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Spear and Fang

Very Important Vintarian
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Posts posted by Spear and Fang

  1. 2 hours ago, Hexedian said:

    Is the cube not implemented yet?

     

      Hide contents

    Placed the Relic, cube, 2 of each gear, and it said something is missing. Trying to add a mechanical part crashes the client at that point.

     

    Eww. I'll have to see if I can replicate that crash.  But you need a little more..

    Spoiler

    One of the statues goes on top of the cube

     And if you're still missing a piece of the puzzle, then....

    Spoiler

    Most everything required to read the book and build the altar should come from fish baskets and weir traps.  With the exception of the temporal gear.

    And if you've read the book, you may be able to glean that...

    Spoiler

    certain gears go with certain statues, and that you need water surrounding the base of the Hydra/Dagon altar, and dirt surrounding the base of the Cthulu altar to activate them.



    I really need to make those setups a little more obvious.  :(

  2. 21 minutes ago, Boomer Bill said:

    Absolutely fair. I have a habit of getting... verbose. And yeah, I can see the wisdom in not doing the work that the dev team are already doing. I was thinking Small Bass and Bluegill would output one fillet and the rest output two, as they're visually quite a bit larger. I do hope you consider the bits about smoked meat vs jerky strips having pros and cons to each once you do get around to the pit smoker functionality.

    Anyway, I won't take up any more of your time. I appreciate the reply, and keep up the good work!

    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. 1 hour ago, Erland said:

    Any idea why the pelts would not work on a server but works fine when I go to my single player world, The server just updated to 1.4.7 and the mod is also updated to 2.5.3?

     

    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. On 1/24/2021 at 1:25 AM, Yvette Forty said:

    I'm on VS 1.14.7, how do I make a pelt and how do I fine worms?

    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. On 1/22/2021 at 12:57 PM, Nozarati said:

    Seems like I can pour tin bronze liquid metal into the fishing lure mold forever and it will just reset when it gets full. This also add metal to the crucible for some reason, effectively duplicating it.I also have xlib and xlevels running as well which affect smelting efficiency in some cases of the traits but i didnt have this problem before the recent update. This mold was also made on the older version of primitive survival, but we have since updated the mod on the server.

    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. On 1/22/2021 at 7:45 AM, Boomer Bill said:

    I look forward to the smokehouse idea. It's something I've wanted in this game for a while. And I think it would be good to have meat strips be made into jerky by way of a smoker, rather than just by sitting out and drying. [Edit:] Or, if a drying rack/line is implemented, I could see the value in different foods with different applications. Maybe you can't cook with cured jerky, but you also can't smoke raw jerky. And maybe drying jerky removes a bit of its satiety but smoking foods adds a bit, like smoked cheddar would add longevity and satiety (for better taste). So you get different approaches that lead to different purposes. Smoked redmeat lasts longer and can be used with recipes, but jerky can't. Jerky would last noticeably longer than smoked meat, as well, to give more incentive to dry instead of smoke. And maybe hides would have to be dried on the rack/line before it turns into leather? I'm sure some other items could be in some way added to the drying rack/line functionality.

    Also, it would be nice to see a rudimentary fishing rod - a long stick, some string, and a hook; perhaps use a similar functionality as the 'knife and temporal gear' thing, where a rod in one hand and a bait of some kind in the other while holding right click will bait the hook.

    And I may be biased, given it's part of my EDC, but a small 'hobo' hand reel would be nice as well. Perhaps that would be the base level hand-fishing kit, only requiring some cordage, a hook, and a stick but with low durability or a high likelihood of losing the hook, or a lower likelihood to get a bite, or something to that effect. And a step up would be the simple fishing rod that requires a bit more material to make. [Edit:] Ah, or perhaps the rod would require a backpack slot, while the hand reel doesn't, to reflect the difference in size. The rod would be something you leave at home or just take on fishing trips, while the hand reel can be kept in your inventory for little pond pit stops during a long trip.

    Some things to think about, anyway. I'm really enjoying the mod though, you do good work.

    [Edit:] It also strikes me as a bit odd that a large catfish has the same amount of fillet meat as a bluegill. Perhaps the fish could be rebalanced such that panfish are much more likely to spawn in a trap, but have less meat than those of a larger variety?

    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. 14 hours ago, Vallen said:

    Thank you for the fixes. :)
    Have you considered allowing animal pelts on a vertical surface?

    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.

  8. @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.

    • Like 1
  9. 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.  :(

  10. 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.

  11. 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(servings1), recipe.GetOutputName(forPlayer.Entity.WorldcontentStacks), tempprettynutriFacts != null ? "\n" : ""nutriFacts));
                }
                else
                {
                    dsc.Append(Lang.Get("{0} servings of {1}\nTemperature: {2}{3}{4}"Math.Round(servings1), recipe.GetOutputName(forPlayer.Entity.WorldcontentStacks), tempprettynutriFacts != 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.

     

  12. 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)

  13. 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".

    Untitled.png.747f64a5ee9cd8b2b37dae7d9504c02e.png

    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.
     

  14. 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.

  15. 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".
     

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