DayZ
CookZ
557 Comments
peetpan  [author] 3 hours ago 
@Beaut, thank you for the idea, I will take a closer look :)
Beaut 4 hours ago 
@peetpan hi again :), so you can make marmalade irl using dried fruits, so long as you add water to reconstitute the dried fruit. I see that your recipe for marmalade using fresh fruit doesn't use water, so maybe the dried fruit marmalade could use water in a pot?
peetpan  [author] 5 hours ago 
@Beaut hi, thank you for the suggestion. marmalade from dried fruits does not really sound realistic/immersive to me. Im not a chef, so correct me if Im wrong.
Beaut 5 hours ago 
hi, do you think it is possible to add dried fruits to the marmalade recipes instead of only fresh fruits?
peetpan  [author] 15 hours ago 
@surviv0r1969, hi ok
surviv0r1969 13 Jul @ 1:02pm 
awesome can i repack please?
Oktogon9 9 Jul @ 2:39pm 
Thank you very much
Clemency Moreou 9 Jul @ 3:11am 
@peetpan Alright. Thank you for the timely response! That's all i needed to know! :)
peetpan  [author] 8 Jul @ 11:13pm 
@Clemency Moreou, hi, thank you for your question - TLDR: my tests suggest no.

First, I did not add extra logic for the blood sausage to contain kuru. So, the question is if blood can have kuru by vanilla mechanics and can be passed if my mod runs with ChanceToRemoveBrainAgent < 1. Tbh, I had to test :) but it looks like if a player has kuru and blood is taken, then the blood bag does not contain kuru.
Clemency Moreou 8 Jul @ 8:54pm 
I have a general question out of curiosity. Does the blood sausage give kuru if eaten, considering its ingredients? I'd imagine it's a server setting but I know next to nothing about how to delve into files to find out.
peetpan  [author] 8 Jul @ 11:33am 
@Oktogon9, @Minus0vka, hi, ok
Minus0vka 7 Jul @ 4:50am 
Do I have permission to repackage this mod into our server package? We have our own cooking items, we want to disable some recipes or change them, etc
. So instead of creating a lot of overrides, it will be much easier for us to change them directly in the source code.
Of course, all the credit belongs to you. We will add information about you and a link to the mod in the description of our server package in the workshop.

Thank you in advance for any information.
Oktogon9 6 Jul @ 1:49pm 
I was hoping to repack this marvel into a pack for my private server. Will put link and credit aswell.
McBrutal 4 Jul @ 11:41pm 
It was spawning on zombies and sometimes is damaged just like other loot had different conditions. Ill test and make sure on where its coming from. I got sick eating from canned food and also sausage.
peetpan  [author] 4 Jul @ 3:54pm 
@McBrutal, hi, spoiled sausage (if you enabled sausage spoiling) should give food poisoning. ChanceToRemoveSalmonellaAgent: 1.0 should prevent salmonella. Did you maybe switch the values between server restarts? The salmonella agent will not go away in existing sausages if you switch the value later. But there can be a lot of other sources, e.g. eating clean food with dirty hands, etc. If you have a reliable way to reproduce it, let me know.
McBrutal 4 Jul @ 3:38pm 
I have "ChanceToRemoveSalmonellaAgent": 1.0,. Default and still get Salmonella poisoning. Is this caused by the Sausage decay?
peetpan  [author] 2 Jul @ 11:55pm 
@NoMad, @Dracarys, hi, yes
NoMad 2 Jul @ 4:37pm 
may i get permission to repack this mod im going threw the same issue as chimere. I will give you 100% ownership
Dracarys 29 Jun @ 1:33pm 
Hello, you have a great mod! Thank you for your work!
Can I repackage it?
peetpan  [author] 28 Jun @ 11:43am 
@Chimere, hi, yes
Chimere 26 Jun @ 8:57am 
Hello there,
amazing mod! While i personaly dont like repacking mods due to forcing players download same content again and again, i have to ask.
Do i have permission to repack this mod into our serverpack? We have own cookware items, we want to disable some recipes or change them, etc.
So instead of making many overrides its gonna be much easier for us to change it directly in the source code.
Of course all credits goes to you, we will add credits and link for the mod to our serverpack description on the workshop.

Thank you in advance for any info and again, amazing mod!
peetpan  [author] 25 Jun @ 11:10pm 
@Ghostz, thank you for reporting! (Its already in the pinned thread "known incompatible mods").

@Beetle Bloods, yes
Beetle Bloods 25 Jun @ 8:58pm 
Hi, I would like to know if it is possible to pack your mod into my server mod pack with the source specified? Thanks in advance, and thanks for your work.
Ghostz 24 Jun @ 9:24pm 
@LCo3oJ

If you find any, please let me know in the comments. I'm also looking mainly for mods that affect all types of meat.
LCo3oJ 24 Jun @ 5:44pm 
Ok, thanks for your reply, I'll check if other modules affect the temperature.
peetpan  [author] 24 Jun @ 11:44am 
@TheMorty hi, thank you! :)

