BebRav3 Posted February 13 Report Share Posted February 13 Good Evening. I am attempting to utilize your spiles to farm resin, however I am having difficulty. The spiles seem to randomly stop producing fresh resin? this happened on my creative test world when I was messing around with Time. Destroying old spiles and placing new ones seems to fix the issue. I only noticed this after leaving the world and returning. also, spiles didnt work on oaks, but did work on pines. I assume this is intended. After the buckets, barrels, and bowls are filled with resin, I am unable to find a way to remove cured resin from buckets and bowls. I can remove resin from barrels by breaking the barrels. No such luck with buckets and bowls. How should i be removing cured resin from buckets and bowls? do i not understand something? I asked a similar question on the expanded foods mod page. Thank you. Link to comment Share on other sites More sharing options...
Westernby Posted February 18 Report Share Posted February 18 Hello everyone, This has been mentioned on the modpage before, but I haven't seen it in here, so I'd like to report a bug. Whenever I try to crack an egg, the game crashes. The egg white is in the container afterwards. I'll attack the crash report to this post: Thanks and have a nice Dayclient-crash.txt Link to comment Share on other sites More sharing options...
l33tmaan Posted February 18 Author Report Share Posted February 18 (edited) Updated to 1.1.0, baby!! ~1.19_v1.1.0~ - Cookware trader actually spawns in-game - French translation actually included this time (sorry about that) - based bugfixes from Pursec: -- Hopeful fix for liquid outputs to properly go into cauldron/saucepan -- Bottles can emit light when held -- Fixed dedicated server/subsequent rejoin patching issues and saucepan display issues -- Cracking eggs doesn't cause crashes anymore -- Fix for Item ID outside of range crash Edited February 18 by l33tmaan 1 Link to comment Share on other sites More sharing options...
l33tmaan Posted February 18 Author Report Share Posted February 18 On 2/12/2024 at 7:25 PM, BebRav3 said: How should i be removing cured resin from buckets and bowls? Empty it into the mixing bowl or saucepan's input slots, then you can grab it. Link to comment Share on other sites More sharing options...
l33tmaan Posted February 19 Author Report Share Posted February 19 Updated to 1.1.1! - Cookware trader spawn chance reduced from 10.0 to 1.0 - ALL THE TRADER'S FANCY TOOLS AND CYLINDERS REMOVED BECAUSE THERE'S NO WAY TO PROTECT THEM (TYRON PLZ FUCKING FIX WAT DA HELL) - 2 secret bottles of Soulstorm Brew added to spawnhouse, for good luck 1 Link to comment Share on other sites More sharing options...
l33tmaan Posted February 22 Author Report Share Posted February 22 Updated to 1.1.2! - Cookware trader minGroupDistance increased from 700 to 2000 - Spawnhouse tools actually removed this time, I guess Link to comment Share on other sites More sharing options...
Psyborg Posted February 22 Report Share Posted February 22 7 hours ago, l33tmaan said: Updated to 1.1.2! - Cookware trader minGroupDistance increased from 700 to 2000 - Spawnhouse tools actually removed this time, I guess Does it solve the issue with cookware traders replacing every other trader? Link to comment Share on other sites More sharing options...
l33tmaan Posted March 1 Author Report Share Posted March 1 On 2/22/2024 at 2:17 AM, Psyborg said: Does it solve the issue with cookware traders replacing every other trader? Uhh, judging from comments on the ModDB, it seems not. Funny, because I only see one every thousand or two-thousand blocks when I test it myself. Some people say it replaced like 7 out of 8 traders they ran into? I thought boosting minGroupDistance would fix that, but I guess not... Link to comment Share on other sites More sharing options...
l33tmaan Posted March 2 Author Report Share Posted March 2 Updated to 1.1.3! - Hotfix: Cookware trader spawn chance reduced from 1.0 to 0.1 Link to comment Share on other sites More sharing options...
