DoctorVanGogh Posted January 7, 2023 Report Share Posted January 7, 2023 Found another bug Partially cracking an egg over a bucket should result in an egg yolk item according to the handbook. It does not Partially cracking an egg over a bucket will yield egg white in the bucket and egg shells in the inventory. Partially cracking an egg over a bowl will yield egg white in the bowl, and an egg yolk item in the inventory. Additional remarks: Also... egg liquids are implemented weirdly. If I have 0.1L of egg white and 0.1L of egg yolk.... I should get 0.2L of "mixed" liquid egg. I mean, volume changes on mixing different liquids are a thing, but 50% seems... harsh This is especially weird since one could use that same 0.1L egg white to bread one piece of food, and use the 0.1L egg yolk to bread another piece of food. So it's not that you're eliminating "double dipping" here... 1 Link to comment Share on other sites More sharing options...
DoctorVanGogh Posted January 7, 2023 Report Share Posted January 7, 2023 Aaaand another - even a crash : Opening the handbook, clicking on "Breaded rye fish" (needs Primitive Survival), then clicking on "Breaded rye fish (part baked)" will crash the client: ... Loaded Mods: aculinaryartillery@1.0.11, primitivesurvival@3.1.1, game@1.17.9, expandedfoods@1.6.4, creative@1.17.9, survival@1.17.9 System.Exception: Can't create itemstack without collectible! at Vintagestory.API.Common.ItemStack..ctor(CollectibleObject collectible, Int32 stacksize) in VintagestoryApi\Common\Collectible\ItemStack.cs:line 186 at Vintagestory.GameContent.CollectibleBehaviorHandbookTextAndExtraInfo.GetHandbookInfo(ItemSlot inSlot, ICoreClientAPI capi, ItemStack[] allStacks, ActionConsumable`1 openDetailPageFor) in VSSurvivalMod\Systems\Handbook\CollectibleBehaviorHandbookTextAndExtraInfo.cs:line 926 at Vintagestory.GameContent.GuiHandbookItemStackPage.GetPageText(ICoreClientAPI capi, ItemStack[] allStacks, ActionConsumable`1 openDetailPageFor) in VSSurvivalMod\Systems\Handbook\Gui\GuiHandbookItemStackPage.cs:line 110 at Vintagestory.GameContent.GuiDialogHandbook.initDetailGui() in VSSurvivalMod\Systems\Handbook\Gui\GuiDialogHandbook.cs:line 268 at Vintagestory.GameContent.GuiDialogHandbook.OpenDetailPageFor(String pageCode) in VSSurvivalMod\Systems\Handbook\Gui\GuiDialogHandbook.cs:line 332 at Vintagestory.API.Client.ItemstackTextComponent.OnMouseDown(MouseEvent args) in VintagestoryApi\Client\UI\Elements\Impl\Interactive\Text\Richtext\ItemstackTextComponent.cs:line 104 at Vintagestory.API.Client.GuiElementRichtext.OnMouseDownOnElement(ICoreClientAPI api, MouseEvent args) in VintagestoryApi\Client\UI\Elements\Impl\Interactive\Text\GuiElementRichtext.cs:line 519 at Vintagestory.API.Client.GuiElement.OnMouseDown(ICoreClientAPI api, MouseEvent mouse) in VintagestoryApi\Client\UI\Elements\Impl\GuiElement.cs:line 640 at Vintagestory.API.Client.GuiComposer.OnMouseDown(MouseEvent mouseArgs) in VintagestoryApi\Client\UI\GuiComposer.cs:line 459 at Vintagestory.API.Client.GuiDialog.OnMouseDown(MouseEvent args) in VintagestoryApi\Client\UI\Dialog\GuiDialog.cs:line 536 at Vintagestory.Client.NoObf.GuiManager.OnMouseDown(MouseEvent args) in VintagestoryLib\Client\Systems\Gui\GuiManager.cs:line 394 at Vintagestory.Client.NoObf.ClientMain.OnMouseDown(MouseEvent args) in VintagestoryLib\Client\ClientMain.cs:line 2251 at Vintagestory.Client.NoObf.ClientPlatformWindows.Mouse_ButtonDown(Object sender, MouseButtonEventArgs e) in VintagestoryLib\Client\ClientPlatform\Input.cs:line 220 at System.EventHandler`1.Invoke(Object sender, TEventArgs e) at System.EventHandler`1.Invoke(Object sender, TEventArgs e) at OpenTK.Platform.Windows.WinGLNative.WindowProcedure(IntPtr handle, WindowMessage message, IntPtr wParam, IntPtr lParam) in C:\Users\Nexrem\Desktop\transfer\opentk\src\OpenTK\Platform\Windows\WinGLNative.cs:line 792 at OpenTK.Platform.Windows.Functions.DispatchMessage(MSG& msg) at OpenTK.Platform.Windows.WinGLNative.ProcessEvents() in C:\Users\Nexrem\Desktop\transfer\opentk\src\OpenTK\Platform\Windows\WinGLNative.cs:line 1551 at OpenTK.GameWindow.Run(Double updates_per_second, Double frames_per_second) in C:\Users\Nexrem\Desktop\transfer\opentk\src\OpenTK\GameWindow.cs:line 369 at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 93 Link to comment Share on other sites More sharing options...
