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DoctorVanGogh

Vintarian
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  1. Would be easy if someone used tags on their source repo. Oh well. This should be it: https://github.com/l33tmaan/EFRecipes/compare/cdebeb4fb1a41e93350ef6f58597a8a8ef6e9b76..master#diff-5f3e65bd2c76bb15d0a8c51e64549607a9ccebe9cea677f0ad594cc403223923
  2. Okay - some more bugs Yogurt and bottles dont play nice. Stick Yogurt in a bottle and it will cure ages before it ever goes bad. Like: - Will go bad in 50 days. - Will also no longer be yogurt in 10 days... Now imagine that in a bottlerack in a cellar: "Perishes: 1+ years, Cures: next week" Yogurt is f***ed Having yogurt cure in a bottle will multiply sat values to insane numbers. Fruit (syrup) yogurts that cure in a bottle get extra extra spicy: I gotta try re-curing that bottle a few times. See what numbers I get The mixing bowl can produce over output capacity and loose products I've had it happen with solid outputs where I left the output in until 1 full stack was in there. Then the "next" output gets ejected similar to a quern? But some items went missing. It's definitively bad with liquids: Stick 3L of wild yeast in there, plus two 3L stacks of water, plus two stacks of 3 bags of flour each. Mix twice. Max output capacity is 3L. The second stack of 3L of yeast simply drips to the floor. That should not happen. Maybe block with an error? Pressing pink or red apples will yield dehydrated yellow apples from the screwpress. Seems pressed apples always give dehydrated yellow apples from the mash. But I like my pink apples! The 8x hook clay molds forms are not aligned The clayforming voxel model & the final completed (unburned & burned) model for the 8x hook mold are not aligned. One has the hooks in east/west orientation, the other in north/south. Suggestion: rotate the clayforming pattern 90°. Some ingredient texts are missing: Presumably all chopped mushroom (all chopepd veggie?) texts for double (maybe also tripple?) soup ingredients are missing: Salad ingredients seem to be able to "rot" inside a meal Same meal, slightly different times. Seems the deluxe rye balls are rotting? (Because the only other fruit sat item is the syrup, and that has decades of time) Other thing, which I think was a salad: Sat & Hp numbers can get really "precise" Numbers should probably be trimmed. Bread-crumbs discard any extra nutrients. Grind this and it will ignore the dairy extras. The meat rack can sometimes give negative numbers for curing duration: It seems this can happen if the item has not yet ticked. Maybe the info text could just display something "Should be about done" if the actual number is negative.
  3. I can't get cottage cheese in salads to work. According to the recipe it should work ... { code: "cheese-extra...", validStacks: [ { type: "item", code: "cheese-cheddar-1slice", shapeElement: "bowl/cheese2/*", textureMapping: ["cheesebase", "cheese-cheddar-1slice"] }, { type: "item", code: "cheese-blue-1slice", shapeElement: "bowl/cheese2/*", textureMapping: ["cheesebase", "cheese-blue-1slice"] }, { type: "item", code: "cottagecheeseportion", shapeElement: "bowl/cheese2/*", textureMapping: ["cheesebase", "cottagecheesemelt"] }, ], minQuantity: 0, maxQuantity: 1, }, ... but I cant get the recipe to snap. Tried 0.1L per veggy stack... no salad. Tried 1L per stack, no salad. Tried both quantities both directly as liquid and in a bowl. No salad. Tried both quantities in a bucket. No salad. Tried any liquid quantity between 0.1L & 3L in 0.1L increments. No salad Removing the cottage cheese the mixing bowl correctly indicates a salad output. Something... something... weird. Or it's me. One of those.
  4. Did you mousewheel off and then back on to that hotbar slot? Because the interactions only show for a few seconds (same with honey from vanilla). Also: Have you disabled all other mods except Expanded Foods & A Culinary Artillery and does this "nothing works" issue then persist?
  5. Turn on Block interaction help - it's either B or N can never remember which is which. Then with an egg on your hotbar, simply select that slot (mousewheel up/down). Should give you the interaction items & keybinds at the bottom of your screen.