Drizzane Posted March 9 Report Share Posted March 9 Running on 64 bit Windows 10.0.19045.0 with 16336 MB RAM Game Version: v1.19.3 (Stable) 3/9/2024 2:49:57 PM: Critical error occurred in the following mod: aculinaryartillery@1.1.3 Loaded Mods: acorns@0.5.3, aculinaryartillery@1.1.3, autopanning@1.0.1, bettercrates@1.7.0, bettertraders@0.0.5, blacksmithname@1.1.6, chiseltools@1.10.5, entitiesinteract@1.0.3, extendedcrafts@1.1.0, fantasycreatures@0.7.1, foundrymod@1.0.0, mannequinstand@1.0.3, optimizedwindmills@1.0.1, primitivesurvival@3.4.8, rpvoicechat@2.3.8, sortablestorage@2.2.2, Swordz@1.1.6, thecritterpack@0.8.8, game@1.19.3, animalcages@3.0.2, autoloot@1.0.1, betterfirepit@1.1.4, betterruins@0.3.4, canjewelry@0.2.16, canmarket@0.3.24, carryon@1.7.4, commonlib@2.3.2, divisionoflabor@1.0.8, expandedfoods@1.6.8, fairplayguardian@1.1.7, fromgoldencombs@1.4.25, hudclock@3.4.0, justanarrowheadmold@1.0.1, knapster@2.8.5, medievalexpansion@3.13.1, meteoricexpansion@1.2.5, morepiles@1.5.0, natsachievements@1.0.1, nohandsfp@1.0.1, petai@2.2.3, playerlist@1.8.0, pomshadercache@1.1.1, prospecttogether@1.3.0, sanctuarypatch@1.1.3, steadycam@1.3.1, stonebakeoven@1.1.3, storagecontroller@1.0.7, storageoptions@1.0.2, strspawnchances@0.1.6, th3dungeon@0.2.1-rc.1, vanvar@3.3.0, creative@1.19.3, survival@1.19.3, VsTrashcan@1.0.5, waypointtogether@1.0.1, woodenfortifications@0.0.4, workbenchexpansion@1.8.0, xlib119@0.7.4-dev.1191, betterruinslootchanges@0.0.3, cats@2.0.1, em@2.5.0, feverstonewilds@1.4.5, playercorpse@1.9.0, rifteye@0.3.4, simplewinddirection@1.0.2, stonequarry@3.2.1, vsradiomod@0.2.0, wolftaming@2.1.0, xskills119@0.7.5-dev.1191, bricklayers@2.5.0, moreroads@1.5.4, tailorsdelight@1.3.0 System.NullReferenceException: Object reference not set to an instance of an object. at ACulinaryArtillery.BlockBottle.GenMesh(ICoreClientAPI capi, ItemStack contentStack, BlockPos forBlockPos) at ACulinaryArtillery.BlockBottle.OnBeforeRender(ICoreClientAPI capi, ItemStack itemstack, EnumItemRenderTarget target, ItemRenderInfo& renderinfo) at Vintagestory.Client.NoObf.InventoryItemRenderer.GetItemStackRenderInfo(ClientMain game, ItemSlot inSlot, EnumItemRenderTarget target, Single dt) in VintagestoryLib\Client\Render\InventoryItemRenderer.cs:line 388 at Vintagestory.Client.NoObf.InventoryItemRenderer.RenderItemstackToGui(ItemSlot inSlot, Double posX, Double posY, Double posZ, Single size, Int32 color, Single dt, Boolean shading, Boolean origRotate, Boolean showStackSize) in VintagestoryLib\Client\Render\InventoryItemRenderer.cs:line 195 at Vintagestory.Client.NoObf.RenderAPIGame.RenderItemstackToGui(ItemSlot inSlot, Double posX, Double posY, Double posZ, Single size, Int32 color, Single dt, Boolean shading, Boolean rotate, Boolean showStackSize) in VintagestoryLib\Client\API\RenderAPIGame.cs:line 268 at Vintagestory.API.Client.GuiElementItemSlotGridBase.RenderInteractiveElements(Single deltaTime) in VintagestoryApi\Client\UI\Elements\Impl\Interactive\Inventory\GuiElementItemSlotGridBase.cs:line 479 at Vintagestory.API.Client.GuiComposer.Render(Single deltaTime) in