PM
@MorganaBlackwood: amazing mod exactly what was missing in my world thanks for your work 🤗 whould you consider compatibility with EF?

Thanks for the comment!

If you are referring to Expanded Foods with EF, yes, I actually plan on making the next update add compatibility with it! I just need to look into the mod first, as I have never used it, actually. That was more due to me not playing the game with many mods. I certainly love the idea of EF, and I am already starting to come up with some ideas on how to use De Artibus Rusticis' new items for it.

Right now, the plan is to ideally push an update with Expanded Foods and Foodshelves compatibility and perhaps slight adjustments, depending on feedback.

LubieKakao1212, Aug 20th at 11:16 AM

Looks promising. The art loooks really nice. Especially herbs and spices, flavor is an underexplored part of VS and its mods

I have some questions:

Do spices in meals only affect nutrition values?

I assume in the current state it will crash/have conflicts while EF is installed?

What is the name of the post on #mods, I can't seem to find it?

 

I also have some suggestions, however they might be impossible with pure jsons, and don't know how hard would that be:

  • Make herbs/spices have conditional effects e.g.giving more nutrition when used together with certain ingredients
  • Make herbs/spices be multiplicative instead of additive in regards to the nutrition value
  • Add integration with food preference so that herbs/spices have higher preference impact than normal foods
  • Add pickled cucumbers (the fermented ones, not the vinegar ones)

 

Also a side note, Vintage Story is written in C# and not C++

Marc_IceBlade , Aug 20th at 11:33 AM
@LubieKakao1212: Looks promising. The art loooks really nice. Especially herbs and spices, flavor is an underexplored part of VS and its mods I have some questions: Do spices in meals only affect nutrition values? I assume in the current state it will crash/have conflicts

Hey, thanks for the comment! 

To address your questions one by one:

 

  • Right now spices give a flat nutrition buff to meals. Their buff is less than if you were to add an additional vegetable or piece of meat, unless you combine multiple spices/herbs into a blend that gives you 200 nutrition but is confined to one slot. A few meals, like broths, also require spice, which basically locks higher satiation per meal behind them. Spices defintely need some work, but as this is my first mod, I am yet to explore what is possible.
  • I will look into EF in the coming days. So far, I loaded the game once, and it did not crash, unlike it did with Variation in Meals, I will do my best to look into it as soon as possible.
  • Also as for the mod post, that was my bad. I am yet to obtain the modder role in the VS Discord. I removed the bit for now, as I wrote the description of the page roughly a week ago.

 

As for your suggestions:

  • Not sure how feasible that is with JSON, right now my hope is that once VS gets its status effect system implemented, I will be able to do more with herbs and spices. I am not sure if you are aware, but there are textures in the game files for herbs that have been unused since roughly 2022. I made sure to not add any of those so that they would not be redundant.
  • I will have to see, because I think JSON purely allows an additive value, sadly. Maybe I will have new ideas for spices.
  • I will look into Food Preferences as soon as I can! Right now, I would like to prioritize Expanded Foods and Foodshelves for compatibility.
  • I did think about pickled cucumbers, and I may have plans for that in the future, alongside some other novelty items.

 

Also my bad with C# and not C++, as you can tell I am not a programmer. I will correct it.

 

Thanks for your comment, I appreciate that you took the time to write this!

Calbain, Aug 20th at 11:10 AM

Impressive! Lovely work on the models! Pretty fun inspiration for a mod.

Marc_IceBlade , Aug 20th at 11:37 AM
@Calbain: Impressive! Lovely work on the models! Pretty fun inspiration for a mod.

Thank you!

I am very happy with the item and meal models so far, though the crops themselves definitely still need some work. They were among the first assets I created, and I am yet to get accustomed to the art style of VS.

As for the inspiration, I figured I may as well make use of my studies in history and Latin in some fun ways!

Calbain, Aug 20th at 3:15 PM
@Marc_IceBlade: Thank you! I am very happy with the item and meal models so far, though the crops themselves definitely still need some work. They were among the first assets I created, and I am yet to get accustomed to the art style of VS. As for the inspiration, I figu

I am definitively looking forward to seeing the updated crops!

I'll mention that there's a strange shading issue on part of the full-grown leek sprites, looks bad on it's own and causes visible tiling in the leek field. I'd suggest loading up creative and taking a look yourself, though I don't know if it'd tell you much about how to avoid it in any future works - my best guess is it's somehow caused by the sprite intersecting with the 3D stem, but I'm no modeler.