Crafting in general is usually either pointless tedium or makes unique loot redundant, both of which are pretty crappy. At least cooking produces consumables so is less likely to have the second problem but its still important that it fills a different need than other items you can find, e.g. with food providing baseline long-term healing or buffs while magic potions provide more drastic effects - or the opposite, cooking with rare ingredients giving more powerful results than whatever ready-made provisions you find laying around.
Food as a pure survival/buff mechanic tends to fall into the tedium end unless it is overpowered (for buffs) or can be ignored (for survival). I think it works better when used to make the world feel more realistic or when it is used for creative quest solutions by e.g. giving an NPC food prepared with ingredients that you have learned will get him to run to the toilet - so essentially when its more of an adventure game mechanic.
Food as a pure survival/buff mechanic tends to fall into the tedium end unless it is overpowered (for buffs) or can be ignored (for survival). I think it works better when used to make the world feel more realistic or when it is used for creative quest solutions by e.g. giving an NPC food prepared with ingredients that you have learned will get him to run to the toilet - so essentially when its more of an adventure game mechanic.
A separate cooking menu is probably not the best way to implement this - I like it more when you can combine items directly in the inventory like in point & click adventures. That does limit how complex recipes can realistically be but that's perhaps not a bad thing.At most you assign a character to cooking like Kingmaker. it can be a logistical concern, but if you're stuck on a crafting menu to make soup, the game is probably fucking up.