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Posted

Was making cheese and i noticed that it takes 25 liters to make a cheese bundle and i wanted to edit the files so that it only takes 10L to make a bundle but i cant find th json file to edit. does anybody knows were it is and if i can simply change a value or do i need to do somthing more complex?

  • Like 1
Posted

If you go to the Github and and the vssurvivalmod, there is a "Search" bar at the top right.
https://github.com/anegostudios/vssurvivalmod/

I entered "cheese" there and came up with this:
https://github.com/anegostudios/vssurvivalmod/blob/099f168f61b1bcab1ea98170e621081f04767840/Block/BlockLinen.cs#L37

 

 if (curLitres < 25)
                        {
                            (api as ICoreClientAPI)?.TriggerIngameError(this, "notenough", Lang.Get("Need at least 25 litres to create a roll of cheese"));
                            handHandling = EnumHandHandling.PreventDefault;
                            return;
                        }

 

I don't know what to DO with that information, but I hope it helps (?).

Professor Dragon.

 

Posted (edited)

I had another thought.

There might be some cheese making mods that tackle this already? I couldn't find one on a quick search, but that doesn't mean there isn't one.
Anyway, there ARE lots of existing mods on cheese, so maybe have a look at some of those and see what files they touch?

Also, I found this post and this might be the .json:

@Thorfin
"The file you are looking for is "curdledmilk.json," located at ".\assets\survival\recipes\barrel\cheesemaking". 

 

EDIT
Probably this bit.
{
    code: "curdledmilkportion",
    sealHours: 72,
    ingredients: [
        { type: "item", code: "milkportion", litres: 25 },
        { type: "item", code: "pickledvegetable-*", name: "pickledvegetable", quantity: 1, allowedVariants: ["carrot", "onion", "parsnip", "pumpkin", "turnip", "cabbage", "bellpepper" ] }
    ],
    output: { type: "item", code: "curdledmilkportion", litres: 25 }

Professor Dragon.

Edited by Professor Dragon
  • Like 2
Posted
19 hours ago, Professor Dragon said:

If you go to the Github and and the vssurvivalmod, there is a "Search" bar at the top right.
https://github.com/anegostudios/vssurvivalmod/

I entered "cheese" there and came up with this:
https://github.com/anegostudios/vssurvivalmod/blob/099f168f61b1bcab1ea98170e621081f04767840/Block/BlockLinen.cs#L37

 

 if (curLitres < 25)
                        {
                            (api as ICoreClientAPI)?.TriggerIngameError(this, "notenough", Lang.Get("Need at least 25 litres to create a roll of cheese"));
                            handHandling = EnumHandHandling.PreventDefault;
                            return;
                        }

 

I don't know what to DO with that information, but I hope it helps (?).

Professor Dragon.

 

ok thanks but i don't know how to use this. i searched in the line files in the game assets but i cant find this part, it only talk about crafting the various stiches patterns. 

Posted (edited)
23 hours ago, Professor Dragon said:

 if (curLitres < 25)
                        {
                            (api as ICoreClientAPI)?.TriggerIngameError(this, "notenough", Lang.Get("Need at least 25 litres to create a roll of cheese"));
                            handHandling = EnumHandHandling.PreventDefault;
                            return;
                        }

If this is code in SurvivalMod, I'm not sure you CAN change the litres in a cheese bundle, at least not in a json content mod. It looks like it's hard-coded in the C#.

That's a bummer. This was a great idea. I love making cheese, but I'm sad that it's so high-effort for so low-quantity.

Edited by Echo Weaver
Posted
25 minutes ago, Echo Weaver said:

If this is code in SurvivalMod, I'm not sure you CAN change the litres in a cheese bundle, at least not in a json content mod. It looks like it's hard-coded in the C#.

That's a bummer. This was a great idea. I love making cheese, but I'm sad that it's so high-effort for so low-quantity.

I can't really speak to coding mods - I'm more "search web until I find something".

However, there are mods out there that make cheese more worthwhile, such as boosting satiety from them.
https://mods.vintagestory.at/cheesemoredelicious
https://mods.vintagestory.at/moredairysatiety

Although I haven't tried either of those, they look pretty light weight, just touching the "Is cheese worth it?" side of things by boosting the food content value. No need to reinvent the wheel for that effect.

 

 

  • Like 1
Posted (edited)
20 minutes ago, Professor Dragon said:

However, there are mods out there that make cheese more worthwhile, such as boosting satiety from them.

