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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.

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.

  • 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.

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.

The data

The recipe:

{
  "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:

{ "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:

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.