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Everything posted by l33tmaan
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Hah, I knew it. Peanut butter and peanut sauce do use the ExpandedLiquid class and they also have weird output values. 10 mL of peanut paste and 10 mL of food oil and 10 mL of honey outputs 10 mL of peanut butter. That peanut butter just has all the nutrients of those 3 items jammed into 10 mL. Hilariously enough, you need 40 total mL of liquid to make peanut sauce, and that actually outputs 20 mL. If I make the outputs more consistent then I would need to adjust the nutrition values accordingly. AKA: nerf them.
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Alright, it looks like this issue is manifold. The mixing bowl only outputs 1 item at a time. The smallest liquid item is 10 mL, so that explains that. I'll address that issue in ACA. The inconsistent output size is easy to fix. However, I'm not sure why it only eats 10 mL at a time if you eat it directly. It only gives fruit saturation because it isn't an ExpandedLiquid item - it's just a regular liquid. Even if I did update this, I believe there's an issue in ACA where the extra nutrients aren't actually being counted in meals. It would look like it gives a ton of extra saturation, and then it just wouldn't. So it seems like there's three things to do: 1. Fix the ExpandedFood class (and ExpandedLiquid, I assume) so it actually gives proper nutrition in meals. 2. Add the ExpandedLiquid class to yogurt. 3. Give it proper dairy/fruit nutrition values. 4. Fix the mixing bowl so it outputs 0.1 L at a time. 5. Make it so you can actually drink yogurt on its own. I can't drink it from bowls or buckets - just the bottle, and only 0.01 L at a time. EDIT: It looks like the ExpandedLiquid class doesn't work properly in meals either. The extra nutrition completely overrides whatever the base nutrition is.
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Thanks, Ari. I've updated the picture in the opening post to reflect the actual amount of water needed to make salt. That page is a pain to keep updated. As for yogurt - I'll take a closer look at it. I remember there being some weird problems when I initially tried implementing it.
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Updated to 1.5.1! - Concrete powder looks proper when in barrels - moreroads:incontainer-item-concreteportion added - Recipes require less wet concrete - Stone edging can also be made with mortar - Temporal Road recipe nerfed
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Hey Xandu, what do you think of adding a second rank to All-Rounder that's only available to the Commoner class, so they can pick 2 specializations?
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I dunno. I'd want some more 'round' blocks so the logs wouldn't stick out as much.
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Hah, those don't exist yet. That's why.
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Animals sometimes "killed by another creature"?
l33tmaan replied to the_gamer_guy's topic in Questions
Ah, yes. I see you've met the ghosts. -
Try placing the resin into a slot of the mixing bowl or saucepan.
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Man, I have a 1060 and I can't get anywhere near that level of performance. I'm sure it's unrelated to the 90 mods I have installed.
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It must happen to anything with the ExpandedFood class... a problem for ACA, technically. I'll look into it.
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Oh no... does this also happen if you try to put fried food in salads or pasta?
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Oh no. What happens if you don't use dumplings?
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Zomboid's mushrooms are all just called "mushroom" with a different sprite and just materialize when you're foraging. Hells Razer is correct, this goes against the core design of VS and needlessly kicks new players in the 'nads for no reason. You can't randomize the poison because that's not how mushrooms work. Death caps will always kill you. Once you know that, you will never eat it unless it's as a joke. Reducing this player-facing information from mushrooms but not other food would be inconsistent and stupid. VS does not have skill books and you certainly don't want to start gating basic information like this behind getting lucky and rolling good on a ruin's loot table, because that introduces an avalanche of further issues. "Experimentation" in this instance means "eat them and find out if they kill you"... which can only happen once. So what's the point of any of this? What is the goal behind doing this?
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WOW! I can't even read! Thanks, Ivan.
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I would like to know why they eliminated the ropes to carry the animals
l33tmaan replied to Jefferzoonn's topic in Questions
ROPES WHEN -
Updated to 1.0.10! - Japanese translation updated (thanks to @macoto_hino ) - Mini mixing bowl has gravity - Cauldron mold updated
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Required. The old temporal dust is gone now.
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Updated to 1.5.0! - Now uses Expanded Matter as a dependency (for temporal dust) - Temporal dust removed - Road speeds buffed - Stone path variants added (basically Stone Path Variants but with my own textures lol) - Files generally cleaned up - Wooden paths & stone foot paths moved to moreroads domain! - Wood edging no longer requires mortar - Wood path recipe changed
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Meals require at least 2 slots to be filled in order to work. This applies to any meal, I believe. Since I've basically combined the first 2 egg slots together, I guess you can consider this a stealth buff to scrambled eggs. Enjoy? No, jam is a meal and that makes it difficult to interact with. I have plans to make my own jam/preserves system that would be compatible with everything else from this mod, but that's not high priority for me.
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Hey, I hope it's not too bothersome, but is there any chance the rolling pins from A Culinary Artillery could be a part of the Tool Mastery skill? You have boosts for the forestry, mining, metalworking, farming, and digging skills, but not cooking. While we're at it, maybe cleavers could scale with animal husbandry? That would give Tool Mastery use for every skill but Pottery.
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Speak for yourself. I don't get killed in my house.