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DoctorVanGogh

Vintarian
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Everything posted by DoctorVanGogh

  1. Okay... it's not you.... well it is, but even if you weren't it would not matter - vanilla is borked The barrel GUI has a bug in the "fullness" meter draw code. Custom texture cause it to blow. Workaround: Copy your liquid texture assets from `expandedfoods\textures\item\food` also into `game\textures\item\food`. It's ugly and may lead to collisions with other mods, but the barrel gui does a hard-coded lookup under the `game\textures` path for the fullness bar Edit: Well crap... could have saved myself 20 minutes of debugging...
  2. Okay... I can expand on those crashes: Create empty world Spawn Barrel Place Barrel Spawn 1 portion of cranberry juice (literally the raw droplets) Open Barrel GUI Try putting juice portion into item barrel slot Crash Are you sure you don't have some development texture copies floating around in paths not included for the distributed version?
  3. More bugs: Crash when trying to remove juice with a bottle from a barrel. (Presumably the same as @Lisabet observed) Crash when trying to add (fully expecting it to fail) a bucket of juice B to a barrel filled with juice A. (barrel had red currant juice, bucket had black currant juice). Using the same bucket to remove identical juices from fully filled screw presses will give more juice than the presses contained, and will in fact "overfill" the bucket: Press A & B had 2.5 L of juice each, using one bucket to first empty press A, then B results in a bucket full of 11.75L of juice
  4. Well, here you go: You just added "implement hoses & pipes" to your task list All joking aside, it's probably better to wait for 1.15 for this. The "rope physics" previews lend themselves really well to a low tier "hose" system, with maybe actual pipes as upgraded versions. Yeah, but there are a lot of recipes you can make with 4 unique ingredients. I think most people here would want to setup batch processing for things like "make dough", not "make this fancy salad with that syrup, these nuts, that oil and crispy nuggets of that fish". (No slight against piscetarians intended here ). Yeah, don't trust them saying "trust us" - trust those other people Although on that note...
  5. Well, considering bones officially have zero nutrition it feels a tad off to me to suddenly "magic" some out of thin air. But you could go the same route as salt - add some minor healing. Have Water + bone in the giant sauce pan -> get bone broth which gives +2 Healing per unit.
  6. Try adding a dumpling to a soup. I think dumpling can not make meals, only be fried on their own or added to soups.
  7. Some more feedback on 1.3.[0/1]: Like the new custom sound for the mixing bowl. Is still going to drive me insane if it's always on, but a different kind of insane. That's good, right? On that note: The mixing bowl sound will continue to play (if powered) even if the game is paused (menu open). It should not do so, since the bowl is not actually rotating at that time. (Yes, I know, the quern does this too - that's annoying too) The screw press "add multiple" does (effectively) not work (for a large amount of ingredients). It's sneak + RMB. If you press RMB on fruit while sneaking you eat the fruit. So no "add 5". The screw press "feels" like it should work like a barrel ("seal" is "press" here) As such - at least - it should get a tooltip "will finish pressing in X hours". I kept deconstructing the press because seemingly nothing happened. Had to delve into the help text that there is a delay on pressing. That should be made more obvious. If this is indeed just another flavor of "barrel" it should reuse that gui. Would allow for easier adding & removing of stuff. The mixing bowl is inconsistent in its max capacity for ingredients. Any "normal" item can only be added in stacks of six, but liquids can be added in any amount per stack.
  8. Well, this is where knowledge about the internals of vs and modding comes in. You know how meals are stored. I just assumed. Meals were not explicitly mentioned, meals could have been stored as opaque objects of "X portions of Y units of satiety Z at Q freshness with ingredient monikers A, B, C & D". Clearly they are not You don't know the half tenth... err "small portion" of it I may have compulsively dumpling-ed everything I could get my hands on. Oh well, nothing stopping me with sticking with 1.2.4 until I either clean out my existing food or find a way to migrate things cleanly. This just tickles me enough that I may take a poke at modding this game myself. "Find all X and do Y with them" is a nice contained problem to take a view at the game architecture.
  9. Maybe it was the phrasing I read that as any "plain" bread/muffin/etc will not port over. Did not read that as "any plain [thingy] AND any [thingy] in cooked meals" will not port over.