@LCo3oJ hi, the cooking time cannot be changed. TemperaturOfCreatedDish only configs the temp the finished dish has. The cooking time is basically determined by the vanilla cooking mechanics (modulo some ingredients that can not be cooked in vanilla. e.g. guts - these will cook by temperature). This is, cooking time depends on ingredients, fireplace type (gas, fire barrel, etc) and how hot the cooking equipment already is. 12 seconds still sounds very low - could also be that another mod changes the temperature mechanics.
LCo3oJ 24 Jun @ 9:34am 
hi peetpan, how can I extend the cooking time of food? I set the "TemperaturOfCreatedDish :100.0" and the can was created in just a dozen seconds after the pot and ingredients were placed on the stove. This seems a bit too fast.
TheMorty 24 Jun @ 7:07am 
best mode for food i love it
peetpan  [author] 22 Jun @ 2:03pm 
@NamantH hi, its a bit more - images, some config.cpp entries and letting the items inherit the correct base items in scripts. and optionally, adding the recipes to the cookbook. but overall it would be a very small extension. do you have some modding experience? if so, you can contact me on discord ("peetpan.") - I may have a small example still somewhere.
NamantH 22 Jun @ 1:51pm 
How hard would it be to make a new set of recipes off of Crocodile? anything i need to worry about beyond just creating new recipes?
Funatic 18 Jun @ 10:19am 
Problem pinned: there seems to be a hardlimit of how many actions you can register at all. On deer we just ran into this limit with to many mods. So nothing to do with this great mod
peetpan  [author] 18 Jun @ 7:47am 
@Funatic, hi, I have no experience with Gameslab and only a little with DeerIsle. I’ll try to set it up and reproduce the issue. If you're willing to support, feel free to contact me on Discord at "peetpan." (I believe I know which server you're on, and I should already be in your Discord.)
Funatic 18 Jun @ 6:41am 
Is there any known problem related to Deer Isle + Gamelabs + this mod? It runs fine on our Cherno server with Gamelabs, but on our Deer the charakter cant interact with anything when Gamelabs also loaded.
peetpan  [author] 17 Jun @ 1:54pm 
@IzDreamSKLTH hi, all dishes that require water need 500 ml, which is 25% of a pot's capacity. Note that all the water is used during cooking - otherwise, the dish would end up wet.
IzDreamSKLTH 17 Jun @ 1:39pm 
please tell in photo show up what recipe need water more 50%
JoTee 12 Jun @ 4:11am 
No mod issue after all bc it appears I was using GM at that particular moment lol. Great mod by the way. Something that BI should've done it long time ago. Thank you peetpan for using your time and helping me out with it.
TecPlay_BR 11 Jun @ 3:31pm 
Thanks Peetpan, I'll leave the credits for your mod in my mod pack, along with the link, thank you very much
peetpan  [author] 11 Jun @ 4:52am 
@JoTee, you can contact me on discord "peetpan." if you want to have a closer look - I will be on later.
JoTee 11 Jun @ 4:03am 
No brother only this one. I am kinda new in DayZ server ownership.
peetpan  [author] 11 Jun @ 3:21am 
Hi @JoTee , just tested, plum marmalade and fried potatoes give correct water and energy for me. Plum marmalade has energy=300; water=32; and fried potatoes have energy=260; water=12.4;. Do you use any mods that could affect water and energy values or general consumption mechanics?

@po kaify, @TecPlay_BR, ok
po kaify 11 Jun @ 2:51am 
Привет можно ли перепаковать ваш мод к себе????:steamthumbsup:
JoTee 11 Jun @ 1:41am 
Hello. I tried one recipe Plum jam canned one and it effects food and water level rise although the other one where I mixed meat and potatoes with fat doesn't. I can eat and everything is fine by that but it doesn't affect food and water lvl to rise. I just installed the mod using my server host panel. Am I doing something wrong?
TecPlay_BR 7 Jun @ 1:18pm 
Hi, I wanted to know if it's possible to make a repack for a server pack of this incredible mod, it's for a PVE server only, if it's not possible that's fine, I'll still use it because it's an impressive mod <3
peetpan  [author] 7 Jun @ 4:24am 
Hi @juchas79, the mod includes an example Expansion Trader file, which was actually provided by another user - I'm not very familiar with trader setups myself, so I just included it for convenience. If you manage to get it working or spot any issues, feel free to let me know whether the file needs any changes, or if I should create one for a different trading mod. Good luck :)
juchas79 7 Jun @ 3:36am 
I use trader and I can't sell the goods, do you have any settings to make it work, thanks in advance
peetpan  [author] 4 Jun @ 11:28am 
@Murmel, hi, you have to set those to 0 if you don't want them to spoil.
"EnableCheeseDecay": 0,
"EnableSausageDecay": 0,
"EnableBoxAndCanDecay": 0,
peetpan  [author] 3 Jun @ 10:58pm 
@Matt, hi, I don't see CookZ in the stacktrace - any indication that my mod is involved? I do not add or change any liquids (this is where this error mostly comes from). By any chance: are you using liquids from rags mods without their liquid framework?
Matt 3 Jun @ 6:05pm 
peetpan,

I started noticing this error today; and then soft crashes following it;

03.06 2025 20:01:02
NULL pointer to instance when trying to access variable 'm_TemperatureLiquidBoilThreshold' (Parent instance is null)
Function: 'GetBoilThreshold'
Stack trace:
scripts/4_World/static\liquid.c:413 Function GetBoilThreshold
scripts/4_World/entities\itembase.c:4697 Function GetItemOverheatThreshold
scripts/3_Game/entities\entityai.c:2323 Function SetTemperatureEx
scripts/4_World/entities\itembase.c:4590 Function ProcessItemTemperature
scripts/4_World/entities\itembase.c:4664 Function ProcessVariables
scripts/3_Game/entities\entityai.c:3832 Function OnCEUpdate
$CurrentDir:mpmissions\empty.Bitterroot\init.c:7 Function main
peetpan  [author] 2 Jun @ 8:38am 
Tested with the 1.28 experimental branch — everything looks good to me. If you find any issues, let me know. Wishing all server owners a smooth upgrade! :)