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l33tmaan

Very Important Vintarian
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Posts posted by l33tmaan

  1. 3 hours ago, Boesknecht said:

    We have a problem with the mixing bowl:

    Putting for example a meat nugget and a fat into the pan and then mixing it works fine for me, the spoon turns just fine and the product is made (I have opened a game in LAN) but my girlfriend which is joining my game has the problem that the spoon turns just a fraction, then stops for a few seconds then turns again by a few pixels and so on. A video is attached.

    Can it be a problem of client/server?

    EDIT: Tested with putting the savegame on GFs computer and me joining as client, now I have the problem but the mixing bowl works fine for her. (we have reverted to ACA 1.0.4, problem exists in that version, too) so it has something to do with client/server.

     

    Mods installed

    A Culinary Artillery 1.0.6
    Expanded Foods 1.6.1
    HarpTech 0.2.3
    MorePiles 1.2.2
    PrimitiveSurvival 3.0.5

     

    WTF? 

  2. Updated to 1.0.6!

    - Meat hook dry rate cut by 1/20th
    - Saucepans and mini-cauldrons can be hung from the meat rack or placed on shelves
    - Rolling pin & spiles are ground storable
    - Saucepan claymaking recipe updated
    - Fixed egg cracking issue
    - Japanese translation updated (thanks to macoto_hino)

    • Like 2
  3. 4 hours ago, Herbetussy said:

    Sorry for the bombardment :)

    Found that dumplings can be crafted without a filling, and also don't accept fillings.

    Fully cracking an egg still gives a cracked egg in hand.

    image.png.3377fb39bc56a2028f46f9fa7ddd4a51.png

    Dumplings are fine on my end.
    But the eggs are not. Why are the eggs not. I tested this a bunch. 😭

    EDIT: I have gained a greater understanding of the eggs. I think I fixed it.

  4. I overlooked the miner's lettuce issue in the last update, I'll fix it for 1.6.2.

    As for the cauldron bug, I'm still trying to pin the issue down but it's inconsistent on my end. I might need to ask for help. But could you (and everyone else) post that issue in the ACA thread? Technically it isn't Expanded Foods' fault (I think). It'd be nice to keep things organized.

    Water in the crucible sounds like an xSkills thing to me. I don't have anything to do with that, aside from patching waterportion.json to add some combustibleProps.

  5. Updated to 1.6.1!

    • Liquid eggs can be used in scrambled egg recipe
    • Breadedball & Acornbreadedball kneading recipe fixed
    • Text fixed
    • Fish broth can actually be made
    • Grid recipes using oil/lard revised
    • Water & brine boil to salt at 100 degrees
    • Sausage and meat dry instead of cure; timer adjusted so it should take about 2 days to dry out in ideal situations
    • Vinegar is a vanilla item; EF now patches it instead of overwriting it
    • Fish sauce moved from game domain to EF domain (includes remap); spoil time nerfed
    • Like 1
  6. 8 hours ago, Herbetussy said:

    Also minor thing, how do you crack eggs fully? I will crack whites into one bowl and my arm will be stuck in the cracking animation until i crack yolk into another and then have to mix the two in a saucepan.

    I also have immersive crafting, so maybe there is a conflict?

    I have no idea how immersive crafting works, so I can't say. CTRL + SHIFT will fully crack the  egg, though. There SHOULD be a tooltip that says so when you first equip an egg.

    8 hours ago, Herbetussy said:

    Funny thing, i put a cauldron outside and was able to boil fat that way. I just stay away from my dreaded indoor saucepan. Ill try breaking the fire pit and rebuilding it to see if it repeats.

    That's not funny. 😭

    • Like 1
  7. 3 hours ago, Herbetussy said:

    Can't make breaded fish nuggets of breaded nuggets of cured meat.

     

    Also crash when adding fat and water into a saucepan on a fire pit.

    I'm aware of breaded balls being uncraftable for now. I don't know WHY it started doing that for this recipe out of nowhere, but I'll correct it.

    As for the boiling crash that people report... I am having a very hard time understanding why this is happening. In my test world it always works. When I make a new world it sometimes works. Sometimes if I leave a world and come back I can no longer boil anything. In ALL scenarios, when I return to my original test world everything works fine.

    😭

    • Sad 2
  8. 16 minutes ago, Vintage_Lunchbox said:

    Friend had a crash to desktop using this mod. Log below.