  10. Please offer either a legacy version of pre-1.3 foods or a migration path for them. Because half my larder looks like this: And the changelogs certainly didnt lead me to expect to have all my meals to become useless So
  11. Yeah, having played a bit more with it I can see its "quern-ness" On that note one more suggestion: maybe invert the bowl/animated axle thing. Because right now the bowl is static, but is the interaction trigger. And the axle is animated but is the static item holder part... that seems... off. If you went with something like https://en.wikipedia.org/wiki/Butter_churn#/media/File:Leeds_butter_churn.jpg (just the barrel, but standing upright, not on its side) you could do multiple things: If you reused (or created something similar) to the vanilla barrel (with a crank/laddle thingy) the object could extend to the block sides, effectively "hiding" that it may be floating above open air (if powered from below). The animated, rotating part would actually be the rotation interactivity object (just like the quern). Here's a side by side of quern, barrel & bowl:
  12. Um..... err.... I have issues with 1.3.0 UI: Mixing Bowls have unexpected interactivity: Interaction hints & clicks only register on the TABLE part of the mixing bowl, not on the pan or ladle Models: There is overlapping geometry on the axle on the underside of the mixing bowl leading to texture z-fighting UI: There is no indication on intermediate cooking products (I checked muffin dough with one, two or three portions of berries) on the amount of ingredients, only the final baked product has differences (1/2/3x fruit sat.) Balance: Fruit added to muffins (maybe other baked things) does not have a 50% bonus for "cooked" foods UI/Audio: A powered mixing bowl will drive me insane with it's CONSTANT grinding. Please consider a change in model so it accepts power not just from below but also the sides so players can easily add brakes/transmission. (maybe turn the bottom "table" into more of a "box") (btw: LOVE the custom model- its audio issues not withstanding ). Now have to test more ^^ --- Edit: You cannot manually add an item into the output slot of the mixing bowl, so full automation is problematic (since you cannot guarantee ejection of the created item). If however you never remove a previously created item from the output slot the bowl will happily eject items like the quern. Automating input seems... .... ... challenging Adding a hopper above the bowl and filling it with 50% raw dough & 50% meat nuggets will sadly not produce lots & lots of meat dumplings. Instead it will fill all 6 input slots of the bowl with either meat or dough (whatever came first in the hopper) and then not create anything, since "six of one" is not a valid recipe. Maybe this could be solved if you could "lock" a bowl to a specific recipe? It could then block inputs to only accept "approved" slots & amounts. Better Crates does some "locking" thing. Totally spitballing here, but you added powering the thing, so I'm thinking full on factory automation train here ^^
  13. Well... looking at the "original" mod over on nexus "[...] i dont know how to JsonPatch it correctly" and some comments "your mod appears to zero out the pulverizer recipe for Crushed Bauxite" as well as my issue it looks to me like someone made a copy of some files which have now become stale... Oh well...
  14. Well - duh Don't I feel stupid now. Curse you RealShingles!!!! Curse you! ... combustiblePropsByType: { "*-meteorite-iron": { ... smeltedStack: { type: "item", code: "ingot-iron" } ... } }, ... Thank you for pointing to mods as the cause. Time to chuck some iron into a bush and "magic" some meteoric iron from the sky I guess
  15. So... I'm kinda stumped on meteoric iron. It looks gorgeous, especially the armor - I want it Was lucky enough to stumble over a meteorite, mined that up (already had an iron pick). But then I learn that the iron meteorite pieces smelt into .... plain Iron? So how the heck do I get meteoric iron if not from a meteor?
  16. Just build a single block, three high tower of blocks under you in a flat area - hay or cob will do well. No more storm issues AT ALL. Once the storm is over, jump down, run away and let them despawn.
  17. I applaud your efforts in building this thing, but as you say yourself, this is not particularly effective. To quote one of - if not the - most important rules of online systems You have designed something where the client self-attests to what it is doing. Which means it can self-attest to doing nothing suspicious at all, Mr. server officer, Sir. Nooooooo, nothing to see here So, while this thing is good as a "Hey players, here's a list of allowed mods, please only ever use those, kthx", that is ultimately all it does. This might need some clarification in the documentation that this is not Horatio on the bridge defending against malicious rule breakers, but merely a signpost announcing what mods a server approves of, but not really anything more.
  18. Hmm.... are you sure it's in 1.2.4? Because... basic soup... trying to add egg no longer a valid meal recipe --- And YES, I realize now that adding a plain egg to a meal is just the "minor" version of adding a dumpling made from that egg (assuming you have any amount of grain).
  19. Thanks Oh my lord - thanks for pointing that out.... Now I have to reorganize my whole kitchen pipeline. I simply went by the localization file, where every line for the dumplings I skimmed said `...-stew-...` and made some assumptions. Oh well... time to whip out the cooking pot.
  20. Minor issue in 1.2.4: There's an issue with eggs as added ingredients in meat stews. With Expanded Foods installed the meal name/tooltip gets all wonky: Vanilla: Extended Foods active: Nothing functional, but looks weird on my shelves Additional request #1: (Since I'm already talking about eggs ^^) Can we please add the option to add eggs to any soup? Egg drop soup is basically a thing everywhere. There's no reason why you can only add eggs to an already meaty stew. Additional request #2:
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