EreticKB Posted January 14, 2023 Report Share Posted January 14, 2023 I dunno why, but egg cracking simple not working. It not even start. Link to comment Share on other sites More sharing options...
Azuli-Bluespots Posted February 10, 2023 Report Share Posted February 10, 2023 For whatever reason I noticed there were some changes in the language file. I updated my translation to also be more precise on some things. (better adapted the Knead translation) Still working on the Expanded Foods crowdin translation. A lot of items can be automated at this point. cullinary artillery pt-br 1-0-11.json 1 Link to comment Share on other sites More sharing options...
l33tmaan Posted March 9, 2023 Author Report Share Posted March 9, 2023 This mod should be usable in 1.18 now, but I'll be pushing a real update out soon! Link to comment Share on other sites More sharing options...
l33tmaan Posted March 9, 2023 Author Report Share Posted March 9, 2023 I'm going to try and add some usability tips to an ACA-specific trader. Do you guys have any recommendations? Link to comment Share on other sites More sharing options...
macoto_hino Posted March 9, 2023 Report Share Posted March 9, 2023 How about some useful information about meals and recommendations? For example, dried seaweed made from seaweed has no expiration date, or recommended preserved foods? If you can, maybe there could be a special meal that the merchants could teach you about? It sounds like a lot of work to make, but it's free just to say. 1 Link to comment Share on other sites More sharing options...
Credinus Posted March 10, 2023 Report Share Posted March 10, 2023 Emeril is a very fitting name. Perhaps some tips about the effects of various ACA items, such as bottles being a great way to store liquids long term, could be useful. The added effects of foods like "syrups made from tree sap will make you feel a little better when added to foods, but syrups made from fruit will make you feel even better" would be nice. Maybe a trader that offers some advice on setting up a proper gearbox for a powered mixer to get the most out of it. 1 Link to comment Share on other sites More sharing options...
macoto_hino Posted March 11, 2023 Report Share Posted March 11, 2023 7 hours ago, Credinus said: Emeril is a very fitting name. Perhaps some tips about the effects of various ACA items, such as bottles being a great way to store liquids long term, could be useful. The added effects of foods like "syrups made from tree sap will make you feel a little better when added to foods, but syrups made from fruit will make you feel even better" would be nice. Maybe a trader that offers some advice on setting up a proper gearbox for a powered mixer to get the most out of it. It would be nice to tell us the season when the syrup can be taken. And I seem to recall that it was removed from the handbook. Link to comment Share on other sites More sharing options...
l33tmaan Posted March 11, 2023 Author Report Share Posted March 11, 2023 1 hour ago, macoto_hino said: It would be nice to tell us the season when the syrup can be taken. And I seem to recall that it was removed from the handbook. That's still in the handbook, it's just in Expanded Foods now... since A Culinary Artillery doesn't actually add the syrups. Link to comment Share on other sites More sharing options...
macoto_hino Posted March 11, 2023 Report Share Posted March 11, 2023 Huh? Was it a mistake? I thought it had been removed in the update, but I guess I was mistaken. Link to comment Share on other sites More sharing options...
l33tmaan Posted March 11, 2023 Author Report Share Posted March 11, 2023 It was removed from ACA and moved into Expanded Foods. Link to comment Share on other sites More sharing options...
