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DoctorVanGogh

Vintarian
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Posts 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 😢

     

    Spoiler

    Look Ma! No Crash!1!!
    2021-04-14_19-18-13.thumb.png.8837180c8a1cc68f3f1d5b3b6e6afc3e.png

    Edit:
    Well crap... could have saved myself 20 minutes of debugging... 😉

  2. 1 hour ago, l33tmaan said:

    Hmm, I'm not able to replicate the two crashes.

    Okay... I can expand on those crashes:

    1. Create empty world
    2. Spawn Barrel
    3. Place Barrel
    4. Spawn 1 portion of cranberry juice (literally the raw droplets)
    5. Open Barrel GUI
    6. Try putting juice portion into item barrel slot
    7. Crash

    Are you sure you don't have some development texture copies floating around in paths not included for the distributed version?

     

    Spoiler
    
    System.Exception: Asset game:textures/item/food/liquid/cranberry.png could not be found
       at Vintagestory.Common.AssetManager.Get(AssetLocation Location)
       at Vintagestory.API.Client.GuiElement.getImageSurfaceFromAsset(ICoreClientAPI capi, String texFileName)
       at Vintagestory.API.Client.GuiElement.getPattern(ICoreClientAPI capi, String texFileName, Boolean doCache)
       at Vintagestory.API.Client.GuiElement.fillWithPattern(ICoreClientAPI capi, Context ctx, String texFileName, Boolean nearestScalingFiler, Boolean preserve)
       at Vintagestory.GameContent.GuiDialogBarrel.fullnessMeterDraw(Context ctx, ImageSurface surface, ElementBounds currentBounds)
       ...

    It's always a liquid texture lookup not in the expandedfoods namespace for the barrel fullness meter....

     

  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.
      Spoiler

       

      
      
      Running on 64 bit Windows with 16 GB RAM 
      Version: v1.14.8 (Stable)14.04.2021 11:03:22: Critical error occurred
      System.Exception: Asset game:textures/item/food/liquid/blackcurrant.png could not be found
         at Vintagestory.Common.AssetManager.Get(AssetLocation Location)
         at Vintagestory.API.Client.GuiElement.getImageSurfaceFromAsset(ICoreClientAPI capi, String texFileName)
         at Vintagestory.API.Client.GuiElement.getPattern(ICoreClientAPI capi, String texFileName, Boolean doCache)
         at Vintagestory.API.Client.GuiElement.fillWithPattern(ICoreClientAPI capi, Context ctx, String texFileName, Boolean nearestScalingFiler, Boolean preserve)
         at Vintagestory.GameContent.GuiDialogBarrel.fullnessMeterDraw(Context ctx, ImageSurface surface, ElementBounds currentBounds)
         at Vintagestory.API.Client.GuiElementCustomDraw.Redraw()
         at Vintagestory.API.Client.GuiComposer.Compose(Boolean focusFirstElement)
         at Vintagestory.GameContent.GuiDialogBarrel.SetupDialog()
         at Vintagestory.API.Client.GuiDialog.TryOpen()
         at Vintagestory.GameContent.BlockEntityBarrel.OnBlockInteract(IPlayer byPlayer)
         at Vintagestory.GameContent.BlockBarrel.OnBlockInteractStart(IWorldAccessor world, IPlayer byPlayer, BlockSelection blockSel)
         at Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.TryBeginUseBlock(Block selectedBlock, BlockSelection blockSelection)
         at Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.HandleMouseInteractionsBlockSelected(Single dt)
         at Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.OnFinalizeFrame(Single dt)
         at Vintagestory.Client.NoObf.ClientEventManager.TriggerRenderStage(EnumRenderStage stage, Single dt)
         at Vintagestory.Client.NoObf.ClientMain.TriggerRenderStage(EnumRenderStage stage, Single dt)
         at Vintagestory.Client.NoObf.ClientMain.RenderToDefaultFramebuffer(Single dt)
         at _jeEziyUSYl0BpbOxT46FYwj5VWL._IIIrDcgMyMKwpTkEZsHikpfl3dh(Single )
         at _idIkJkIueHHf3Oz2WNlBdD0E1XR._DvzT6D0wN3fMakeuDyljJJ09hok(Single )
         at _idIkJkIueHHf3Oz2WNlBdD0E1XR._V5piYzG7beYPldE6UVxY58dqacE(Single )
         at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(Object sender, FrameEventArgs e)
         at System.EventHandler`1.Invoke(Object sender, TEventArgs e)
         at OpenTK.GameWindow.RaiseRenderFrame(Double elapsed, Double& timestamp)
         at OpenTK.GameWindow.DispatchRenderFrame()
         at OpenTK.GameWindow.Run(Double updates_per_second, Double frames_per_second)
         at _YrS2W1MoaeqC4xqH8ItdZB6vADN._8t1BmEWVlCT9mjx5M0vFIzU9tif(_7T00Rjby4si0wyEBez5dXNqLm7h , String[] )
         at _ejKuc6cg0k8V39o8jDIzquyczbO._8t1BmEWVlCT9mjx5M0vFIzU9tif(ThreadStart )
      -------------------------------
      

       

       

       

      (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

      Spoiler

       


       

  4. 6 hours ago, jakecool19 said:

    full automation will still be pretty tough with current vanilla mechanics, as there is no liquid transport system

    Well, here you go: You just added "implement hoses & pipes" to your task list :D

    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.