Yeah, I'm currently using SatUP, but I have no memory of why I chose that one. I think I wanted the berry changes too. Recent comments indicate that it doesn't actually buff the nutrition in meals. Whoops -- I almost always eat my food in meals, so I probably wasn't getting any benefit. Cheese More Delicious seems like the right one. It doesn't increase the nutrition nearly as much for eating a slice directly, but it adds the missing 1.5x nutrition buff for use in meals.

ETA: The description of SatUP mentions making the same change to cheese output that the OP was trying to do. I'm going to guess this turns out to be harder than it should be.

While the game's json configurability is really amazing, I've now messed around enough in modding it to find several hard-coded values in unexpected places. My favorite is that when the lid on a crate is opened, the model is changed in the code by doing a string-replace to set "closed" to "opened" in the shape name. So if you happen to use a closed shape that doesn't have "closed" in it, nothing will happen, and you have to provide another shape with "opened" in the same place in the name. Why? You already set the closed shape name in json. Why on earth not just add another tag for the open shape so that folks could reuse existing models (as I was trying to do)? I say that with a lot of affection. I'm sure it seemed totally reasonable at the time.

That was a total digression. I think TL;DR is -- Increasing cheese output seems totally reasonable but looks like it requires a code mod.

Edited by Echo Weaver
Posted (edited)

Don't give up hope, @Echo Weaver. The entirety of curdledmilk,json is

{
	code: "curdledmilkportion",
	sealHours: 72,
	ingredients: [
		{ type: "item", code: "milkportion", litres: 25 },
		{ type: "item", code: "pickledvegetable-*", name: "pickledvegetable", quantity: 1, allowedVariants: ["carrot", "onion", "parsnip", "pumpkin", "turnip", "cabbage", "bellpepper" ] }
	],
	output: { type: "item", code: "curdledmilkportion", litres: 25 }
}

While I haven't played around with cheese in particular, I have tweaked a LOT of barrel recipes, and changing just the JSON has not let me down EXCEPT for anything to do with the fruit press, which gives mixed results.

[EDIT]

I don't know how that will work with putting it in cloth and squeezing it. That might have to be changed, too, if it is expecting an input of 25 curdled milk.

Edited by Thorfinn
Posted
42 minutes ago, Thorfinn said:

I don't know how that will work with putting it in cloth and squeezing it. That might have to be changed, too, if it is expecting an input of 25 curdled milk.

That's the part that seems to be hard-coded in the snippet pasted by Professor Dragon. It's not the barrel recipe for curdled milk that is the issue. It's the conversion of cottage cheese to cheese wheels, which is a series of C# actions and not a recipe.

Unless...

One could change the recipe for cottage cheese to produce twice the output, e.g. the barrel recipe takes 25 litres of curdled milk and outputs 50 litres of cottage cheese. That would give you 4 wheels from a barrel instead of 2.

I'm not familiar with what that does to the barrel, though. Barrels generally hold a maximum of 50 litres. Could this recipe take a full 50 litre barrel of curdled milk and turn it into 100 litres in the same barrel, with the barrel still being considered full?

  • Like 1
Posted (edited)
30 minutes ago, Echo Weaver said:

That's the part that seems to be hard-coded in the snippet pasted by Professor Dragon. It's not the barrel recipe for curdled milk that is the issue. It's the conversion of cottage cheese to cheese wheels, which is a series of C# actions and not a recipe.

OK. Similar to the problem with fruit press, then. But the doubled output seems like a winner to me.

[EDIT]

Incidentally, his snippet is also for making the curdledmilk portion, not the squeezing part. Makes me suspect that is the default if you don't redefine things elsewhere. That is how mods work -- the last mod loaded gets final say on any every thing else in the load order. But again, didn't check. Shouldn't take one to whom cheese is important enough to bother with very long to see whether that's the case.

[/EDIT]

[EDIT2]

Oh, he posted two snippets...

[EDIT2]

 

30 minutes ago, Echo Weaver said:

I'm not familiar with what that does to the barrel, though. Barrels generally hold a maximum of 50 litres. Could this recipe take a full 50 litre barrel of curdled milk and turn it into 100 litres in the same barrel, with the barrel still being considered full?

Dunno. I converted all my barrels to 64, and adjusted recipes to match, so that everything matched the stack sizes. One stack of lime per barrel of limewater. One stack of four 16 l. buckets per barrel. Etc.

I think the limit is like with mortar -- once you split the stack, you just can't put it back. Temporal gears work the same way.

Edited by Thorfinn
  • Like 2
Posted (edited)

Y'know what would be a cool machine? Something like a hydraulic press or a compactor with 2 input stacks and one output. It simply combines the stacks into a single stack that can exceed the stack limit. No more trunks of temporal gears. Just one slot of a stack of 156 of them. 