Conquest of Blocks Posted April 9, 2023 Report Share Posted April 9, 2023 Spoiler [Server Error] [aculinaryartillery] An exception was thrown when trying to start the mod: HarmonyLib.HarmonyException: Patching exception in method null ---> System.ArgumentException: Undefined target method for patch method static System.Boolean ACulinaryArtillery.DisplayPatches::displayFix(Vintagestory.API.Common.ItemStack stack, Vintagestory.GameContent.BlockEntityDisplay __instance, Vintagestory.API.Client.MeshData& __result) at HarmonyLib.PatchClassProcessor.PatchWithAttributes(MethodBase& lastOriginal) at HarmonyLib.PatchClassProcessor.Patch() --- End of inner exception stack trace --- at HarmonyLib.PatchClassProcessor.ReportException(Exception exception, MethodBase original) at HarmonyLib.PatchClassProcessor.Patch() at HarmonyLib.CollectionExtensions.Do[T](IEnumerable`1 sequence, Action`1 action) at Vintagestory.Common.ModLoader.TryRunModPhase(Mod mod, ModSystem system, ICoreAPI api, ModRunPhase phase) in C:\Users\Tyron\Documents\vintagestory\game\VintagestoryLib\Common\API\ModLoader.cs:line 620 9.4.2023 18:08:03 [Server Error] Failed to run mod phase Start for mod ACulinaryArtillery.ACulinaryArtillery latest version on an rc2 server Link to comment Share on other sites More sharing options...
Mage Chartreux Posted May 18, 2023 Report Share Posted May 18, 2023 On 4/9/2023 at 11:12 AM, Conquest of Blocks said: Hide contents [Server Error] [aculinaryartillery] An exception was thrown when trying to start the mod: HarmonyLib.HarmonyException: Patching exception in method null ---> System.ArgumentException: Undefined target method for patch method static System.Boolean ACulinaryArtillery.DisplayPatches::displayFix(Vintagestory.API.Common.ItemStack stack, Vintagestory.GameContent.BlockEntityDisplay __instance, Vintagestory.API.Client.MeshData& __result) at HarmonyLib.PatchClassProcessor.PatchWithAttributes(MethodBase& lastOriginal) at HarmonyLib.PatchClassProcessor.Patch() --- End of inner exception stack trace --- at HarmonyLib.PatchClassProcessor.ReportException(Exception exception, MethodBase original) at HarmonyLib.PatchClassProcessor.Patch() at HarmonyLib.CollectionExtensions.Do[T](IEnumerable`1 sequence, Action`1 action) at Vintagestory.Common.ModLoader.TryRunModPhase(Mod mod, ModSystem system, ICoreAPI api, ModRunPhase phase) in C:\Users\Tyron\Documents\vintagestory\game\VintagestoryLib\Common\API\ModLoader.cs:line 620 9.4.2023 18:08:03 [Server Error] Failed to run mod phase Start for mod ACulinaryArtillery.ACulinaryArtillery latest version on an rc2 server Also getting this error on server startup. Doesn't stop the server from working, but I'm worried that it means that A Culinary Artillery isn't running, making Expanded Foods inaccessible. Link to comment Share on other sites More sharing options...
l33tmaan Posted May 23, 2023 Author Report Share Posted May 23, 2023 On 5/18/2023 at 6:42 PM, Mage Chartreux said: Also getting this error on server startup. Doesn't stop the server from working, but I'm worried that it means that A Culinary Artillery isn't running, making Expanded Foods inaccessible. ACA should be working - this error is just related to how foods get rendered when on shelves or in display cases. Link to comment Share on other sites More sharing options...
jbutt Posted June 6, 2023 Report Share Posted June 6, 2023 I've been trying for days to figure out how to get dried resin out of a saucepan. I collected a ton from my forest, put it all into saucepans to dry on a shelf... and then could not figure out how to get useable resin from that. It would be super handy to mention in the guidebook where it talks about liquid resin and spiles to note that you need a mixing bowl to get the resin out. 1 Link to comment Share on other sites More sharing options...
Blaiyze Posted June 7, 2023 Report Share Posted June 7, 2023 I'm wondering if this may be a bug, since I don't think this mod was updated for the most recent release. So far, most everything with this mod seems to work, except the mixing bowl. I'm assuming the bowl functions similarily like the quern of sorts - put items in, hold right click to activate the stirring. Except, that doesn't work. I put the items in to mix, hold right click, and nothing happens. I've tried shift click holding, tried everything I could think of - I see that some mixing recipes require a pot, I've placed the pot and still. Nothing. no mixing occurs. I feel like the handbook needs to be further updated with explicit instructions as lots of things really aren't well explained and recipes aren't shown. Link to comment Share on other sites More sharing options...
