RimWorld

RimWorld

Flavor Text
101 Comments
hekmo  [author] 18 Oct @ 6:37pm 
Capitalization?
thesoupiest 18 Oct @ 6:24pm 
Fixing the capitalization on this would be so rad
hekmo  [author] 12 Oct @ 2:42pm 
Oh, fictional recipes. Hmm, I do kinda have a theme going with real world recipes so an addon from you would make more sense.

Here's the full spreadsheet of FlavorDefs (names): FlavorDef List [docs.google.com]. It automatically converts entries to XML, highlights exact duplicate entries to help avoid overlap, and lists all Flavor Text ingredient categories. How often the new FlavorDefs will appear is another story, since the mod will always choose the same FlavorDef when given identical parameters (ingredients, meal type, cooking station, time of day, ingredient HP)
SMercisk 12 Oct @ 1:43pm 
I wanted to do a small addon for it that icludes missing recipes from Genshin since there are lots of them and they're also very diverse, would you be interested in that? If not, I'd be hapyp to do it myself.
hekmo  [author] 12 Oct @ 10:48am 
Yep, adding more FlavorDefs will expand the name possibilities. Though at that rate I'd be happy to incorporate any new ones into the mod.
SMercisk 12 Oct @ 4:45am 
Is it possible to make an addon for this?
hekmo  [author] 19 Sep @ 11:00am 
The English version should be compatible already. Is it not working in your game?
神说万岁 19 Sep @ 7:22am 
Can it be compatible with VCE - Carnivore/Gregorian Meals Patch, which adds vegetarian and meat versions to VCE
xevawolf 12 Sep @ 12:42am 
csc001 9 Sep @ 8:04pm 
very nice mod:steamthumbsup:
hekmo  [author] 9 Sep @ 3:12pm 
Yep, it's listed in the mods it's specifically compatible with. It will call all meat "meat", besides human, insect, and twisted meat.
csc001 9 Sep @ 3:10am 
Very nice mod and is it compatible with Optimization: Meats - C# Edition?This mod reduces the meat variety in the game.if not compatible,hope some future plan.
thank u talant:steamthumbsup:
oinko sploinko 8 Sep @ 8:54am 
I want you to know that this mod is considered an absolute must-have in my playthroughs. It doesn't seem like it would make such a huge difference but it really does help my immersion and enjoyment to see all these different dish names. Makes me feel like my colonists are actually eating food and not just vague nutrients. I also like being able to see a dish name I don't recognize and googling it to see what it is!
hekmo  [author] 8 Sep @ 4:50am 
Kk. Feel free to ask me if you have any more questions during the process. I'm done with the core code of the mod, but I'll periodically update the mod with more FlavorDefs as time goes on. Btw if you have any more suggestions for Chinese dishes, I want to add more of those. The ones I know are pretty Americanized.
Myron子言 8 Sep @ 3:56am 
Thank you very much for your suggestions regarding the follow-up work. I will continue refining the Chinese translation for Flavor Text. The Chinese community seems to really enjoy this mod as well!
Myron子言 8 Sep @ 3:56am 
As for subsequent updates related to CategoryUtility.cs, I think it’s best to continue translating FT_FlavorCategoryBasic.xml and FT_FlavorCategoryAdvanced.xml. As a translator, I believe it’s important to minimize changes to the original mod as much as possible, and I’m also not particularly proficient in programming. Similarly, during earlier stages after finishing the FlavorDef translation, I encountered issues where the translations weren’t taking effect no matter what I tried. It wasn’t until I consulted an AI that I realized the problem was due to inconsistent opening and closing tags in the XML file.
Myron子言 8 Sep @ 3:55am 
Regarding the follow-up work on ThingInflections, I will make supplemental updates based on feedback from Chinese players. During the early stages of my work, after completing the translation of FlavorDef, I noticed that "rice_ball" was always described as "rice饭团" instead of something more appropriate like "米饭饭团"—that was when I realized the importance of this file.
hekmo  [author] 8 Sep @ 3:20am 
CategoryUtility.cs: categorizes unknown ingredients (from mods that haven't been tested with FlavorText)
Fix Options:
a) Rewrite code for Chinese
b) Remake FT_FlavorCategoryBasic.xml and FT_FlavorCategoryAdvanced.xml. This would mean redoing all the keywords based on what makes sense for Chinese. E.g. FT_Potato might have 薯, 马铃薯, and 土豆 as keywords (while English only has "potato"). This and the following fixes will all limit successful matches to cases when the Chinese label is a substring of the keyword.
c) Completely translate FT_FlavorCategoryBasic.xml and FT_FlavorCategoryAdvanced.xml (right now they're missing a lot of keywords)
d) Do nothing. The mod will use the keywords you added, and if it can't find a good category, it will fall back to vanilla categories. E.g. If it doesn't know where "leek" fits, it will put it in FT_PlantFoodRaw
hekmo  [author] 8 Sep @ 3:20am 
There's 2 sections of the code that can't be translated directly, but there's ways to fix that:

InflectionUtility.cs: trims unnecessary text from ingredient labels
Fix Option: Manually add translations for each ingredient you want to support in ThingInflections.xml
hekmo  [author] 8 Sep @ 3:19am 
I'm jealous your side of the world got to see that, the pics looked awesome :)

Yeah your translation popped up for me a couple hours ago. I've been poking through it and wow, you really put in a lot of legwork, preserved the custom {placeholder} bits and everything.
Myron子言 8 Sep @ 1:23am 
I was in a hurry to see the lunar eclipse yesterday, so I didn’t notice the extra "l". This is the correct address: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3563916189 . The amount of text was indeed huge, so I used AI to help with the translation. Most of it was done with language patches, but I couldn’t figure out how to create a language patch for the ThingInflections file, so I had to overwrite it directly. As for the mod’s status, it was under review after submission yesterday and only got approved about 4 hours ago—probably because of the large amount of text. I really like your mod.
hekmo  [author] 7 Sep @ 2:49pm 
Oh damn, I wasn't expecting anyone to undertake a translation that big XD Thank you! It looks like the mod is hidden btw, and the mod link itself has an extra starting letter that breaks it. I'm curious to see how you did it!
Myron子言 7 Sep @ 6:48am 
Hello hekmo, I really like your mod, so I made a Simplified Chinese localization patch. Here is the link: Ihttps://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3563916189 . I absolutely love your mod!
hekmo  [author] 4 Sep @ 3:43pm 
It's possible this has just ended up as an excuse to learn more about world cuisine. :D I've got so many new recipes to try IRL
STEVE SCRIGGINS 3 Sep @ 9:15pm 
This is an exceptionally well written mod, and I love seeing my pawns cook new kinds of foods I've never seen before, thank you
hekmo  [author] 9 Aug @ 11:16am 
It's designed to work with ANY food mod, and the VE food mods specifically are in the modset I run all my tests with ;)

By default it incorporates and names modded meals. You can toggle that feature, and also toggle whether specialty names will be reserved for modded specialty meals (disabled by default). E.g. soup names reserved for VCE soups
Hazardous 9 Aug @ 10:07am 
Just asking if this also applies to Vanilla Cooking Expanded meals, and Vanilla Plants Expanded ingredients?
Sesame 3 Aug @ 4:24am 
This is ABSOLUTELY what I wanted.
Evan 19 Jul @ 2:38pm 
Hey I just wanted to say this mod has been fantastic so far. Its such a small thing that's so fun to see in action.
moo 15 Jul @ 12:20pm 
Good to go!
hekmo  [author] 14 Jul @ 10:32pm 
that error is now fixed
hekmo  [author] 12 Jul @ 1:36pm 
Sounds like that's from VCEF updating to 1.6 and Odyssey. It shouldn't cause any in-game issues, since there's a backup method for categorizing unrecognized ThingDefs. I'm out of town arm but I'll fix it in the next couple days
moo 11 Jul @ 11:27pm 
Nice. New one!

