# Cooking — the kitchen of Cthangover Cooking is the kitchen of Cthangover's house: the player learns recipes from recipe items, cooks at the kitchen workbench, and watches how many days the party's rations will last. It is a mechanic of the Cthangover game — it opens in the `home_kitchen` scene and uses that game's items — and it is a different thing from Crafting, the general workbench mod used by RPG Plus (see the comparison below). ## Learning a recipe Recipes come as items. Select one in the bag and press **Learn recipe**; the item is used up and the recipe becomes known: ![The inventory with "Recipe: ration from wolf meat" selected — Usable, Recipe, "Teaches how to cook wolf meat into rations that are safe to eat", action action/recipe/wolf_meat_to_ration, verb Learn recipe — next to wolf meat ×10 and branches ×10.](assets/learn-recipe.jpg) ## The kitchen In the kitchen the story asks what to do. The small panel at the top left counts the rations: ![The kitchen at 18:13 with the answers Leave and Cook, the line "A room equipped as a kitchen", and at the top left: Rations: 0, Daily consumption: 1, Supplies will last 0 days.](assets/kitchen.jpg) - **Rations** — how many are in the bag. - **Daily consumption** — characters in the roster × the rations each eats a day (a setting of the mod, 1 by default). - **Supplies will last** — whole days the rations are enough for. **Cook** opens the workbench over the kitchen picture. Known cooking recipes are on the left — the ingredients with their counts, the name and the time — and the selected one is described on the right: ![The Food preparation workbench: on the left the recipe "Ration from wolf meat" with its ingredients (wolf meat 1, branches 2) and "15 minutes"; on the right its name and description, and the Cook and Close buttons at the bottom.](assets/workbench.jpg) Click a recipe, then **Cook**. If the bag holds the ingredients, they are taken, the products are added, the clock moves on by the recipe's time, and a cooking sound plays. Recipes that can be cooked now are listed first. After cooking one ration from one wolf meat and two branches: ![The bag after cooking: a Ration, wolf meat ×10 and branches ×10.](assets/bag-after.jpg) ## The data The recipe: ```json { "Kind": "recipe", "Items": [ { "Id": "recipe/wolf_meat_to_ration", "Name": "recipe/wolf_meat_to_ration/name", "Description": "recipe/wolf_meat_to_ration/desc", "Type": "Cooking", "Time": 15, "Input": [ { "Id": "food/wolf_meat", "Count": 1 }, { "Id": "resource/branches", "Count": 2 } ], "Output": [ { "Id": "food/ration", "Count": 1 } ] } ] } ``` and the item that teaches it: ```json { "Id": "recipe/wolf_meat_to_ration", "ItemType": "Recipe,Used", "ItemAction": "action/recipe/wolf_meat_to_ration" } ``` The workbench shows only learned recipes of type `Cooking`. The item action that teaches this recipe is code in the mod (one class per recipe). The kitchen scenario: ```scenario scene: home_kitchen priority: 5 --- select "A room equipped as a kitchen" key=rooms/kitchen/prompt option "Leave" key=rooms/kitchen/opt_exit -> :exit option "Cook" key=rooms/kitchen/opt_cook -> :cook :cook action toggle_cooking_workbench end ``` ## Cooking and Crafting - **Cooking** shows the recipes the player has *learned*, of type `Cooking`, in a full-screen kitchen workbench; it opens with `toggle_cooking_workbench`; it belongs to Cthangover and counts rations. - **Crafting** shows the recipes a *station* lists, without learning; any game opens any station with `craft.open station=…`; ingredients and products are checked before anything is taken. Both take ingredients from the bag, give products and move the clock by the recipe's `Time`. ## If something goes wrong 1. **The workbench is empty.** No cooking recipe has been learned yet — use a recipe item from the bag first. 2. **Cook does nothing.** No recipe is selected, or an ingredient is missing. 3. **Rations cannot be eaten.** The ration has no item action; the panel only counts how long the supplies would last, and nothing eats them by itself yet.