Jump to content

Spear and Fang

Very Important Vintarian
  • Posts

    425
  • Joined

  • Last visited

  • Days Won

    7

Everything posted by Spear and Fang

  1. Wow! This is incredible @ZigTheHedge! Such original, creative content. And the presentation is top notch. Great stuff!
  2. I've made a note on my roadmap about the smoked meat/jerky strips so I don't forget to revisit your comments. Will also implement the fillets as per your suggestion because I like it when things make sense!
  3. Well that's a question I cannot answer. I've watched a number of server streams on Twitch and seen my pelts laying around, but I'm not entirely sure of the versions being used. I'll ask around...
  4. Pelts are a hide and a lump of fat in the crafting grid (followed by a bit of a wait for the transformation to happen). Worms are found under sticks and rocks that are sitting on dirt, but you have to right click pick up those sticks and rocks, NOT break them and pick them up!
  5. Thanks for reporting this Nozarati - it seems like there's a few problems with my molds so I'll do a deep dive and see what I can find out.
  6. Hey Boomer Bill, glad you're enjoying the mod! That's a lot to unpack, so I'll be brief...the smoker is still very much on my to-do list, but I'm now leaning towards a primitive pit smoker with a similar mechanic to making coal. Haven't even started on the specifics because I really want to try my hand at making a raft first. A fishing rod isn't on my radar at all. In fact if it isn't something relatively simple, I'm trying to avoid fishing at this point. Fishing will be coming to the vanilla game and perhaps sooner than later, so I don't want to invest a lot of time just to have it become obsolete. Point taken about the fillet, I'll tidy this up a bit, probably by making the catfish output 2 fillets.
  7. Yeah I can do that. I've added to my next release to-do list.
  8. Yeah I'll do that Vallen. I need to give some purpose to those nails and spikes, so that sounds like a great place to start with that.
  9. @Vallen @Monahven @ZigTheHedge @Kai Effelsberg New version up. Bump. Added - Two new fish - Perch and Carp Fixed - Orientation of the nail and spike molds in the mold rack - thanks @Jelani! Fixed - Worm mechanic, worm castings - thanks @Jelani! Fixed - Worms spawning causing server lag.
  10. @Lotan @Greylocke Oops - one more thing. There needs to be soil (like any sort of dirt) under those sticks, flint, and rocks that you're picking up.
  11. @Lotan @Greylocke Although you might come across them in the wild, the absolute fastest way to collect earthworms is to run around picking up rocks and sticks. Like right click picking them up, NOT breaking them and then picking them up. Focus on sticks and flint on the ground in particular, the odds are much better in those cases. Picking up regular stones should provide some returns, although much less. Every single time I've tested (focusing my efforts entirely on finding worms), I've been able to find 15-20 in an hour. They are also susceptible to extreme temperatures, so make sure it's between 0-35C at the time.
  12. It's in Systems\Cooking in the VSSurvivalMod folder structure. If you're curious why I don't just tackle this myself, it's because I've been down these rabbit holes before. It "seems" like an easy fix, but inevitably leads to a week or more of work (for me anyways). Not knocking Tyron at all, it's a real juggling act for him to deliver new content, while at the same time making things mod friendly. A lot of things are mod friendly, but I'd say that cooking is not one of those things. Again if it was me, I'd try to work within the confines of the existing advanced cooking systems, and then tackle any outstanding issues after the fact. The other thing you're saying above does make things a little easier (the milk would become the 'au gratin'), but the way those meals works it also adds some words between the ingredients i.e. "with", "with boiled", "and", so I suspect you'd still need to override that class when all's said and done.
  13. The way I see it, there's another better way to solve this, but there's two problems with this other "better way". The fact that the ingredients are dairy, which I suspect are not properly registered recipe ingredients, and the fact that you want to combine two ingredients into one description. But I digress.
  14. Well not terribly hard. You look at all of the classes on the block, so "BlockCookingContainer", "BlockCookedContainer", and "CookedContainer", and then follow the trail. That ingredient list certainly seems to lead to the GetBlockInfo function in BECookedContainer. The first line of that function appears to be getting all of the items/blocks that are in the pot and storing them in contentStacks. ItemStack[] contentStacks = GetNonEmptyContentStacks(); Then a little further down, this: if (servings == 1) { dsc.Append(Lang.Get("{0} serving of {1}\nTemperature: {2}{3}{4}", Math.Round(servings, 1), recipe.GetOutputName(forPlayer.Entity.World, contentStacks), temppretty, nutriFacts != null ? "\n" : "", nutriFacts)); } else { dsc.Append(Lang.Get("{0} servings of {1}\nTemperature: {2}{3}{4}", Math.Round(servings, 1), recipe.GetOutputName(forPlayer.Entity.World, contentStacks), temppretty, nutriFacts != null ? "\n" : "", nutriFacts)); } In particular, the recipe.GetOutputName function appears to take all of those contentStacks and convert them into the final description. So one could fairly easily loop through contentStacks and look for cheese and milk and go from there. But as always seems to be the case, what seems easy on the surface tends to be WAY harder in reality. There's many ways to skin that cat, but one way would be to look for cheese and milk contentStacks, and if they're there remove them from contentStacks and set a new string to "au gratin". Then throw the rest of the contentStacks at recipe.GetOutputName, and finally append your new string to the end of whatever recipe.GetOutputName returns. Finally, take your newly modified class (lets call it BECookedContainterAuGratin), register it, and patch pot.json to replace the reference to BECookedContainer with BECookedContainerAuGratin. Whew, just saying that out loud sounds like work.
