Jump to content

MickyPain

Member
  • Posts

    53
  • Joined

  • Last visited

Everything posted by MickyPain

  1. So far, no luck with override. Seems to break lua at trying to populate the recipe list
  2. That spreadsheet is sweet. I actually got two new evolved recipes working yesterday, but now I'm stuck at getting existing items to work with the new recipes... Guess more digging into how and why the context menu luas keep breaking is needed...
  3. MickyPain

    Evolved Recipes

    Hey all, Some four years ago, I was working on an expansive mod called CCCP that added a bunch of new items and recipes. Life happened, and I couldn't keep up with the game updates any longer, and most of the mod has been merged into Hydrocraft since. Anyway, I have some more time on my hand now and got back to playing. Hydrocraft is pretty cool, but it adds a bit too much for my liking so I'm thinking about just updating CCCP to work with the latest versions, delete some now obsolete things and add a few extra here and there. Now to the question: I can't quite figure out how to create my own evolved recipes. Everything I tried so far either flat out doesn't work, or in some cases even crashes the game or leads to the recipe UI breaking etc. (lua errors) Does anyone know how to create new evolved recipes, or know of a mod that does add new ones?
  4. Awesome Mod. Now only of there were working BBQs.... If anyone is interested, I modified this mod to work seamlessly with Hydrocraft HERE. No duplicate items, all crafting uses HC Clay and Bricks instead, and I changed digging for clay to use a trowel (made more sense to me...). Didn't extensively test it yet, so use at your own risk. Since I modified the original and removed all new items, it probably won't work if you already started a game with this mod, but should work fine if you start a new game and load this version instead of the original. All credit off course goes to SiderisAnon.
  5. Hey, sorry guys, didn't really have tome to continue updating this mod (or playing the game at all, for that matter). No promises, but maybe around the time of New Year I may be able to see what's up with the icons in build 30 or add some of the suggestions/improvements mentioned above. Thanks for playing this mod, despite all the small bugs and imbalnces. -M
  6. @bmwobrien:Good find on the hash-browns, I'll fix that for the next update. As for the dough: there is already a bread dough recipe in vanilla that's exactly the same as mine with "regular" flour so it was redundant to include the same one again. Sadly, there isn't a way to overwrite a recipe completely or append it with new ingredients, so there would always be two bread dough recipes no matter what. I'll think about the raisins for the next version.
  7. New version updated that fixes coffee and Irish coffee. Unfortunately, the way the vanilla whiskey is set up it uses a full bottle of whiskey to make one cup of Irish coffee. To counter that, I added a new item Rationed Whiskey. Basically, take a full bottle and right-click to ration it. You can't drink it directly anymore but you can use it for four Irish coffees. Thanks for pointing out the broken coffee recipes. Anything else with water that isn't working?
  8. @Hydromancerx: There's already a juicer mod, didn;t want to encroach on those recipes. I expanded the drinks with coffee variations and lemonade, but that's about it. I played around abit in an earlier version with "replaceOnRotten" but that never seemed to work so I scrapped the idea. Maybe give it another go in the future, who knows. @ IronCoffins: A lot of the recipes are based on farm-able food, yes. Jarred veggies, straw-and wild-berries can all be preserved, and with potato flour as an ingredient you can even grow everything you need for bread, pies and (cheese-less) pizza. @CylonBookworm: Baking tray is not my name. The item (and icon) is already in the vanilla game, it just never got added to the distribution list, all I did was make it available as loot. I didn't want to add my own baking sheet/cookie sheet or whatever you wanna call it and then adding to the confusion when the vanilla item finally makes an appearance ("Why can't I use the cookie tray as baking sheet...it's basically the same thing...?)
  9. Alright, new version is done and uploaded (link on first post). I didn't have time to test every single recipe again, but the ones I did test work as expected, although the "replacedOnCooked" crashes remain, nothing I can do. Please post any issues with this mod here, I'll try to make the next update faster than this current one. Fish fillet and rabbit meat have been added to the jerky recipe. Small animal meat can be used in the new "rodent jerky" recipe. Salt and Pepper (cccp version) have been removed and recipes were updated to use the new default salt/pepper. Works fine on my two test machines (although I updated the recipe a bit to use the default dough as well). The bug with "replaceOnCooked" remains, though, so make sure to only have 1 item in the oven (not 2 or more breads, no other, different items) and make sure you don't have the oven window open. It seems to always crash when you can actually see the switch in the inventory, no idea why. Occasionally it might still crash (rarely, though) but I have no idea why and the devs have remained quiet when I asked, so you just have to live with it for now. Even if it does crash, the item should be "cooked" in the oven when you load the crash save.