      Hide contents

     

    Running on 64 bit Windows with 16 GB RAM Game Version: v1.17.4 (Stable) 9/20/2022 5:19:31 PM: Critical error occurred Loaded Mods: composter@1.0.4, moreclasses@1.2.4, game@1.17.4, WoodenPathFix@1.0.0, carrycapacity@0.6.5, farmlanddropssoil@1.4.0, lc@1.0.0, medievalexpansion@3.8.1, petai@1.5.4, creative@1.17.4, survival@1.17.4, xrowboat@0.0.5, cats@1.5.2, foxtaming@1.2.0, wolftaming@1.5.3 System.Exception: Don't know how to instantiate item of class 'ExpandedFood' did you forget to register a mapping? at Vintagestory.Common.ClassRegistry.CreateItem(String itemClass) in VintagestoryLib\Common\ClassRegistry.cs:line 273 at Vintagestory.Common.ItemTypeNet.ReadItemTypePacket(Packet_ItemType packet, IWorldAccessor world, ClassRegistry registry) in VintagestoryLib\Common\Network\ItemTypeNet.cs:line 19 at Vintagestory.Client.NoObf.GeneralPacketHandler.PopulateItems(List`1 items, Int32 listSize) in VintagestoryLib\Client\Systems\GeneralPacketHandler.cs:line 561 at Vintagestory.Client.NoObf.GeneralPacketHandler.LoadItemTypes() in VintagestoryLib\Client\Systems\GeneralPacketHandler.cs:line 471 at Vintagestory.Client.NoObf.GeneralPacketHandler.HandleServerAssets_Step1() in VintagestoryLib\Client\Systems\GeneralPacketHandler.cs:line 414 at System.Threading.ExecutionContext.RunInternal(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx) at System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx) at System.Threading.QueueUserWorkItemCallback.System.Threading.IThreadPoolWorkItem.ExecuteWorkItem() at System.Threading.ThreadPoolWorkQueue.Dispatch() Event Log entries containing Vintagestory.exe, the latest 3 ================================== { TimeGenerated = 9/20/2022 5:19:31 PM, Site = , Source = .NET Runtime, Message = Application: Vintagestory.exe Framework Version: v4.0.30319 Description: The process was terminated due to an unhandled exception. Exception Info: System.Exception at Vintagestory.Common.ClassRegistry.CreateItem(System.String) at Vintagestory.Common.ItemTypeNet.ReadItemTypePacket(Packet_ItemType, Vintagestory.API.Common.IWorldAccessor, Vintagestory.Common.ClassRegistry) at Vintagestory.Client.NoObf.GeneralPacketHandler.PopulateItems(System.Collections.Generic.List`1<Vintagestory.API.Common.Item>, Int32) at Vintagestory.Client.NoObf.GeneralPacketHandler.LoadItemTypes() at Vintagestory.Client.NoObf.GeneralPacketHandler.HandleServerAssets_Step1() at System.Threading.ExecutionContext.RunInternal(System.Threading.ExecutionContext, System.Threading.ContextCallback, System.Object, Boolean) at System.Threading.ExecutionContext.Run(System.Threading.ExecutionContext, System.Threading.ContextCallback, System.Object, Boolean) at System.Threading.QueueUserWorkItemCallback.System.Threading.IThreadPoolWorkItem.ExecuteWorkItem() at System.Threading.ThreadPoolWorkQueue.Dispatch() } -------------- { TimeGenerated = 9/20/2022 5:12:50 PM, Site = , Source = .NET Runtime, Message = Application: Vintagestory.exe Framework Version: v4.0.30319 Description: The process was terminated due to an unhandled exception. Exception Info: System.Exception at Vintagestory.Common.ClassRegistry.CreateItem(System.String) at Vintagestory.Common.ItemTypeNet.ReadItemTypePacket(Packet_ItemType, Vintagestory.API.Common.IWorldAccessor, Vintagestory.Common.ClassRegistry) at Vintagestory.Client.NoObf.GeneralPacketHandler.PopulateItems(System.Collections.Generic.List`1<Vintagestory.API.Common.Item>, Int32) at Vintagestory.Client.NoObf.GeneralPacketHandler.LoadItemTypes() at Vintagestory.Client.NoObf.GeneralPacketHandler.HandleServerAssets_Step1() at System.Threading.ExecutionContext.RunInternal(System.Threading.ExecutionContext, System.Threading.ContextCallback, System.Object, Boolean) at System.Threading.ExecutionContext.Run(System.Threading.ExecutionContext, System.Threading.ContextCallback, System.Object, Boolean) at System.Threading.QueueUserWorkItemCallback.System.Threading.IThreadPoolWorkItem.ExecuteWorkItem() at System.Threading.ThreadPoolWorkQueue.Dispatch() } -------------- { TimeGenerated = 9/4/2022 8:21:18 AM, Site = , Source = Windows Error Reporting, Message = Fault bucket , type 0 Event Name: RADAR_PRE_LEAK_64 Response: Not available Cab Id: 0 Problem signature: P1: Vintagestory.exe P2: 1.16.5.0 P3: 6.1.7601.2.1.0 P4: P5: P6: P7: P8: P9: P10: Attached files: C:\Users\Jacob\AppData\Local\Temp\RDRD365.tmp\empty.txt These files may be available here: Analysis symbol: Rechecking for solution: 0 Report Id: 7479942f-2c54-11ed-bc60-448a5b8bb1ea Report Status: 0 }

     

    Install A Culinary Artillery.