  15. Giving it a little more thought, if you want to keep things entirely json, you *could* create a grid recipe to combine cheese and milk to create a single ingredient (i.e. "milky cheese" that's terrible I know), and then you could use THAT in the pot with the technique I used above to give you "au gratin". Maybe. Probably. Patch the stew and soup recipes to give you some variety. One benefit to patching the existing recipes is that you could basically just refer people to "Advanced Cooking Recipes", and tell them that you can use this optional milk/cheese mixture just like you would use all the other optional ingredients. Basically. https://wiki.vintagestory.at/index.php?title=Cooking Food for thought. (pun intended)
  16. Yeah...not a lot of luck here. If I patch the existing advanced recipes (i.e. meaty stew) I can get at least something to show, but I couldn't get to "au gratin". I feel like it would take quite a time investment and c# to get to where you really want to be, either via a Harmony patch (which I have no experience with) or rewriting the pot related c# code and patching the pot with it. Sorry! These were the lang.en entries I used to complement the meaty stew patch fyi, if you decide to try walking that road. "recipeingredient-item-cottagecheeseportion": "Cheese", "recipeingredient-item-cottagecheeseportion-insturmentalcase": "Cheese", "recipeingredient-item-milkportion": "Milk", "recipeingredient-item-milkportion-insturmentalcase": "Milk", I had hoped that another lang.en entry like this: "with boiled milk and cheese": "au gratin" would be enough to tidy things up, but sadly that did not work.
  17. That's much better btw. Your entire mod was daunting to look at.
  18. And what's a working recipe? Like 1 Cheese- 1Milk - 1 Cabbage - 1 Cabbage? I don't do a lot of cooking
  19. Yeah those recipes are pretty complicated. If you could build a seperate mod that was really easy for me to look at and understand (like a single meal), I might be able to help make it work.
  20. Sorry, composite formatting (not string substitution), happening somewhere in the c# code. https://docs.microsoft.com/en-us/dotnet/standard/base-types/composite-formatting OOPS. Fixed
  21. Yeah I saw that "Pot of cooked food" in there after I posted that. I'm assuming that's the failover if it doesn't know what to display for the pot. You could very well leverage that stuff in green above to get to your "au gratin" if you can figure out where those codes are coming from. The {0} and {1} are just string substitutions depending on what's in the slots, so for example, that meal-hefty-stew could translate to "Hefty redmeat stew with turnips and honey". {0} = "redmeat" {1} = "with turnips and honey" I'd have to do a deep dive to really figure out how that was actually implemented.
  22. But...I'm not sure how you got that "Pot of cooked food" in there...that's problematic. You need it do display the untranslated codes so you can then translate them. @l33tmaan
  23. It probably is that GetBlockInfo function that's building the description - I've overridden that function to display info in the hud before...but you should be able to do something (although maybe not exactly how you might want it) via en.json. With en.json, every slot in the pot can get its code converted to a word. More or less - some of the slot descriptions are combined on the fly - i.e. if you put two redmeats in the first two slots it will say redmeat stew, not readmeat and readmeat stew. It's this sorta stuff that's handling the translation... "recipeingredient-item-meatnugget-bushmeat-raw": "bushmeat nuggets", "recipeingredient-item-meatnugget-bushmeat-raw-insturmentalcase": "bushmeat nuggets", "game:meal-ingredient-stew-primary-meatnugget-bushmeat-raw": "Bushmeat nugget", "game:meal-ingredient-stew-secondary-meatnugget-bushmeat-raw": "Bushmeat nugget", So if you look at...\AppData\Roaming\Vintagestory\assets\game\lang\en.json and search for the word "ingredient", you'll find many examples of how this works. I don't know all of the specifics, so it might take a bit of trial and error. By not exactly how you want it, I mean you might end up with "with milk and cheese" instead of "au gratin".
  24. I mean if it works, it works. I was helping someone else with the same thing a while back and they also said they had to use the game folder to make it work. Personally, I've managed to get all of my stuff out of the game folder and make it work, but I suspect that there's still certain things that will only work in the game folder.
  25. There's a lot of stuff going on in your mod it seems. I followed your instructions but I think I need you to tell me a recipe, or provide a screenshot or something...it's so far removed from what I'm working on now that I'm having trouble wrapping my brain around it.
×
×
  • Create New...

Important Information

We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue.