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l33tmaan

Very Important Vintarian
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Everything posted by l33tmaan

  1. Easiest way to do it - dump it into a mixing bowl's slots. Those have no problem accepting liquids OR solids, unlike other inventory slots. It's on my list.
  2. Yes, and we also need sentient fungus that wants to kill us. That'd be a good setting.
  3. Those sound like vanilla meals to me, just with EF items in them. I don't think it should be doing that, but I should actually play the game once in a while to find out.
  4. No? What are you cooking?
  5. If I see someone coming into this section of the forum with this XSkills bug one more time...
  6. So it still COOKS the meal in both of those images?
  7. That's a good question! I have no idea. It's an attribute, so I think it just applies the new values? I've never tried, though.
  8. Yup, any of those will work. Increase driptime to make the system check for dripchance more often, or increase dripcount to make it spit out more liquid when the chance procs.
  9. Go to the file I mentioned and crank the drip values up.
  10. Updated to 1.5.3-pre.11! New Chopped Mushroom item Cooked mushrooms added Old chopped mushroom models reworked Cattail Roots oven display fixed Sausage meal names refined Spiles renamed Handbook fixed to mention pre-gelatin, not liquid gelatin What do you mean by speed it up? You can change the parameters under expandedfoods/patches/log.json.
  11. It's only going to get harder to mess with it as time goes on.
  12. Well, as long as they get a refund, I guess. But that seems questionable? Depends on the circumstances, I guess.
  13. Putting images in the handbook really would go a long way.
  14. I'm curious as to how this works with the game itself. Will you still be able to play it?
  15. Don't tell me you run Expanded Foods...
  16. I hope every single one of your suggestions gets invalidated eventually. Uh, in the good way.
  17. I still need to try and reproduce some of the errors posted here, but I have something I'd like to get some feedback on. Basically, @Vinter Nacht had the idea to split Expanded Foods out into several mods that utilize a core mod as a dependency for the rest. Basically, there would be something like 'Expanded Foods - Core' mod which just contains the tools like the mixing bowl, saucepan, meat hooks, all that stuff, and then a 'Expanded Foods - Recipes' mod that actually adds in food and recipes that utilize the core mod. I like the idea, but I want to hear from people on a few things What are the limits of modularity you would accept? Is what I described up above enough for you? Already too much? Do you think 'EF - Core' is too vague and there should be a mod for each tool? What about an 'EF - Primitive Survival' mod and an 'EF - Wildcraft' mod? Note: "Whatever level of modularity you (l33tmaan) want" is a cop-out answer. What do YOU want? How much would this change if the game automatically detected you had something like 'EF - Primitive Survival' downloaded and automatically got the dependencies without you having to go to the ModDB? What parts of EF do you typically use in your playthroughs? Why? Feel free to add anything else that might help, but I think this is the bare minimum I'd like to know about before getting too deep in the reeds.
  18. I know you said soup/stews are working fine, but what about other stuff you make with a cooking pot in the mixing bowl, like yogurt meals or cold pasta?
  19. I think it's more or less stable, but I would wait until someone who actually plays VS more frequently than I do to confirm just how stable it is. I plan on making chopped mushrooms and releasing a final version soon.
  20. Nobody's begging for updates, so it probably works.
  21. Uhh... you shouldn't be able to make that anymore. Well, darn. I should take a closer look at the bucket code again, then.
  22. I'll look into that empty bottle issue, but the other thing is a vanilla issue, I'm pretty sure. Try it with buckets, too. Probably. What were you making?
  23. You can use smashed fish or fish nuggets, but I can make that more explicit.
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