  9. Yes...  I should have written a remapping for that, I'm sorry. :( 
    Now that I think about it, enough's changed to where a simple remapping might not get everything. But I'll still include one in the next update.

  10. I almost certainly updated something in the latest update that broke compatibility, but almost all of that comes from Xandu's side. Now that I have a public version I'm sure he'll take care of it. I've let him modify my code directly in the past, so hopefully it isn't too hard to locate the issue. :) 

  11. Updated to 1.6.0!

    • Blocks from Expanded Foods separated into A Culinary Artillery (thanks to Vinter Nacht)
    • Added egg cracking - eggs now must be cracked into a liquid container; makes yolks & shells [will make work in saucepan/cauldron later] (could probably use liquid egg in more foods like scrambled eggs, please recommend some)
    • Added water-glassed eggs (made with slaked lime), interchangable with raw eggs
    • Added vegetable, meat, and fish broth
    • Mushrooms boil in 0.5 L instead of 1 L
    • Sunflower grain + honey makes Gozinaki, not sunflower candy
    • Broth is usable in hot pasta
    • 1 L of bone broth can be added to meat/veggie stew or soup
    • Salt barrel recipe & salt simmer recipe requires 10 L of water instead of 1 L
    • Fixed visual issues with Alchemy herbs & racks
    • Meat rack model updated
    • New meat hook clay mold; outputs 8 hooks instead of 5
    • Saucepan/cauldron/mixing bowl shapes refined
    • Bottle corks made smaller
    • Meat nugget shapes altered
    • Salad shape refined
    • New liquid textures for broth, yeast, fish sauce, oil, and raspberry gelatin (thanks to Ledyanaya Sonya)
    • Patched shapes are now actually visible in porridge, soup, & veggie stew
    • Many blocks can be bought/sold by Agricultural trader
    • Most patches now server-side
    • Bottles no longer disappear in grass (thanks to SpearAndFang)
    • Gelatin now requires consistent amounts of syrup/juice (Wildcraft liquids were incorrect)
    • Cloudberry stuff takes longer to spoil
    • English translation refined (thanks to Ledyanaya Sonya)
    • Japanese translation refined (thanks to Macoto_Hino)
    • You can actually make pickled More Animals eggs
    • Dried/dehydrated huckleberries no longer hurt in meals
    • Like 2
    • Amazing! 1
    • Mind=blown 1
  12. image.png.70fb96e1c7700f33abe6e84e32ce8854.png

    DOWNLOAD HERE           GITHUB            PATREON
    NOTE: PLEASE POST WHAT VERSION OF THIS MOD YOU ARE USING WHEN POSTING BUG REPORTS OR QUESTIONS

     

    All the tools from Expanded Foods, split out into a separate library for general usage! On their own they won't be of much use. You will need another mod, such as Expanded Foods, in order to get any real use out of this. Other modders can feel free to use the stuff from this mod as needed - these are the PEOPLE'S recipes now! 

    Now compatible with Wildcraft Trees!

    New Tools!

    Spoiler

    Bottles

    Spoiler

    image.jpeg.f043f5f9d37c69b2123fe22f58a504a8.jpeg

    They can be made from clay or glass, and can hold liquids. You can drink from them by right-clicking over empty space (MAKE SURE YOU AREN'T TARGETING ANYTHING). Liquids stored within bottles perish at 1/10th the normal rate, greatly extending any liquid's shelf life.

     Bottle Racks

    Spoiler

    image.jpeg.d73023ae598562eef7398d9fd5564b99.jpeg

    Made from planks, the bottle rack is an efficient storage solution for all your bottles.

    Saucepan

    Spoiler

    image.jpeg.780a1e017f643c5e04bb306d7801f024.jpeg     image.png.f9d4a23b17f60b9bda49405291e4f9d8.png

    Made from clay, this pan holds liquids. It can be placed over a firepit and have solids or liquids added to it to boil them down. You can also place a lid on it to somewhat preserve your liquids.
    NOTE: In order to actually boil something,  you need to place the saucepan on a firepit and then you place items into its slots. It will NOT just boil liquids that are stored in it as if it were a bucket. This is called a "simmer" recipe within the game's files.