VintagestoryApi\Client\UI\GuiComposer.cs:line 716 at Vintagestory.API.Client.GuiDialog.OnRenderGUI(Single deltaTime) in VintagestoryApi\Client\UI\Dialog\GuiDialog.cs:line 380 at Vintagestory.API.Client.HudElement.OnRenderGUI(Single deltaTime) in VintagestoryApi\Client\UI\HudElement.cs:line 30 at Vintagestory.Client.NoObf.HudHotbar.OnRenderGUI(Single deltaTime) in VintagestoryLib\Client\Systems\Gui\Huds\HudHotbar.cs:line 574 at Vintagestory.Client.NoObf.GuiManager.OnRenderFrameGUI(Single deltaTime) in VintagestoryLib\Client\Systems\Gui\GuiManager.cs:line 301 at Vintagestory.API.Client.DummyRenderer.OnRenderFrame(Single deltaTime, EnumRenderStage stage) in VintagestoryApi\Client\API\IClientEventAPI.cs:line 83 at Vintagestory.Client.NoObf.ClientEventManager.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\Util\ClientEventManager.cs:line 199 at Vintagestory.Client.NoObf.ClientMain.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\ClientMain.cs:line 799 at Vintagestory.Client.NoObf.ClientMain.RenderToDefaultFramebuffer(Single dt) in VintagestoryLib\Client\ClientMain.cs:line 988 at Vintagestory.Client.GuiScreenRunningGame.RenderToDefaultFramebuffer(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 241 at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 675 at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 650 at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 88 at OpenTK.Windowing.Desktop.GameWindow.Run() at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 318 at Vintagestory.Client.ClientProgram.<>c__DisplayClass9_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 128 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...
Sodyaler Posted March 16 Report Share Posted March 16 I cannot get the mixing bowl to work with any kind of meat at all. Nuggets of any kind, raw meat of any kind, any kind of smashed meat. I don't know if the mixing bowl just doesn't accept meat or what's going on. For example. I have a cooking pot in the bottom slot, then in the ingredient slots (left to right) 6 red meat nuggets, 6 red meat nuggets, 6 copped onions, 6 spelt bread crumbs, 6 cheddar cheese, 6 chopped parsnips. If I remove the meat, a salad recipe shows up. but as soon as I add any meat, it won't allow me to mix Link to comment Share on other sites More sharing options...
LastChime Posted March 16 Report Share Posted March 16 2 hours ago, Sodyaler said: I cannot get the mixing bowl to work with any kind of meat at all. Nuggets of any kind, raw meat of any kind, any kind of smashed meat. I don't know if the mixing bowl just doesn't accept meat or what's going on. For example. I have a cooking pot in the bottom slot, then in the ingredient slots (left to right) 6 red meat nuggets, 6 red meat nuggets, 6 copped onions, 6 spelt bread crumbs, 6 cheddar cheese, 6 chopped parsnips. If I remove the meat, a salad recipe shows up. but as soon as I add any meat, it won't allow me to mix I've only been able to use cooked meat and dumplings in a salad with any amount of success 1 Link to comment Share on other sites More sharing options...
