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Sure, that looks campfire-like enough to be reasonable. I'll add that to the next update in the next couple of days.
@stellar_kitty
It's not you, I've seen that before as well but haven't been able to figure out the exact reproduction steps. It seems to only happen when pots are stored immediately adjacent to the campfire. My best guess is something is going on inside GenSpawn.Spawn() when it tries to spawn a pot on top of another pot after the recipe completes, but even then I've had it work correctly most of the time so I don't know what else needs to happen to trigger it. I'll keep looking into it, but for now if you have a pot stockpile right next to where you're cooking then moving it a few tiles away should hopefully avoid the issue.
Huh, the ginger should've been fixed in an update a few weeks ago (I'd forgotten to add it to the ingredient filters). Is it possible that Steam hasn't had a chance to update yet? Also just to check, do you have Kit's Brazilian Crops enabled?
@DerpyCharizard
In the mod settings, there should be an option to add the recipes to vanilla stoves.
I know this is weird to ask considering it's supposed to be a "campfire" meal, but is it possible to add recipes for the stove?
It seems that Ginger doesn't appear on the list of Condiments when making a fine stew. I have VCE and Spices are there, but not Ginger.
Thanks! Just fixed it.
@Cato
Glad you like it! If you're talking about making EP's pottery use the drying mechanic, that's definitely possible but probably not something I'd want to do myself. If you or someone else would like to though, you're welcome to use the code in CompMaturable.cs for it.
<li MayRequire="Mlie.RC2.Core">truffle</li> which just throws "could not resolve cross-reference" error, because there is no such thing like just "truffle" in the other mod.
I rewrote all those lines to:
<li MayRequire="Mlie.RC2.Core">RC2_PlantTruffles</li> which gets rid of the error.
You're right, MO removed Macci in the 1.6 defs (Steam hadn't updated the files for me yet). Oddly it's still there in the 1.5 defs. Anyways, CompStew should now handle null references when creating label data, so the error should be gone.
Huh, I haven't tested it yet but it looks like the Macci def is still present in MO's files - maybe you have something that's patching it out? In any case, I should've put in proper null checks to handle this sort of thing more gracefully. I'll try to fix that tonight.
@Riley
It looks like my last post is still "awaiting analysis", sorry about that. I basically said that such a setting would be more work than I'd like to do, and that a custom xml patch would be a better solution. I then posted a github link to an example patch I made, which is probably what steam is getting hung up on.
Some of the mods that are visible:
- Vanilla Furniture Expanded - Architect (floors)
- More Vanilla Fence (closeboard fence / pillars)
- More Vanilla Table (1x3 Table)
- Vanilla Factions Expanded - Settlers (lamps)
- Adaptive Primitive Storage (wood piles / meat rack)
- LWM Deep Storage (meal tray rack / weapons cabinet)
https://imgur.com/NGURgf2
I'm happy you're enjoying it! I think I'd like to keep my profile the way it is, but if you go to the top of the page you should be able to click on "BadOaks's Workshop" and see the mods I've uploaded. Though currently my only other mod is Meat on a Stick .
@Delta1138 Thank you! I think that would depend on how the mod(s) in question implement their thoughts / hediffs, as I haven't done any special handling of those things apart from replacing the "fine meal" thought. However, I think I remember seeing that stews cooked with spices from VCE did give the corresponding thought / hediff for it, if that answers your question.
@Vartarhoz That makes sense to me! Newly created stews shouldn't cause food poisoning anymore (when a stew is produced from a recipe it will try to remove CompFoodPoisoning from the Thing it is attached to - note that this won't trigger for stews already existing in a save so those may still cause food poisoning).
@Cozy Fawn Should be fixed now for mods that change stack sizes.
@darcie.mulh They should've been under Manufactured -> Cookware. I've also moved the wet and unfired clay pots there as well now.
can you add water or river tile support for spot?
Done!
What I had in mind was a rustic / primitive context where cooking is done over an open hearth rather than a modern kitchen. However if you want to use stoves, there is an option for that in the settings.
Yep, it's the work giver! The stone campfire uses VE's Recipe Inheritance to copy the vanilla campfire's recipes, but it doesn't copy work givers. I updated my work giver to add itself to the stone campfire manually, which should fix that, but anything else that copies from the campfire using the same method will still have the issue.
The primitive kiln I just straight up missed and added the recipe to it while going through clay sources without ever testing to see if it worked. Sorry! It should work now.
@sleepyInsomniac
I owe you an apology, I later encountered the bug you reported (the load order I used initially didn't produce it) and found that Vanilla Expanded's Recipe Inheritance feature was accessing the electric stove's recipes in a way that caused them to be cached early, before my code was able to modify them. It should be fixed now.
@Esoteric
There shouldn't be any conflicts with VCE Stews, but there's also no integration.
It doesn't seem to. I checked with this modlist [i.imgur.com] and the setting correctly adds and removes the recipes to the vanilla electric stove.
@MrGM
True, and I think the fact that it's made at a campfire (50% workspeed) is mostly responsible for that. For reference, I checked the recipe defs and the numbers are 300 work per meal for vanilla simple meals vs 350 for simple stews, and 450 for vanilla fine meals vs 360 for fine stews.
I wanted stews to take longer than vanilla meals and those are just the values that felt right in play testing, but I also tend to run smaller colonies so I my perception may be biased there.
Ah that makes sense. The way it currently works is it just adds the recipe to the ThingDefs named FueledStove and ElectricStove. Maybe I should expand that to include some modded versions of stoves.
Glad you'r enjoying it! :)