About Savage Sous-chef (legacy)
From Steam WorkshopSavage Sous-chef is a survival oriented mod, mostly about recipes. It overhauls neglected basegame aspects of sustenance and foraging. Also delves in many other things that Funcom decided to…
Savage Sous-chef is a survival oriented mod, mostly about recipes. It overhauls neglected basegame aspects of sustenance and foraging. Also delves in many other things that Funcom decided to casualize, or otherwise made MMO-ish. Fully stand alone, but gives better experience when used with my other survival mods, first of all Severe Weather and Torchlight.
[discontinued] Funcom made sure I don't really want to make any more content for their game, mod works, it will very likely continue to work for years to come, but... no more updates
mod ID: 2866717582
Mod Spotlight:
- hunting and foraging and cooking made into more immersive gaming loop
- customized/rebalanced recipes and properties, to make early game stages harsher while rewarding late game coulinary and moonshining pursuits
- that includes fix for new AoW loot tables, that took yet another game loop, and completely trivialized it
- oh and ice does melt when inside icebox... and icebox, does not hold items fresh indefinitely, no more fresh forever for free
- scarry, I know
- food/drink drain now scales to server time scale (DayCycleSpeedScale), so if you run fast paced day/night cycle expect your needs to tag along for the wild ride, and vice versa for slower timescales, it alleviates basegame issue that makes your character starve to death before noon
- normalized resource harvesting with amounts based on resource size and a hint of common sense, for example you can fall small tree faster then a large tree, but large tree yields more wood
- that works with all resources* including game, you'll get considerably more hides and meat if you hunt bigger prey, and as with regular resources harvest effort required is also scaled
- * note: technically it adjusts to animal scale, but the way things are spawned by default makes same animal type always the same size with no variance, however if someone would make custom spawner (or something) SSC would scale resources to animal size, and for example small deer would yield less then large deer
- note: harvest is tailored to 1.0 server rates, anything higher will likely make a mess of things, lower values introduce hardcore mode
Armour Insulation Overhaul Majority of armours/clothing in the game have been revised and applied WYSIWYG correct insulation values, that also take into account primary materials, origin and function. So for example, Darfari armour is a loincloth, little bit if straps and a necklace, being almost naked is not as bad as completly naked, but difference is minimal. On the other hand, relic hunter armour is made for hot and sunny, it is airy while covers you skin against sunrays well, but those light silks shall not help much when cold snaps. Excersise common sense when picking armour, and dress for the environment.
Insulation logic Pieces effectivness: in general body and leg pieces provide more insulation then boots/gloves with helmets in the middle, but WYSIWYG takes priority Cold weather: wearing anything is better then nothing, at worst most revealing armours provide no insulation against cold, but wearing armour will never make you colder then wearing no armour. Hot weather: wearing anything light/airy that shields against sunrays is generally better then nothing, while metallic and/or typically cold weather suits confer penalty to heat insulation. Epic variants: as a rule of thumb epic variant provides twice the insulation common armour does. Legendary and special armours: those are often more or less extempt from WYSIWYG rule, to retain playability or item's special properties, that said, unlike basegame they're not always the best choice when it comes to insulation.
Compatiblity Notes: - controlled table merges: ItemTable, RecipesTable, LootTable_Resource, WeaponTypeResourceStatTable, ResourceStatTable, FeatTable, ResourceLootTemplates, DT_NewJourney, DT_NewJourneySteps, ItemStatModificaionTable, ThrallGroupTable
- assets editted: BPGameItemFood, BP_PL_Icebox, BP_PL_Icebox_Improved, BPGameItemFood_CleansingBrew, BPGameItemFood_CorruptingBrew, icon_iron_ore-1, SM_rock_resource_Iron_01, SM_rock_resource_Iron_01_DM, SM_rock_resource_Iron_02, SM_rock_resource_Iron_02_DM
Legal Note: This mod contains assets (art, music, code, items, systems and/or designs that are the intellectual property of Funcom Oslo AS or their licensors.
Constructive feedback is welcome, you can join my discord here
Highlights
From source dataFootprint
Rated a light load on a server.
Last update
Its author last shipped an update 3 yr ago.
Savage Sous-chef (legacy) on Nxeon
From our catalogue- One-click install
- Not available. One-click install isn't available for this game's mods yet. Download it and upload it to your server in Files.
- Server load
- light
- Smallest plan we suggest
- Conan Exiles — 6 GB (6 GB RAM). This follows our own load rating above, not a benchmark.
- Latest build
- 2024-04-01, released 2024-04-01
Game versions by loader
| Loader | Game versions | Newest |
|---|---|---|
| Workshop |
From 1 recorded build of Savage Sous-chef (legacy).
Run Savage Sous-chef (legacy) on a Conan Exiles server
Deploy a server above, then upload the file in Files.
What kind of mod it is
From the catalogWeapons, items & crafting
New weapons, gear, items and the recipes to make them.
Compatibility
- Game
- Conan Exiles
Verified at the source
- ✓Steam WorkshopOfficial listing, checked 2026-10-10Open ↗
- ✓Authordrachenfeles, as published on Steam Workshop
- ✓LicenseNot published by the sourceFree
