Mods / De Artibus Rusticis
- Tags:
- Author:
- Marc_IceBlade
- Side:
- Both
- Created:
- Aug 20th at 10:33 AM
- Last modified:
- 15 hours ago
- Downloads:
- 2092
-
Recommended download (for Vintage Story 1.22.0 - 1.22.7):
deartibusrusticis_0.9.3.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 & Gingerbread:
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:
I have not yet done much compatibility work, as I wished to publish the mod for testing. If you have wishes or wish to report incompatibilities, please leave a comment here or within the thread on the Vintage Story Discord server. Currently, mods that I can give specific accounts on are:
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:
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:
- 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:
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:
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:
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 gelatine.
- 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’
- 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.
- 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:
- Make Tea Forked & possibly Steep & Brew will be supported in a future version.
- 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:
- 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:
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:
- UnHallowed for compatibility help.
- Lexical Anomaly for compatibility help.
- Pax for compatibility help.
- Whiskey Sunshine for compatibility help.
- TheRealFrogit for feedback on the textures.
I appreciate any feedback and criticism. You may either post them here in the modDB or in the De Artibus Rusticis 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.
| Mod Version | Mod Identifier | For Game version | Downloads | Released | Changelog | Download | 1-click mod install* |
|---|---|---|---|---|---|---|---|
| 0.9.3 | deartibusrusticis | 204 | 15 hours ago | 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.
New Content: Herbs & Spices:
Poached Lettuce & Lettuce:
Sauerkraut:
Cucumber:
Meum:
New Meal: Meum Pear Honey
Miscellaneous Changes:
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.
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 | 1039 | 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:
Fixes:
| |||||||
| 0.9.1 | deartibusrusticis | 339 | 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:
Compatibility
| |||||||
| 0.9.0 | deartibusrusticis | 510 | Aug 20th at 10:35 AM | Empty | deartibusrusticis_0.9.0.zip | 1-click install | |











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)
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?
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.
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
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.
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.
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.
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.
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.
Cool, really love the mod, looking forward to it ^^
Have fun ;-)
Potatoes and Tomatoes pretty please π₯Ίππ
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.
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.
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.
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).
Hey thanks and good to know ^^
And I hope the update and restructuring goes well ^^
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 :)
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!
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.
Hey Marc! Thanks for remembering us, it does work! The age of soup is upon us!!!
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?
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!
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)
Hey, thanks for the comment!
I actually finished that patch today. It'll be out in 0.9.3!
Oh lovely, I look forward to that!
The compatibility patch is out now!
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).
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!
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!
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)
You should have missing blocks and items, there should not be any deeper issues, but I can't make promises.
'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.
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.
Awesome, stoked that it's planned!
Long Term Food is out now!
Hope you'll enjoy it!
Yo thank you!
I found gold while looking for copper!
Thanks!
Hope you'll stick along for the ride when the mod (hopefully) gets even better!
A COOL MOD WITHOUT AI! At last!
Lately, Iβve felt like theyβve become hard to come by.
Thank you so much! Iβve got a feeling Iβm 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!
I just need to get back into the swing of things with my modpack with my mates, but I think Iβll add it ^^
The only downside Iβd say at the moment (I havenβt 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 β especially when it revolves around farming, cooking or crafts
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!
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.
No worries! Take your time! I don't expect you modders to work around a schedule convient to ME
Expanded Food compat is out!
Hope you will enjoy cooking up some stuff!
AYOOOOOOOOOO πππ
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.
In case you are still interested in the mod, maybe you will find the new textures more pleasing!
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
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!
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.
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.
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.
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.
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.
ill give the mod a try and see if i can figure out any issues. thanks for the work!
Thanks for trying it out!
Thanks for adding Biomes support!
No problem!
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.
Thanks!
I think maintaing should be the eaiser part, but adding the last few features might be.
We'll see how it develops!
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 ^^?
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
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 ^^!
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!
Expanded Food compat is out!
Hope you will enjoy cooking up some stuff!
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.
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.
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!
The second a compatibility patch lands for Expanded Foods, Iβm 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!
Well, John Cena, I hope you sitll want to try it now with Expanded Food Compat :D
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!
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.
Compatibility for biomes is now added in 0.9.1. ^^
Thank you so much!
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.
I experianced the same issue, first with Cream from Dairy+
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.
The crash should be fixed now, in case you are still interested ^^.
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.
Those are adorable! Good work!
Thanks!
Still hoping to have more to come, some ideas are already brewing in my head!
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!
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.
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.
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!
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!!
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!
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!π
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.
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.
If you need any help just ask. The mod just whitelist filers them into diffrent biorealms. All other spwning conditions are not touched.
Oh, sorry, I didn't realize you were one of the authors of the mod!
If it would be possible, is there any chance I could contact you to briefly discuss the patch? I am just not sure if I am getting unlucky or not.
Yeah just chat in the discord thread
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.
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.
Compatibility for biomes is now added in 0.9.1. ^^
Yeah I saw earlier today! It's for sure going in the mod list.
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!
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!
Expanded Food compat is out!
Hope you will enjoy cooking up some stuff!
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!
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.
Long Term Food compat is out!
Hope you'll enjoy making that new mash!
amazing!
Thanks! <3
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!
Thanks for telling me that it does not outright crash!
Puts my mind at ease a little bit!
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.
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 :)
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!
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!)
Hey, thanks for the comment!
To address your questions:
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
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.
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
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!
It's alright, no pressure! Loving your mod already <3
Aww, that means a lot, thank you! ^^
I'm also here to ask for CropsV2 support, because your mod hits an exact spot I've been wanting for a while without going way too far in scope haha
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!
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.^^
I don't think they had "Kompot" in mind, kompot (at least in Poland) does not contain vegetables and deffinitly not pickled ones, so it most likely is something different
I think it's something like this https://thepastisaforeignpantry.com/2020/08/28/compost-1390/
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!
Thank you, all three for the informations, learned something new again.
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.
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.
Expanded Food compat is out!
Hope you will enjoy cooking up some stuff!
amazing mod exactly what was missing in my world thanks for your work π€ 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.
Expanded Food compat is out!
Hope you will enjoy cooking up some stuff!
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:
Also a side note, Vintage Story is written in C# and not C++
Hey, thanks for the comment!
To address your questions one by one:
As for your suggestions:
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!
Just as an additional brief update: The thread on the official Discord is up now.
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!
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.
Thanks for reporting that!
I'll look into it for the next update, but Ithink I may have just forgotten to check a box in the modeler for that!
Okay, I should have the leek shading fixed now in 0.9.1.