EreticKB Posted June 8, 2023 Report Share Posted June 8, 2023 (edited) On 6/6/2023 at 10:20 PM, jbutt said: I've been trying for days to figure out how to get dried resin out of a saucepan. I collected a ton from my forest, put it all into saucepans to dry on a shelf... and then could not figure out how to get useable resin from that. It would be super handy to mention in the guidebook where it talks about liquid resin and spiles to note that you need a mixing bowl to get the resin out. I found what it works with barrels. Try to place pan with resin into barrel inventory. Edited June 12, 2023 by EreticKB 1 Link to comment Share on other sites More sharing options...
l33tmaan Posted June 9, 2023 Author Report Share Posted June 9, 2023 Ooh, I should put that into the handbook. Good catch! On 6/7/2023 at 9:46 AM, Blaiyze said: I'm wondering if this may be a bug, since I don't think this mod was updated for the most recent release. So far, most everything with this mod seems to work, except the mixing bowl. I'm assuming the bowl functions similarily like the quern of sorts - put items in, hold right click to activate the stirring. Except, that doesn't work. I put the items in to mix, hold right click, and nothing happens. I've tried shift click holding, tried everything I could think of - I see that some mixing recipes require a pot, I've placed the pot and still. Nothing. no mixing occurs. I feel like the handbook needs to be further updated with explicit instructions as lots of things really aren't well explained and recipes aren't shown. If you have a valid recipe in the mixing bowl, it should say so. Can you post a screenshot of what you're attempting to make? Link to comment Share on other sites More sharing options...
Blaiyze Posted June 10, 2023 Report Share Posted June 10, 2023 On 6/8/2023 at 7:34 PM, l33tmaan said: Ooh, I should put that into the handbook. Good catch! If you have a valid recipe in the mixing bowl, it should say so. Can you post a screenshot of what you're attempting to make? Don't mind me. I pulled a derp moment - I was attempting to use aged meat nuggets. The mixing bowl is working as intended. Link to comment Share on other sites More sharing options...
QuakingDoom Posted June 19, 2023 Report Share Posted June 19, 2023 @l33tmaan Latest code from github causes the game to forceclose without an error when shift+clicking an item from the inventory into a firepit. Not sure if it affects anything else. No changes made to the source other than fixing the sln and csproj so that it would compile on my setup. Link to comment Share on other sites More sharing options...
Exletalis08 Posted June 27, 2023 Report Share Posted June 27, 2023 Have a player that crashes whenever they try to open the mixing bowl after making rye pasta. I was able to make the same pasta in the same way in the same bowl with no issue. Tried refreshing their mods and wiping the player, but still the same crash. Here is the link to the crash report:https://pastebin.com/MJQrtgCm Thank you! Link to comment Share on other sites More sharing options...
l33tmaan Posted June 28, 2023 Author Report Share Posted June 28, 2023 I think I've got ACA mostly ready for the .NET7 releases. Just as a warning, any future updates will not be compatible with the current .Net releases - but that shouldn't matter after 1.19 anyway. Only problem keeping me from releasing it is a fun new visual bug. I'll get it sorted out! 2 1 Link to comment Share on other sites More sharing options...
l33tmaan Posted July 5, 2023 Author Report Share Posted July 5, 2023 I've released another RC version since it's been ages since the last update. There's a bit of new 1.18 content and a few bugs were fixed, but one visual issue with the expanded foods has popped up if you place them on shelves/ovens/display cases. If it wasn't for that, this would probably be a full release. Anyway, this latest version (and all future updates) will only work on .NET7 builds of the game. Sorry if this causes any inconvenience for now. Link to comment Share on other sites More sharing options...
Karagryphon Posted July 6, 2023 Report Share Posted July 6, 2023 Not sure if this is a server issue, or a mod issue, Buuut... 6.7.2023 01:38:06 [Server Warning] Failed resolving a blocks itemdrop or smeltedstack with code aculinaryartillery:eggshell i n troughcontentconfig Game Version: v1.18.6 (Stable) 7/6/2023 1:38:06 AM: Critical error occurred Loaded Mods: System.NullReferenceException: Object reference not set to an instance of an object. at Vintagestory.GameContent.BlockTroughBase.init() in VSSurvivalMod\Block\BlockTrough.cs:line 56 at Vintagestory.Server.ServerSystemBlockSimulation.OnBeginModsAndConfigReady() in VintagestoryLib\Server\Systems\World\Blo ckSimulation.cs:line 297 at Vintagestory.Server.ServerMain.EnterRunPhase(EnumServerRunPhase runPhase) in VintagestoryLib\Server\ServerMain.cs:line 584 at Vintagestory.Server.ServerMain.Launch() in VintagestoryLib\Server\ServerMain.cs:line 507 at Vintagestory.Server.ServerProgram.Main2() at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\ CrashReporter.cs:line 93 Crash written to file at "Logs\server-crash.txt" Link to comment Share on other sites More sharing options...
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