     Cauldron/Mini Cauldron

    Spoiler

    image.jpeg.92f471df0c97d53d6390ebe008371bc7.jpeg     image.jpeg.64d724efb59a0a839009dac605142762.jpeg     image.png.da3574058b586eb17829135f3fa2b6c9.png

     

    Cast metal in a clay cauldron/mini-cauldron mold to make the cauldron. It's the saucepan, but way bigger - AND better at preserving your liquids!

    Spile

    Spoiler

    image.jpeg.36953d0a785473d7dd608d3161d50b96.jpeg

    This metal tube can be shoved into a tree to cause it to leak liquids during certain months. On its own it doesn't do anything, but other mods can configure what trees drop what sap, and when. You can also define different drip rates for different "tree-feels".

    Meat Rack

    Spoiler

    image.jpeg.f595faa1556907b15d2781b89dde29f4.jpeg

    The hooks have to be made from ingots. Placing items on a meat rack causes it to dry into something else. This relies on the new meathookable attribute, but it should also accept stuff that can be placed on the herb racks from the Alchemy mod. 
    In order for an item to actually dry into a new item, it must FINISH drying before it BEGINS to rot.
    You can also hang mini-cauldrons, saucepans, and meat cleavers from them.

    Mixing Bowl

    Spoiler

    image.jpeg.385b0251c27a6c654bf9de5dcaf92c3c.jpeg     image.png.1d944f6c218497733b17d170dd77df90.png

    The most crucial of the new additions, the mixing bowl is used to create many of the overhauled expanded foods - you place items in the top 6 slots to make something new and exciting. It can be hooked up to mechanical power to automatically mix food. It can also be locked to have only certain items be accepted in certain slots (doesn't include liquids). You can lock the top part with CTRL.
    It is used for Kneading recipes and Mixing recipes. Kneading recipes always result in an item, which may or may not have the Expanded Foods class. If it does have the EF class, then the new item can handle multiple nutrition types at once.
    Mixing recipes require a pot to be placed in the bottom-left slot, as shown in the above picture. This results in a meal that can handle more ingredient inputs than standard meals - so be careful when making mixing recipes. 

    Rolling Pin

    Spoiler

    image.jpeg.19e5cc3ea17a8dab71c74595d134c770.jpeg

    Rolling pins are made from wood or metal and can be used as an improved weapon or for smashing foods. Currently only used in grid recipes, but will hopefully be expanded upon in the future.

     


    New Food Mechanics!

    Spoiler

     Egg Cracking

    Spoiler

    image.jpeg.f883b8d79a9963a78aa2ae5faa054733.jpeg
    image.jpeg.c4e6f40a71ff2b41bb1f6532442f0682.jpeg

    Eggs can now be cracked into bowls or buckets to produce one of three liquids: Egg white, egg yolk, and the egg white/yolk combination I call 'liquid egg'. For some recipes you might only  want egg white, or egg yolk - or the entire egg! This now allows for that distinction.
    As a byproduct, cracking eggs produces egg shells, which can be fed to animals or used as fertilizer.

     


    A New Trader!

    Spoiler

    The Kitchenware trader will sell most of the items from this mod - including a few things you can't get any other way. If you complete a short 'quest' for them, you will be inducted into the once-famous Gastronomist's Guild and given a special uniform!

    image.png.c8de26d93372d31af0d80eea1e4013de.png image.png.ac76e27b30ffb6fa24044294a8f1f620.png

    Special thanks to @Vinter Nacht for helping me get this all separated properly! I couldn't have done it without him.

    FYI, I don't have one yet, but I will be writing up a modder's guide on how to use the content from this mod.

    • Like 4
    • Amazing! 1
  13. On 9/6/2022 at 8:38 AM, Rhonen said:

    no problem.
    and again:
    seems there is a bug in the api.

    before anything is loaded from my recipes, the game recipes are duplicated loaded.
    image.thumb.png.7cf3164aca4ff5884effedaff011dad2.png
    CustomRecipeLoader only initated and you can see in the log that all game recipes are duplicated.

    @Tyrondo we have to use another way now?

    Hey, I'm actually having this same issue with the latest release of Expanded Foods. I assume I need to override AssetsFinalize too or... something. Could you help me understand what changes I need to make to avoid recipe duplication?

  14. IT'S ALMOST HERE!

    Expanded Foods has had its tools split out into A Culinary Artillery, which EF requires in order to work. It's taken a lot of work to get everything separated and functioning properly, but it should help out anyone who wants to use the tools of EF without the actual food or recipes I've added. I'm a bit scared that I've overlooked stuff and that something is horribly broken here, but I haven't had any crashing or weirdness for a while. So if you want to playtest it now, drop by my Patreon and give it a shot: https://www.patreon.com/l33tmaan

    I hope I can get some feedback by the end of this weekend. If nothing's broken, I'll have it released on Monday.

    • Like 4
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