In FT_ThingCategoryDefAdvanced.xml:

change
MayRequire="vanillaexpanded.vcef
to
MayRequire="vanillaexpanded.vcooke"

The ones my log specifically show as needing repair are:

Could not resolve cross-reference to Verse.ThingDef named VCEF_RawBass (wanter=thingDefsToAbsorb)
Could not resolve cross-reference to Verse.ThingDef named VCEF_RawCatfish (wanter=thingDefsToAbsorb)
Could not resolve cross-reference to Verse.ThingDef named VCEF_RawCod (wanter=thingDefsToAbsorb)
Could not resolve cross-reference to Verse.ThingDef named VCEF_RawGuppy (wanter=thingDefsToAbsorb)
Could not resolve cross-reference to Verse.ThingDef named VCEF_RawPiranha (wanter=thingDefsToAbsorb)
Could not resolve cross-reference to Verse.ThingDef named VCEF_RawSalmon (wanter=thingDefsToAbsorb)
Could not resolve cross-reference to Verse.ThingDef named VCEF_RawTuna (wanter=thingDefsToAbsorb)
hekmo  [author] 5 Jul @ 3:03pm 
Welp, found the issue. During the last minor version I accidentally commented out the code that checks whether the flavor text finder has already run. Fixed now.
hekmo  [author] 5 Jul @ 1:11pm 
Alright, it's definitively correlated with the length of the description, which in extreme cases causes lag even without ASF. Hmm, I'll dig around and see what's going on.
hekmo  [author] 5 Jul @ 11:53am 
Alright, thank you for the details and screenshots. I was able to recreate the lag using Flavor Text and Adaptive Storage Framework. I'm testing to see what exactly is causing it, it seems to be related to the length of the meal label.
moo 5 Jul @ 9:31am 
Unfortunately I'd love to help test and eliminate the issue, but I'm away for a few days.
Modlist at https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3507289931
hekmo  [author] 5 Jul @ 9:03am 
And FT was the only mod you pulled? I don't see any way it could cause lag while just sitting in a stockpile. The new label and description are cached after creation.
moo 5 Jul @ 8:52am 
I did pull FT and the lag was absent.
hekmo  [author] 5 Jul @ 2:02am 
Have you tested this without Flavor Text to ensure that's what's causing the lag?
moo 5 Jul @ 12:37am 
I don't know if Adaptive Storage is polling the stockpile at mach 78 to keep the list updated, or if there's something else going on.
moo 5 Jul @ 12:36am 
Hi again. Different issue. I have a stockpile that holds three stacks of meals with flavour text, along with a handful of some other crap as it's the first "everything" stockpile for a new colony. I also have a few Adaptive Storage mods installed, which adds a [contents] and a [filter] button.

When clicking on the stockpile zone (contents is the default view), I get an incredible amount of lag. As soon as I dev-kill each of the three stacks of meals, the lag gets progressively better until it's back to normal FPS
hekmo  [author] 3 Jul @ 11:55pm 
Makes sense for that mod. I use it myself, but I disabled the quality on minor items and just left interesting things like workbenches. Glad you figured it out!
moo 3 Jul @ 11:33pm 
I checked, about 555 food ingredients

I found one mod that invokes a stutter when the meal is created - Everything has Quality
moo 3 Jul @ 10:45pm 
I have a lag spike without either, must of not noticed. So I'll troubleshoot that first
hekmo  [author] 3 Jul @ 10:12pm 
Realizing the miscommunication: test with 1 of Flavor Text or What's Today's Menu at a time lol

3 Tests:
- Your Modlist minus Flavor Text
- Your Modlist minus What's Today's Menu
- Your Modlist minus Flavor Text and What's Today's Menu
hekmo  [author] 3 Jul @ 9:43pm 
Just confirmed with my modded test list that has 408 foodstuffs, it's still running in 0.002~0.009 seconds for 2-4 ingredient meals. How many foodstuffs does your modlist have about? And you just did a test with your regular modlist minus What's Today's Menu?
moo 3 Jul @ 9:38pm 
Ok, did a test. It hitches on the initial creation of a meal. Switched ingredient and again, hitch at the start.
hekmo  [author] 3 Jul @ 9:30pm 
Run some tests with only 1 of them at a time and see how it goes.