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Posted
12 hours ago, l33tmaan said:

Can you take a screenshot of the mixing bowl when you try to make the recipe?

Here you go. I don't know what I'm doing wrong

2023-10-03_10-23-20.png

2023-10-03_10-23-25.png

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Posted (edited)

Image Image

Halloween update incoming!

On 10/4/2023 at 11:10 AM, VaelophisNyx said:

Could this mod be supported? it adds fish not unlike Primitive Survival's

https://mods.vintagestory.at/fishingexpansion

I still need to integrate vanilla fish into this mod, lol. I might look at that. How feature complete is it? I generally don't add compatibility for mods I don't use, and that IS the kind of mod I'd like to try...

Edited by l33tmaan
  • Like 1
Posted
6 hours ago, l33tmaan said:

I still need to integrate vanilla fish into this mod, lol. I might look at that. How feature complete is it? I generally don't add compatibility for mods I don't use, and that IS the kind of mod I'd like to try...

It's fairly feature complete! including several types of fish and an entire fish fillet system using the Cleaver! Though you can also just turn them into vanilla Raw Fish with a knife if you want (since they're not usable for normal cooking, and are instead used for crafting a special lure mostly) it even has intercompat with Primitive Survival's fish types

  • Mind=blown 1
Posted

wanted to share an amusing non-truncated-float-value issue that some friends and I ran into with this mod (though it stems from vanilla not handling tiny floats intelligently.)

image.png.14dad838a628c24391dbd021f6ad93e4.png

it's harmless, but amusing to see such microscopic values floating around

Posted

Huge fan of this mod and super grateful for everything you've added to the game. I was wondering if anyone has recommended sandwiches? All of the ingredients exist no way to put them together though. Maybe using the mixing bowl but requiring cooked bread instead of dough?

  • Like 1
  • l33tmaan changed the title to Expanded Foods 1.6.8
Posted (edited)

Updated to 1.6.8!

  • Added fruit bars - nuts + fruit + syrup
  • Actually added Wildcraft Trees section in handbook
  • Various log warnings fixed
  • Wildcraft fine wine can be distilled into wildcraft brandy
  • Wildcraft/Wildcraft Trees brandies renamed properly
  • Gozinaki/trail mix recipes only need 2 handfuls of acorns, not 3
  • Soulstorm brew has correct text in bottles
  • Ukranian translation updated (thanks to _epic_fish_ and .olexn)
  • Polish translation updated (thanks to Sako47)
  • Japanese translation updated (thanks to macoto_hino)
  • Many foods can be placed on display case / shelves
  • Salt production refined (thanks to Goose's Salternate mod)
Edited by l33tmaan
Posted
3 hours ago, Azuli_Yanazake said:

Seems like we can't put the breaded balls in any surface or shelves. Is that intended?

No, those should work. I'm pretty sure I checked them. Let me double-check.

  • 2 weeks later...
Posted
On 11/3/2023 at 4:18 AM, jimzawy said:

Hello @l33tmaan, Great and overwhelming mod, I was wondering can I make cheese bread? knead it maybe ?

It's on my to-do list. :)

Although, I haven't touched EF at all in a couple weeks. Been working on something else, lol

  • Like 1
Posted

Hello Sir. Great mod - possibly the best one for reworking the food system in the game out there.

I've a question for you; how feasible would it be to do something I feel is fundamentally missing with a "food overhaul mod", that is splitting the current meat types into their own, separate, concrete meats based on species? By that I mean no more bushmeat, red meat, and poultry, but instead we have pork, mutton, chicken, rabbit/raccoon/fox/wolf/bear meat and venison with the newly introduced (build 19) deer. No beef yet, sadly, for proper steaks.
The current "3 meat types" thing has always slightly bothered me, because even vanilla Minecraft does the meat thing in a more immersive way. I realize this WOULD cause more inventory bloat problems, but let's ignore that for now.
Is this something that the base game would need to change for it to feasibly work? Since I assume that's changing/introducing a whole lot of new item IDs, while making the older ones obsolete. Not to mention the compatibility hassle with mods that add extra animals.

  • Thanks 1
Posted

It would be quite a bit of work, you would need to create the meat types, then make patches to remove the existing meat drops and replace them with your own, for each animal. I think I've seen people try it before, but it's never gone anywhere. I don't think it would require any C#, but I could be mistaken. 

  • Cookie time 1
Posted (edited)

Hi,

I've got somes problems.

When i'm creating some meal, that doesn't say what will be out at the end, any idea ?

image.png.5fb5cd8bae893acbc47274d91c8238ec.png

And when i got it in the pot, i just see the meat

image.png.f367fc91369618a019864863b870e64e.png

Edited by Neylus
Posted (edited)
6 hours ago, l33tmaan said:

It would be quite a bit of work, you would need to create the meat types, then make patches to remove the existing meat drops and replace them with your own, for each animal. I think I've seen people try it before, but it's never gone anywhere. I don't think it would require any C#, but I could be mistaken. 

As I thought. Well, if I may be so audacious, at least keep it in consideration, if you ever feel particularly ambitious about a heavier feature for your mod.
Separating the meat types and adding more ways to process the meat (fried meat through a forged frying pan, grilled meat through a smelted/forged grill, stewed meat in the cooking pot (the only way we have in vanilla right now) and baked meat in an oven) would be pretty much all the features I could personally ask for food options considering all the stuff you've added already.

I mostly just want a proper medium-rare grilled steak in the game, I tell ya hwat.

Edited by Khornet
Posted
On 10/9/2023 at 7:36 PM, l33tmaan said:

Oh, yes. I've seen that before. No idea why the math works out like that! My inputs make sense. 😂

Classic floating point errors. A common way to sanitize would be to force it either with ToString conversion with ToString("0.00") or before that with value = value - (value % 0.01).

I have no idea how Vintage Story throws the item description boxes around or how it handles them.

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