Ralfy Posted March 24 Report Share Posted March 24 l33tmaan Running on 64 bit Windows 10.0.22631.0 with 32405 MB RAM (well, thats not true, I got win 11, but ok) Game Version: v1.19.5 (Stable) 22-Mar-24 13:18:18: Critical error occurred in the following mod: aculinaryartillery@1.1.3 Loaded Mods: aculinaryartillery@1.1.3, millwright@1.1.4, primitivesurvival@3.4.9, she1fish@1.2.0, game@1.19.5, animalcages@3.0.2, betterruins@0.3.4, expandedfoods@1.6.8, usefulstuff17@1.3.2, creative@1.19.5, survival@1.19.5 System.ArgumentNullException: Value cannot be null. (Parameter 'Unable to find a texture for texture code 'water_bucket' in saucepan. Giving up. Sorry.') at Vintagestory.Client.NoObf.ShapeTesselator.TesselateShapeElement(Int32 indexForLogging, MeshData meshdata, ShapeElement element, TesselationMetaData meta) in VintagestoryLib\Client\Render\Tesselation\ShapeTesselator.cs:line 394 at Vintagestory.Client.NoObf.ShapeTesselator.TesselateShapeElements(MeshData meshdata, ShapeElement[] elements, TesselationMetaData meta) in VintagestoryLib\Client\Render\Tesselation\ShapeTesselator.cs:line 306 at Vintagestory.Client.NoObf.ShapeTesselator.TesselateShapeElements(MeshData meshdata, ShapeElement[] elements, TesselationMetaData meta) in VintagestoryLib\Client\Render\Tesselation\ShapeTesselator.cs:line 306 at Vintagestory.Client.NoObf.ShapeTesselator.TesselateShape(Shape shapeBase, MeshData& modeldata, Vec3f wholeMeshRotation, Vec3f wholeMeshOffset, Single wholeMeshScale, TesselationMetaData meta) in VintagestoryLib\Client\Render\Tesselation\ShapeTesselator.cs:line 302 at Vintagestory.Client.NoObf.ShapeTesselator.TesselateShape(String typeForLogging, Shape shapeBase, MeshData& modeldata, ITexPositionSource texSource, Vec3f wholeMeshRotation, Int32 generalGlowLevel, Byte climateColorMapId, Byte seasonColorMapId, Nullable`1 quantityElements, String[] selectiveElements) in VintagestoryLib\Client\Render\Tesselation\ShapeTesselator.cs:line 207 at ACulinaryArtillery.BlockSaucepan.GenRightMesh(ICoreClientAPI capi, ItemStack contentStack, BlockPos forBlockPos, Boolean isSealed) at ACulinaryArtillery.BlockSaucepan.OnBeforeRender(ICoreClientAPI capi, ItemStack itemstack, EnumItemRenderTarget target, ItemRenderInfo& renderinfo) at Vintagestory.Client.NoObf.InventoryItemRenderer.GetItemStackRenderInfo(ClientMain game, ItemSlot inSlot, EnumItemRenderTarget target, Single dt) in VintagestoryLib\Client\Render\InventoryItemRenderer.cs:line 315 at Vintagestory.Client.NoObf.InventoryItemRenderer.RenderItemstackToGui(ItemSlot inSlot, Double posX, Double posY, Double posZ, Single size, Int32 color, Single dt, Boolean shading, Boolean origRotate, Boolean showStackSize) in VintagestoryLib\Client\Render\InventoryItemRenderer.cs:line 194 at Vintagestory.API.Client.GuiElementItemSlotGridBase.RenderInteractiveElements(Single deltaTime) in VintagestoryApi\Client\UI\Elements\Impl\Interactive\Inventory\GuiElementItemSlotGridBase.cs:line 509 at Vintagestory.API.Client.GuiComposer.Render(Single deltaTime) in VintagestoryApi\Client\UI\GuiComposer.cs:line 716 at Vintagestory.API.Client.GuiDialog.OnRenderGUI(Single deltaTime) in VintagestoryApi\Client\UI\Dialog\GuiDialog.cs:line 385 at Vintagestory.API.Client.GuiDialogBlockEntity.OnRenderGUI(Single deltaTime) in VintagestoryApi\Client\UI\Dialog\GuiDialogBlockEntity.cs:line 111 at Vintagestory.Client.NoObf.GuiManager.OnRenderFrameGUI(Single deltaTime) in VintagestoryLib\Client\Systems\Gui\GuiManager.cs:line 318 at Vintagestory.Client.NoObf.ClientEventManager.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\Util\ClientEventManager.cs:line 186 at Vintagestory.Client.NoObf.ClientMain.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\ClientMain.cs:line 809 at Vintagestory.Client.NoObf.ClientMain.RenderToDefaultFramebuffer(Single dt) in VintagestoryLib\Client\ClientMain.cs:line 1013 at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 676 at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 651 at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 88 at OpenTK.Windowing.Desktop.GameWindow.Run() at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 324 at Vintagestory.Client.ClientProgram.<>c__DisplayClass9_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 128 at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 93 This started happening since I updated the game from 1.19.4. and apparently persists to 1.19.5. I have reinstalled the entire game, just ported the world. It seems to happen with multiple items from this mod. I have updated all mods as well. The world worked for over 70 hours fine before. Any ideas what to do? Thanks! Link to comment Share on other sites More sharing options...