  6. Expanding on that thought... Is there a design reason why pumpkin (vines/pumpkins) can't grow on top of furrowed farmland? Or is this just how things currently work out? "Vanilla checks if there is liquid water underneath, if so, cant use the tile". Because if that is not intentional (and I'd argue it shouldn't be) then pumpkins should be happy to use furrowed farmland. Because if the terrain can support a 1000 pound bear, it should be able to support a fricken plant. Sidenote: Furrowing a tile under the player is slightly wonky. The player will fall into the block. Seems there are multiple distinct updates of "remove farmland, make furrowed farmland, make water" and player position gets processed after step #1. If there a way to batch block changes?
  7. Well, as much detail as there is I think easiest reproduction case would be a winter biome. Have a line of water source block (W) & farm blocks, wait until that freezes, then furrow in the order 1,2,3,4: W 4 3 2 1 For fun: have a second (frozen) water block left of that, but unfreeze (punch) that before you furrow. W F 4 3 2 1 (W: liquid water, F: frozen water, 1,2,3,4 farm tiles to be furrowed in order) Edit: Maybe as a workaround for this (and potentially other similar issues) you could add an "unfurrow" interaction the the furrows. Assuming the block retains its nutrient levels when furrowed there should be no harm being able to toggle from normal to furrowed farmland with the hoe.
  8. There's some bug with furrowed farmland and freezing: If the water in a furrow freezes and an adjacent farmland is made "furrowed" then whatever "normal" irrigation happens on connecting a channel does not happen. Sadly it also does not happen when the original frozen tile thaws (or gets manually defrosted). "Construction" while frozen: I think this is some edge case with blockages and freeze order:
  9. Can also confirm that this is still happening. Making broth (at least in a large cauldron) is bugged. It will create a stack of liquid in the output slot while leaving the cauldron in the input slot. Taking the cauldron out... will give you an empty cauldron and liquid in the output slot This is different than for example condensing fruit juice to syrup with a cauldron. Here the cauldron moves to the output slot and will contain the condensed liquid so taking the cauldron out actually works. Not with broths Edit: Well duhh... It does not always happen. Most of the time, things work correctly. I think I remember stuffing things in the cauldron and then walking away. Possibly even leaving the chunk. But I came back, added more stuff, then cooked the broth... Weird stuff happened. Workaround: Take liquid out with your hands, put it into the item slot of an empty barrel. That will make it a "normal" liquid again, which can then be picked up with containers.
  10. More bugs.. all the bugs Handbook is lying about compatibility with Primitive Survival: - From Cooking 105 - Compatibility: - From Cooking 104 - Expanded Liquids: Part baked crab does in fact not work in making a broth : I'd suggest fixing the handbook or re-labeling the broth to "seafood broth" and modifying the recipe to although I'm not 100% certain if those item codes are correct. Edit: https://github.com/l33tmaan/EFRecipes/pull/4
  11. Aaaand another - even a crash : Opening the handbook, clicking on "Breaded rye fish" (needs Primitive Survival), then clicking on "Breaded rye fish (part baked)" will crash the client: ... Loaded Mods: aculinaryartillery@1.0.11, primitivesurvival@3.1.1, game@1.17.9, expandedfoods@1.6.4, creative@1.17.9, survival@1.17.9 System.Exception: Can't create itemstack without collectible! at Vintagestory.API.Common.ItemStack..ctor(CollectibleObject collectible, Int32 stacksize) in VintagestoryApi\Common\Collectible\ItemStack.cs:line 186 at Vintagestory.GameContent.CollectibleBehaviorHandbookTextAndExtraInfo.GetHandbookInfo(ItemSlot inSlot, ICoreClientAPI capi, ItemStack[] allStacks, ActionConsumable`1 openDetailPageFor) in VSSurvivalMod\Systems\Handbook\CollectibleBehaviorHandbookTextAndExtraInfo.cs:line 926 at Vintagestory.GameContent.GuiHandbookItemStackPage.GetPageText(ICoreClientAPI capi, ItemStack[] allStacks, ActionConsumable`1 openDetailPageFor) in