I could see it working kind of like the quern. Put your stuff in the press and engage with the machine and it does its magic after a certain amount of time. But later you could hook it up to your automation, and just let it mash the stacks together while you run your helves. I don't think it would work with hoppers, though, unless you changed the code for hoppers.

Edited by Thorfinn
  • Like 1
Posted (edited)

I think if one were going to double the cottage cheese output, it would be worth nerfing cottage cheese nutrition -- though I'm not actually sure what that is because I either drink milk or eat cheese 😄. The idea of making a cheese wheel from less cottage cheese offends my sensibilities far less than magically generating a bunch of extra cottage cheese. It already seems to me that we're generating too little cheese for the milk input.

Or here's another thought. Instead of producing more cheese wheels, can we make a single wheel produce 8 slices instead of 4? (I can't check this stuff at work.)

Edited by Echo Weaver
Posted

Dunno. Assuming it works the same as everything else, the nutrition of each slice would then be 1/8 of a cheese wheel, so it doesn't get you anywhere. You just have to eat twice as many slices. I think you are going to have to create nutrition somewhere.

Posted (edited)
21 minutes ago, Thorfinn said:

Dunno. Assuming it works the same as everything else, the nutrition of each slice would then be 1/8 of a cheese wheel, so it doesn't get you anywhere. You just have to eat twice as many slices. I think you are going to have to create nutrition somewhere.

Agreed. Seems like doubling the nutrition of the cheese wheel and then allowing it to be cut into twice as many slices gives you the same end effect of doubling the cottage cheese output and creating twice as many 4-slice cheese wheels. As they say, you pick your poison.

Doubling the cottage cheese output might be better for compatibility, since there are several mods that buff cheese satiety but I haven't seen one that does anything with cottage cheese. (I'm sure Expanded Foods does, but I'm probably not going to play with that in any of my personal games. I enjoy cooking in game, but not enough for that much extra content.)

Even though the actual question of reducing the cottage cheese required for a wheel looks like it's more trouble than it's worth, it looks like there are multiple ways to get to the same end state.

Edited by Echo Weaver
  • Like 1
Posted

At a guess, the easiest way to deal with it is to look at how the cheese mod boosted satiety. Near as I can tell, the current cheese algorithm derives it from the satiety of milk. Expanded foods sets some satiety, too, rather than deriving it, but that's a lot to filter through.

But I really, really don't like the security implications of a dll mod, and I don't expect anyone else does, either. Unless maybe you are either playing on a virtual machine and don't care at all about your world, or you don't understand what dlls are capable of.

Posted
5 hours ago, Thorfinn said:

Y'know what would be a cool machine? Something like a hydraulic press or a compactor with 2 input stacks and one output. It simply combines the stacks into a single stack that can exceed the stack limit. No more trunks of temporal gears. Just one slot of a stack of 156 of them. 

I could see it working kind of like the quern. Put your stuff in the press and engage with the machine and it does its magic after a certain amount of time. But later you could hook it up to your automation, and just let it mash the stacks together while you run your helves. I don't think it would work with hoppers, though, unless you changed the code for hoppers.

Okay, that is off-topic, but it's a great idea!
And a reverse switch to unstack items. 🙂

For balance, you might want to make it a game rule that you couldn't USE any item from a stack which exceeded size - you'd still need to unpack the stack, like you do with a layer of sticks and sticks currently. Counterpoint - mods that let you exceed stack size, such as carrying four filled crock pots, are pretty common. And the second balance check would be that you couldn't exceed current trunk or crate space sizes. You could make an argument that you should be able to "condense stack" many items like sticks in fact. It would be like putting Christmas decorations away. Sure, you get a lot more in a box, but you can't immediately use them. (Wait . . .  did I just reinvent crates?)

Come to think of it, the Fruit Press recently had a glitch for honey which is almost basically that idea. You could fill it up with multiple input stacks of honeycomb and exceed the default output stack of beeswax.

image.png.c624c42d29edcaa614b3396229a9c982.png

(I wasn't committed enough to the ideals of purity of gameplay to unbreak my one little reed basket into two. I consider it fair compensation for being attacked by an invisible wolf.)

___

Back to Echo Weaver's original post. I'd be inclined in the first instance just to go with one of the above cheese mods. They already exist, don't change game play too much and address the basic concern somewhat.

Then I'd recommend checking in on the "Frequently Suggested" thread and chipping in there. Concern about dairy recipes and return for effort is a theme that keeps coming up.

Right at the top, there is a strikeout through "Cheese" - I'm not sure what that's about, but you can search the thread and report back. 😛

Professor Dragon.

 

 

 

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