l33tmaan Posted April 4 Author Report Share Posted April 4 Updated to 1.1.4! ~1.19_v1.1.4~ - "A Culinary Artillery: Primer" handbook title changed to "A Culinary Artillery: Cooking 100 - Your Tools" - Expanded Food items work properly with trader quests (thanks to Pursec) - BlockBottle crashing fixed again (thanks to Pursec) - XSkills compatibility updated or something? (thanks to Xandu & Pursec) - Trader dialogue expanded (for now; some more will appear when Expanded Foods is installed) - Wildcraft Trees re-integrated (bottle/meat racks & rolling pin work with new wood) @Ralfy Can you try clearing your mod cache folder? It should be in the same folder containing your logs. You can also try expanding your atlas texture size. I forget how to do that, but it should be around these forums if you look for it. This happens to a lot of people. 1 Link to comment Share on other sites More sharing options...
sysblade1984 Posted April 4 Report Share Posted April 4 (edited) On 8/24/2023 at 4:43 AM, Boostar said: how the heck to you make a cast iron cauldron? i've been wondering for ages On 8/24/2023 at 11:49 AM, EreticKB said: Traders. This is something that should be mentioned somewhere in the documentation and/or item description - I thought I was going INSANE, since I (correctly) thought that you can't cast iron. Google didn't work, so I chalked it up to poorly documented mechanic and tried a million operations with the bloomery, crucible and bits. When that didn't work, I went over to the source code of the Expanded Foods and started digging through it, and when that didn't work and I realized it's part of the parent mod, I went through the Culinary Artillery repo. I couldn't find any evidence that it is actually cast from iron somehow, so I combed through this thread page by page, expecting to see this question at least a dozen times. And now I see this. Oh well, at least I know the answer now and can point all of my confused friends to this thread. TL;DR: Please add important information - the inability to obtain cauldron without a trader - to the item description, otherwise people will waste days searching "how to cast iron in vintage story". Edit 2 mins later: Note that I am not running the latest version, but one before it - if it was already added then sorry, my bad, but if not please do add it. Edited April 4 by sysblade1984 additional info 1 Link to comment Share on other sites More sharing options...
sysblade1984 Posted April 4 Report Share Posted April 4 I just realized by looking in creative tabs that other types of cauldrons exist... All of us assumed that only iron cast cauldron exists since it's the one that the in-game guide points to, so everyone thought that it was gated end-game content. I am speechless. If I knew that they can be made from other materials, I wouldn't even make the original post. Link to comment Share on other sites More sharing options...
l33tmaan Posted April 5 Author Report Share Posted April 5 Hah, sorry about that! I can add onto the description of the trader-only cauldrons to make that a little more explicit. Link to comment Share on other sites More sharing options...
paul bourgeois Posted April 15 Report Share Posted April 15 hello, I'm coming to you because the wiki is down, it's a problem for me because I can't find the new food recipes in games ps: I am French, google translation Link to comment Share on other sites More sharing options...
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