VSSurvivalMod\Systems\Handbook\Gui\GuiHandbookItemStackPage.cs:line 110 at Vintagestory.GameContent.GuiDialogHandbook.initDetailGui() in VSSurvivalMod\Systems\Handbook\Gui\GuiDialogHandbook.cs:line 268 at Vintagestory.GameContent.GuiDialogHandbook.OpenDetailPageFor(String pageCode) in VSSurvivalMod\Systems\Handbook\Gui\GuiDialogHandbook.cs:line 332 at Vintagestory.API.Client.ItemstackTextComponent.OnMouseDown(MouseEvent args) in VintagestoryApi\Client\UI\Elements\Impl\Interactive\Text\Richtext\ItemstackTextComponent.cs:line 104 at Vintagestory.API.Client.GuiElementRichtext.OnMouseDownOnElement(ICoreClientAPI api, MouseEvent args) in VintagestoryApi\Client\UI\Elements\Impl\Interactive\Text\GuiElementRichtext.cs:line 519 at Vintagestory.API.Client.GuiElement.OnMouseDown(ICoreClientAPI api, MouseEvent mouse) in VintagestoryApi\Client\UI\Elements\Impl\GuiElement.cs:line 640 at Vintagestory.API.Client.GuiComposer.OnMouseDown(MouseEvent mouseArgs) in VintagestoryApi\Client\UI\GuiComposer.cs:line 459 at Vintagestory.API.Client.GuiDialog.OnMouseDown(MouseEvent args) in VintagestoryApi\Client\UI\Dialog\GuiDialog.cs:line 536 at Vintagestory.Client.NoObf.GuiManager.OnMouseDown(MouseEvent args) in VintagestoryLib\Client\Systems\Gui\GuiManager.cs:line 394 at Vintagestory.Client.NoObf.ClientMain.OnMouseDown(MouseEvent args) in VintagestoryLib\Client\ClientMain.cs:line 2251 at Vintagestory.Client.NoObf.ClientPlatformWindows.Mouse_ButtonDown(Object sender, MouseButtonEventArgs e) in VintagestoryLib\Client\ClientPlatform\Input.cs:line 220 at System.EventHandler`1.Invoke(Object sender, TEventArgs e) at System.EventHandler`1.Invoke(Object sender, TEventArgs e) at OpenTK.Platform.Windows.WinGLNative.WindowProcedure(IntPtr handle, WindowMessage message, IntPtr wParam, IntPtr lParam) in C:\Users\Nexrem\Desktop\transfer\opentk\src\OpenTK\Platform\Windows\WinGLNative.cs:line 792 at OpenTK.Platform.Windows.Functions.DispatchMessage(MSG& msg) at OpenTK.Platform.Windows.WinGLNative.ProcessEvents() in C:\Users\Nexrem\Desktop\transfer\opentk\src\OpenTK\Platform\Windows\WinGLNative.cs:line 1551 at OpenTK.GameWindow.Run(Double updates_per_second, Double frames_per_second) in C:\Users\Nexrem\Desktop\transfer\opentk\src\OpenTK\GameWindow.cs:line 369 at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 93
  12. Found another bug Partially cracking an egg over a bucket should result in an egg yolk item according to the handbook. It does not Partially cracking an egg over a bucket will yield egg white in the bucket and egg shells in the inventory. Partially cracking an egg over a bowl will yield egg white in the bowl, and an egg yolk item in the inventory. Additional remarks: Also... egg liquids are implemented weirdly. If I have 0.1L of egg white and 0.1L of egg yolk.... I should get 0.2L of "mixed" liquid egg. I mean, volume changes on mixing different liquids are a thing, but 50% seems... harsh This is especially weird since one could use that same 0.1L egg white to bread one piece of food, and use the 0.1L egg yolk to bread another piece of food. So it's not that you're eliminating "double dipping" here...
  13. Hey happy New Year everyone Seems like I might have stumbled across an issue in the current version of expanded foods with vinegar. Either the handbook is lying or someone made an oopsie. No recipe exists to turn berries directly into vinegar in a barrel. I've checked a way old version and there was something like but the current version does not have any recipe where you can go from plain fruit to vinegar. The closest is but you need vinegar for that So someone either needs to fix the handbook or the recipes. Sidenote: Why does winevinegar.json contain dozens of distinct recipes, and not just two wildcard ones?
  14. Yep, gotta use 3 way elbows for those corners. Here's a great video on how to build a fully automated quern - even shows the angles you need to use when placing down the chute pieces. As for transporting things up: Archimedes Screws with ports on the top & bottom and a powered axle going thru. Note that you need to stick a block (or axle) on the top end of your screw shaft for items to go out the side. Otherwise they just bubble out at the top.
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