    6 hours ago, jakecool19 said:

    meaning you will really only be able to do 4 item or less recipes with no liquids, unless you make some type of advanced sorting system out of Archimedes screws. 

    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 😜).
     

      

     

    7 hours ago, l33tmaan said:

    We don't know what's up with that, man. I don't wanna say "just trust us",

    Yeah, don't trust them saying "trust us" - trust those other people 😁

    Although on that note...


     

    Spoiler

    image.thumb.png.665f7ac9ce7c21d474d88ebedea4d3b9.png

    What are those "strange experiments" you are distributing to us, @jakecool19? 😕

     

  5. 15 minutes ago, Drew Borrowdale said:

    Do we have any plans to boil bones in water to make stock?

    i was thinking it could be used in place of water for soup but with a higher nutrition.

    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. 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.
    • Like 1
  7. 11 minutes ago, l33tmaan said:

    I don't know why an item wouldn't port over but it somehow would if it was inside a meal.

    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 😁

    Quote

    I feel bad because you've got a lot of dumplings.

    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.

    • Like 1
  8. 1 hour ago, l33tmaan said:

    Dude, I wrote in bold in the OP, my update post, AND on the mod page, specifically so you wouldn't get blindsided by this. I also have no idea what that .ef migrate function is, but maybe @jakecool19 can make more sense of it. Sorry.

    Maybe it was the phrasing
     

    Quote

    YOUR BERRY BREAD, MUFFINS, FRIED MEAT, DUMPLINGS, PEMMICAN, AND SUSHI WILL NOT PORT OVER! EAT THEM WHILE YOU CAN

    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.
     

  9. Please offer either a legacy version of pre-1.3 foods or a migration path for them.

    Because half my larder looks like this:
    image.thumb.png.40409898ed191397cd119d5d4b750b3f.png

    And the changelogs certainly didnt lead me to expect to have all my meals to become useless :D

    So

    Spoiler

    Either

    • add a legacy definition file for all the unique pre 1.3 foods which keeps their stats, but does not have any recipes to create them. Then maybe remove those definitions with 1.3.5/1.4 down the line.
    • Have the mod add a
      
      .ef migrate
      (or similar) command which migrates the foods correctly to their "new" version.
      My understanding is simple "remaps" won't work since you are using shared definitions for the "new" version of those foods with added custom data structures. But hell, there's nothing stopping you from going "on this command, go 8 blocks in either direction, check all crocks, bowls, etc. and replace `deprecated-foo-variantA/B` with `shared-newthingy` and set their appropriate data structures to {`foo`, `variantA/B`}.
       


     

  10. 8 minutes ago, l33tmaan said:

    The thing about the interaction only working on the table and not the bowl/spoon is because it's basically a quern. You can right click the top of a quern (and a mixing bowl) to use it, but you can only open it up by right clicking on the main block itself. I'm not sure how to reconcile this with the ability to hook it up to mechanical power.

    Yeah, having played a bit more with it I can see its "quern-ness" :D

    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:
    image.thumb.png.ce1edca3f537ab46b1a294bdc2afe9e9.png

  11. Um..... err.... I have issues with 1.3.0 :D
     

    • 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 :D).

    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 :D
      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 ^^
    • Like 1
  12. 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...

    • Like 1
  13. 56 minutes ago, Streetwind said:

    ...Wut? o_O Is your game modded?

    Because the default behavior is definitely: toss pieces into bloomery, light up, wait, receive ingot. Meteoric iron ingot, not plain iron. Worked perfectly fine for me just the other day.

    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 😀

    • Haha 1
  14. So... I'm kinda stumped on meteoric iron. It looks gorgeous, especially the armor - I want it :D

    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? ;)

  15. 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

    Quote

    The client is in the hands of the enemy. Never ever trust the client


    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 ;)

    Spoiler

    It's trivial to modify things so ModIntegrity only ever reports itself as the lone running client side mod.

    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.


     

    • Like 1
  16. 7 hours ago, l33tmaan said:

    Hey, wait a minute. I checked the recipe files for soup, and... egg is already in here, too! @DoctorVanGogh, you should be set.

    Hmm.... are you sure it's in 1.2.4?

    Because...

    soup.jpg.2a5259be22dc283329f7b3b2e4ced852.jpg
    basic soup...
    trying to add egg
    1130444736_soupegg.jpg.1c396a7f5fcba0e68dd131e5cac3a983.jpg

    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).

  17. Quote

    I'll ... let you add eggs to soup.

    Thanks :D

     

    Quote

    You can already add dumplings to soup, though

    Oh my lord - thanks for pointing that out.... Now I have to reorganize my whole kitchen pipeline. :D 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.

    • Haha 1
  18. 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:
      vanilla.jpg.a9989b61bd131dda9aefc1a75ee31554.jpg
       
    • Extended Foods active:
      EF.thumb.jpg.4a4501e30a48f7c55f05cdbd2d316f0c.jpg
       

    Nothing functional, but looks weird on my shelves ;)

     

    Spoiler

    From a cursory glance through the mod, there's no `meal-ingredient-stew-secondary-...` entry defined for eggs like for breadcrumbs (and lots of other things). And you're doing something with eggs so the vanilla stuff doesn't get used.


    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:
     

    Spoiler

    Holy effing hell, there's localization for dumplings (and meat nuggets) in stews.... We can add dumpling to stews?
    Can we please also add dumplings to soups? :D


     

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