  10. Heya all, been super-busy the last few weeks (months, really) with moving, new job etc etc etc. Anyway, I was hoping to get some more info on the new cooking system and how it would work with mods, but to no avail. As it seems, the evolved recipes are great in theory if you want to add new items, but there seems to be no way to amend base items to be usable in new recipes. So, anyway. I had a bit of time to go through this mod and remove now obsolete items (like salt, pepper, yeast), tinkered with some recipes, added a few new ones (rodent jerky and ability to use fish fillet in some recipes) and been testing last weekend. Enhanced recipe compliance would be nice, sure, but I honestly don't know if I have the drive right now to go through every single item and see where it could fit in. The spices, sure, might add those in. I'll give it one more round of testing and will probably release a build 28 update next weekend. No promises, though, might get delayed depending on my other engagements.
  11. Use the Hotfix to make Craft Helper work. My bad to leave a testing script in there, never really used Craft Helper after my first few saves so the issue slipped under my radar.
  12. So is there any way to create new evolved recipes that take existing (vanilla) items? Like, say, I want to make a fruit salad mod: evolvedrecipe FruitSalad { BaseItem:Bowl, MaxItems:3, ResultItem:BowlOfFruitSalad, Cookable:false, }Is there a proper way to tell the game that banana, apple, strawberry, orange, lemon from the "vanilla" list are all good to go for this recipe? I know I can add those fruits in this example to my own items.txt list and add the " EvolvedRecipe = FruitSalad:15;" line there, but then what happens when another mod also alters that base item? Is there something where instead of overwriting a base item I can append to the definition?
  13. Edit: ah, dammit... I just realized that I left a test script in there that altered some existing items that caused a stack overflow with craft helper. To use this mod with craft helper, either delete the file ..\mods\cccp\media\scripts\Mods\items_vanilla+.txt or download the hotfix that I added in the downloads section (it really only alters cheese to be non-perishable, so use it if that suits your play or delete the file to play with vanilla-cheese....) So far it seems the mod also works in build 26 but there will be some duplicate items now that have been added to vanilla. I'll try to update the mod to use the new cooking system in the next few days, but I can't commit on any ETA. I haven't played a lot with the latest build, only small testing, so if any of you guys find items and recipes that are both in vanilla now and in this mod, let me know and I'll remove/update them in this mod.
  14. Are you sure you put the mod in the correct folder (C:\Users\[user]\Zomboid\mods and not the game directory) ? I tested this on three different machines and it works fine everywhere.
  15. Mod updated for version 25. Please give feedback if you test and play with this mod. -M
  16. As I read it, the new cooking system (NCS) is an expansion of the existing system, not a total replacement, so the old way to define recipes should still work (they created "evolvedrecipe", not just replaced "recipe"). Once the NCS is out it will certainly be a bit of work to remove some items from this mod that are added to default vanilla (hate to have duplicate items) and tweak the recipes but the bulk of the mod should remain intact. Now to update the food in this mod to the new system will be a bit of manual labor but will make future expansions a whole lot easier. (things like baking pizza and cake or cookies would be a lot simpler in the end). Anyway, I've been tweaking this mod a bit since I posted it (mostly item weights and distribution) but I'll save adding anything new until I can update the mod for version 26 - whenever that will be. In the meantime, please let me know how to improve the items and recipes here to make this mod better. -M
  17. Single slices, yes, but not whole pies, and no variations, and there are no recipes to make your own.
  18. *** More than 140 new food items and dishes *** *** More than 120 Unique New Recipes *** *** The most comprehensive Food Mod thus far *** *** Merges the amazing work by Kinyoshi and Shivster with Community suggested and new items and recipes *** *** Simplified but believable recipes (No 5-step, 10 item recipes with exotic, single-use ingredients) *** *** All recipes organized into themed modules - You choose what you want to use [in final release]*** *** Disable or Enable any module without having to start a new save game [in final release]*** This Mod is currently in Open Beta and has been tested up to version 23.Recipes and items should all work by now, but there are still several balancing issues.If you are participating in the Beta, please provide feedback which item spawns needto be addressed or what new recipes an/or items you would like to see added.What's in CCCP?: New Recipes: BBQ: Bread and Sandwiches: Breakfast: Clean Dishes: Dried Food: Drinks: Jarred Fruit: Jelly: Jerky: Misc: Pasta and Pizza: Pickled Vegetables: Potato Flour: Rice and Soup: Sweets: Install: FAQ: Version History: Compatibility and Known Issues: Credits: Permission:
  19. yeah, that's the problem there - I merged the jerky mod into this one and simplified the recipes a bit, so you end up with two versions of most of the jerky ingredients, and they won;t be compatible with each other (no crashes or anything, but you can;t use salt from the jerky mod in my recipes and the other way around). For the new mod, I talked with Shivster and he gave the thumbs up to fully merging this mod and his community mod. So this new mod has a ton of extra content (I think around 140 unique new recipes right now) and the idea is to bring some of the most popular items/recipes into a single mod to reduce problems with duplicate items (like Salt in the example above) and make it more compatible. Been a lot of work to get it all together, so maybe I'll be able to release a WIP version so people can give feedback on the item balance later this week.
  20. My guess is that you are running another mod that also adds the same item (salt shaker) to the game. Jerky mod, maybe, or some other food mod? In any event, I've haven't continued working on this mod, but started creating a new one that includes everything from here and then a lot more.
  21. Don't forget ZOMBIE ANTS!!!!!
  22. Not to toot my own horn, but I got jelly/jam, bread, pizza and sauce (well, pasta+marinara, really) working in a mod I pieced together so feel free to dissect the scripts. http://theindiestone.com/forums/index.php/topic/4191-food-for-the-zombie-apocalypse/ One thing that is VERY important is to follow the correct upper- and lower case when using things like 'keep' or 'destroy' in the recipes. The safe bet is always to copy an original recipe that is close and switch the ingredients, and make sure that you import the farming items as well if you use things that can be grown by the player.
  23. EDIT: The contents of this mod have all been merged into my new mod CCCP with some changes and many new items and recipes] Alright, here it is, my first mod. Nothing earth-shattering, I just started adding some new items and recipes to the game and figured I might as well share it with the community. So far, everything seems to work fine in the current Beta (2.9.9.17 open and hidden beta), the items show up and the recipes work "vanilla" and with "crafthelper" and "lockpicking" mod running. Backup your saves or start a new one if you want to try this, I can't guarantee that it works older versions and/or different mods. Shouldn't cause any issues, it's just a few text files and a lua distribution script, but who knows.... So, without further ado: A mini-disclaimer here: Originally I was using the [sic] Food Expantion: Jerky 1.0 [sic] mod by jerrylwatsonjr, but that one hasn't seen any updates since August and is not set-up to work with the mod loader. So instead I grabbed some pieces, simplified some recipes and absorbed it into this one. If there are any objections to this I will remove the jerky pieces from the mod. New Items: Baking Tray (not new, but added to the distribution list) Canned Apple Canned Peach Canned Pear Chocolate Chip Cookie Dough Cookie Dough Pizza Dough Dark Chocolate White Chocolate Garlic Powder Herring Homemade Bread Jelly and Jam (Strawberry, Apple, Orange, Wildberry, Grape) Jelly Sandwich Peanut-butter Sandwich Peanut-butter and Jelly Sandwich Liquid Smoke Marinade (Simple and yummmy-yummy, for Jerky) Mason Jar Pasta Pasta Bowl Pepper Pie Plate Homemade Pie Pizza (boring, simple and awesome as pie and in slices) Salt Shaker Sliced Onion Sliced Tomato Sliced Apple Soy Sauce Stir-Fry Worcestershire Sauce Yeast New Recipes: Slice Apple Slice Onion Jelly and Jam (Strawberry, Apple, Orange, Wildberry, Grape - cooks a pot, then refill to mason jars) Bread Sandwiches (Ham, Ham and Cheese, Peanut Butter, Peanut Butter and Jelly, Jelly) Pizza (boring, simple and awesome, makes pizza pie that can be sliced) Pasta (simple and awesome, can be refilled into bowls) Marinades and Jerky (Marinade plus any sort of meat creates Homemade Jerky) Fried Herring Pie (makes whole pie, can be sliced after baking) Chocolate Chip Cookie Stir Fry and probably something else that I missed. I recommend using Crafthelper to see all the combinations Link: https://www.mediafire.com/?xakg33vl9r693n8 Extract the archive to your C:\Users\[user]\Zomboid\mods directory Permission (Click the spiffo for more information): Use it as you like or merge it into your own mods, but if you post it with those items or recipes, mention where it came from. I'm posting this in WIP for now so you guys can test it if you like and give feedback on the balance of items/recipes and any bugs/compatibility issues you may find. Enjoy. -M
  24. Yeah, I'll tinker around with it when I get home and can test. I've seen the use delta on a few items like sugar, flour etc, and I have some working in my recipes but not yet with depletion-showing icons. Got some yummy stuff in the working, including pizza, pie, cookies and various jellies and jam.
  25. Thanks again... I've seen something like that before, with ReplaceOnUse but I'm kind of hoping to not clutter the scrips with multiple entries of the same item in different stages and instead utilize the "useDelta" like this: item Sugar { Weight = 1, Type = Drainable, UseWhileEquipped = FALSE, UseDelta = 0.16, DisplayName = Sugar, Icon = Sugar, }and still be able to use different icons for the different stages of depletion. The drainable part is not that important, really - would be great to have it in there visually, but if it means to have multiple versions of each item in the script I'd rather leave it out - too much text clutter, and it just makes the recipes more complicated (like, 1x xxxFull or 2 xxxHalfFull or 4x xxxAlmostEmpty etc etc), plus there's so many more opportunities to miss a spot when updating the recipes later. Anyway, thanks a lot for the pointers so far.
×
×
  • Create New...