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-Added the 'seasonings' tooltip to finally show what spices have been added to the food.
-Sandbox settings for days to become stale, and to spoil (default 300 and 400). Setting these values will also automatically update the vanilla in-game spawned 'Jar of (Vegetable)' since the latest patch seems to have messed up their expiry. Any modded item that uses this vanilla OnCooked canning script will also benefit from these custom sandbox settings.
-Fixed a rare instance of a pasta pot not being able to be jarred.
-Added translations: DE, ES, FR, IT, PL, RU.
Please let me know if there are any errors, I used Google Translate, but compared with vanilla text to make sure the grammar is correct.
-Verified all features to work on latest version of game (B42.12.1).
-Added compatibility to allow use of glassmaking player-created jar, Base.JarCrafted, introduced by B42.12.
-Added an optional easy version of mod, which does not require salt and vinegar to preserve food.
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3582404497
Also, \media\lua\server\recipecode.lua doesn't contain any of the functions anymore, so I will see if I can track them down, however I defined my own functions for the jars so they should still work. The only thing that might be affected is the 60-90 days extended shelf life to 300-400, functions were changed from "CannedFood_OnCooked" to "RecipeCodeOnCooked.cannedFood".
Funnily enough, I don't see a recipe in-game to allow you to use the forged/crafted jar (Base.JarCrafted) to make the vanilla jar of produce (\media\scripts\generated\recipes\recipes_jarring.txt) so it seems that preservation has accidentally been made even less sustainable as you are fully reliant on finding normal jars. I am sure this will be patched when possible.
For other mods probably, I checked what I could and put a note on the other mod pages, but my game isn't even launching and I don't have time to check more today.
I will say this though - this mod may be more broken by the update than what I said on the note - the developers changed calling scripts from "OnCreate = Recipe.OnCreate." to "OnCreate = RecipeCodeOnCreate." but I think the game would recognise both commands, if it doesn't, then literally every mod that exists that adds or changes recipes would have to update, so I think they have accounted for that.
Thanks, yeah I have checked the changelog and I will probably have to update the recipes to allow the crafted jar if it is now a separate item. Otherwise, everything should be fine.
Very nice, thanks for checking and reporting on it all.
Just tried everything again, spawned a ton of pots and ingredients, make a bunch of soups and jars, left a couple uncooked, left a couple open, left a copy of each in my inventory and copies of each on the floor, teleported to a different location and fast forwarded by a whole month. When I got back everything seemed to expire as it should. I'm not convinced anything is going wrong in this mod to be fair, do you have any other food preservation mods or anything? Load this at the end of the load order, by the way.
I am using the vanilla script to extend the shelf life of jars so I am not entirely sure what could be causing this or how to fix it if the script can glitch out, at the very least I've never heard of anyone mention that jars of vegetables in vanilla glitch out. Could you please let me know if they tend to be stale after an exact amount of time, e.g. X days after making them? I have ran this mod in debug which lets you speed up time beyond what the game allows, to skip multiple days, and I've never noticed this happening. I'll double check but yeah, never seen this before.
Glad you checked and thanks for reporting this initially, and yeah opening the jar would work for others, good advice.
With regards to the jar being "raw": in vanilla, the game applies canning/shelf life extension through an OnCooked call, so yes the jar had to be set to raw and for that brief moment the hunger reduction is lower. However, if you attempt to open the jar without cooking it to preserve it (as that is the only way to use the jar e.g. to eat, to divide into bowls, to pour it out), the food returned will be the cooked contents with the right value without having to recook the jar. Hope this helps.
I also noticed something else. It’s not critical, but it could be improved. When we create a Jar of Food from a stew (or any), the jar shows all ingredients as raw, and the food value also reverts to the pre-cooked state. For example, a raw pot of stew has a food value of 139, after cooking it becomes 180. But when we create a Jar of Food, the resulting jar’s food value is 139, even though it should be 180 - because all ingredients are marked as raw again
Fixed the "runaway weight" bug increasing the weight of jars every time you reload the game.
Basically what was happening is - when you have an object that uses the "nutrition of evolved recipe" system (icons showing what food is contained within), you have to include lines of code for it to inherit nutrition (hunger reduction, calories, etc.), however the weight is, for some reason, recalculated every time (i.e every time that you load the game), and so when I included lines of code for it to inherit weight it would balloon out of proportion by adding the nutrition-inherited weight on top.
The only line of code I had to implement for weight is telling it to set weight to a specific number (base weight of Jar of X) so that creating the item would do "Jar of X weight + (nutrition weight)". Otherwise the item would be created with (nutrition weight) and only upon reloading the game it would begin doing "base weight + (nutrition weight)". A bit bizarre, but there you go.
Hey, thanks. Yeah you are right, I am not sure why this actually happens with the weight but I think I can fix it (the game has several lines of codes to set item weights, I think I also included the one that sets the Base.Item weight rather than the item of that particular instance), gonna try and make a patch now.
Steps to reproduce:
- Cook a stew or soup (ingredients don’t matter, in my case it was spaghetti soup with a weight of 10).
- Prepare a Jar of Food and cook it — the actual weight of the jar is 8.6.
- Leave the jar in your inventory, exit to the main menu.
- Enter the game again and check the jar weight. Expected weight: 8.6, actual weight: 15.8.
- Exit to the main menu once more.
- Enter the game and check the jar weight again. Expected weight: 8.6, actual weight: 23.
So each time you restart the game, the jar’s weight increases significantly.
It might be a conflict with other mods like Project Cook, but I'm not sure
No problem. yeah it was just one line of code that sets the model.
Thanks for letting me know, and done, you may have to resubscribe to update mod as Steam takes a few days normally.
Maybe this is what you are referring to - all the other jars in the game look smoother and smaller? I believe what is happening is: the unopened jars in this mod are using the B41 model and the developers have updated everything to use a different model. I am going to release a quick patch just so it is consistent with the vanilla models that the game has started using now.
@WRex
Possibly, I just used the vanilla assets for the items, and yeah they're fine but not the best. So maybe if I have the time.
Fixed, thanks for letting me know. You might have to resubscribe as Steam takes its time to auto-update your modlist.
This will not conflict with any other preservation mods. Every canning mod I've seen so far only adds recipes to new modded objects to the game, this mod pulls nutrition from your evolved recipe same as how pouring soup into a bowl does.
[B42] Fruits in jars - https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3432006285
[B42] Jarred and dried mushroom - https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3416833689