
Mods / A Culinary Artillery 1.0.12 RC
Category:
#Crafting
#Food
#Furniture
#Library
#Technology
Author: l33tmaan
Side: Both
Created: Sep 19th 2022 at 8:25 PM
Last modified: Mar 8th at 9:50 PM
Downloads: 16962
Follow Unfollow 207
Author: l33tmaan
Side: Both
Created: Sep 19th 2022 at 8:25 PM
Last modified: Mar 8th at 9:50 PM
Downloads: 16962
Follow Unfollow 207
Latest file for v1.18.0-pre:
ACulinaryArtillery 1.0.12_RC.zip
All the tools from Expanded Foods, split out into a separate library for general usage! On their own they won't be of much use. You will need another mod, such as Expanded Foods, in order to get any real use out of this. Other modders can feel free to use the stuff from this mod as needed - these are the PEOPLE'S recipes now!
Special thanks to Vinter Nacht for helping me get this all separated properly! I couldn't have done it without him.
You can find more details on the forum post or in the mod's handbook guide.
Version | For Game version | Downloads | Release date | Changelog | Download | 1-click mod install* |
---|---|---|---|---|---|---|
v1.0.12 | 885 | Mar 8th at 9:50 PM | Show | ACulinaryArtillery 1.0.12_RC.zip | Install now | |
v1.0.11 | 6600 | Dec 22nd 2022 at 12:03 AM | Show | ACulinaryArtillery 1.0.11.zip | Install now | |
v1.0.10 | 3590 | Nov 9th 2022 at 10:30 PM | Show | ACulinaryArtillery 1.0.10.zip | Install now | |
v1.0.9 | 1349 | Oct 29th 2022 at 6:56 PM | Show | ACulinaryArtillery 1.0.9.zip | Install now | |
v1.0.8 | 1870 | Oct 10th 2022 at 8:38 PM | Show | ACulinaryArtillery 1.0.8.zip | Install now | |
v1.0.6 | 1512 | Sep 24th 2022 at 12:40 AM | Show | ACulinaryArtillery 1.0.6.zip | Install now | |
v1.0.5 | 518 | Sep 20th 2022 at 8:45 PM | Show | ACulinaryArtillery 1.0.5.zip | Install now | |
v1.0.4 | 466 | Sep 19th 2022 at 8:27 PM | Show | ACulinaryArtillery 1.0.4.zip | Install now |
DropSudden Straight from the Expanded Foods page,
"REQUIRES A CULINARY ARTILLERY TO WORK!"
Pamela I believe this is a standalone using the tools from expanded foods, which I see you already have enabled. You do not need ACA with expanded foods.
pre-7 crashed:
3/20/2023 1:53:14 PM: Critical error occurred in the following mod: aculinaryartillery@1.0.12
Loaded Mods: acorns@0.5.1A, aculinaryartillery@1.0.12, bettercrates@1.6.0-pre.1, evaporite@1.0.0, extrachests@1.7.0-pre.1, moreclay@1.0.1, moremolds@1.4.12, nomolding@2.0.1, primitivesurvival@3.1.5, ragnamans-lit-torch-recipe@1.0.0, speararrowheadbits@1.1.0, spidersilk@1.2.2, vtpp@1.0.0, game@1.18.0-pre.7, zoombuttonreborn@1.4.0, carryon@0.11.0-pre.1, carryonmore@1.3.1, expandedfoods@1.6.5, hudclock@2.9.0-pre.2, recyclebags@1.0.1, recycleclothes@1.0.0, stepup@1.2.0, ssppvv@1.0.3, creative@1.18.0-pre.7, survival@1.18.0-pre.7, xlib@0.7.0-pre.2, instantfirepits@5.0.0, pamelasmod@1.2.3, xskills@0.7.0-pre.2
System.ArgumentOutOfRangeException: Specified argument was out of the range of valid values.
Parameter name: Cannot get item of id 5870, item list count is only until 5829!
at Vintagestory.Client.NoObf.ClientMain.GetItem(Int32 itemId) in VintagestoryLib\Client\ClientMain.cs:line 2109
at Vintagestory.API.Common.ItemStack..ctor(BinaryReader reader, IWorldAccessor resolver) in VintagestoryApi\Common\Collectible\ItemStack.cs:line 187
at Vintagestory.API.Common.CraftingRecipeIngredient.FromBytes(BinaryReader reader, IWorldAccessor resolver) in VintagestoryApi\Common\Crafting\CraftingRecipeIngredient.cs:line 270
at ACulinaryArtillery.DoughIngredient.FromBytes(BinaryReader reader, IWorldAccessor resolver)
at ACulinaryArtillery.DoughRecipe.FromBytes(BinaryReader reader, IWorldAccessor resolver)
at ACulinaryArtillery.RecipeUploadSystem.OnServerMessage(RecipeUpload networkMessage)
at Vintagestory.Client.NoObf.NetworkChannel.<>c__DisplayClass12_0`1.<SetMessageHandler>b__0(Packet_CustomPacket p) in VintagestoryLib\Client\API\NetworkChannel.cs:line 74
at Vintagestory.Client.NoObf.NetworkAPI.HandleCustomPacket(Packet_Server packet) in VintagestoryLib\Client\API\NetworkAPI.cs:line 108
at Vintagestory.Client.NoObf.ClientMain.ExecuteMainThreadTasks(Single deltaTime) in VintagestoryLib\Client\ClientMain.cs:line 736
at Vintagestory.Client.GuiScreenRunningGame.RenderToPrimary(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 165
at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 676
at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 620
at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(Object sender, FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 126
at System.EventHandler`1.Invoke(Object sender, TEventArgs e)
at OpenTK.GameWindow.RaiseRenderFrame(Double elapsed, Double& timestamp) in C:\Users\Nexrem\Desktop\transfer\opentk\src\OpenTK\GameWindow.cs:line 479
at OpenTK.GameWindow.DispatchRenderFrame() in C:\Users\Nexrem\Desktop\transfer\opentk\src\OpenTK\GameWindow.cs:line 454
at OpenTK.GameWindow.Run(Double updates_per_second, Double frames_per_second) in C:\Users\Nexrem\Desktop\transfer\opentk\src\OpenTK\GameWindow.cs:line 375
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs)
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 93
Mod Expanded Foods nie działa bez tego moda ale z tym modem nie działa gra .Po prostu sie nie wgrywa .Kiedy wyłanczam moda gra działa .
Updated to 1.18!
This isn't a full update and I'll be pushing a complete release soon.
I found problems with the pan, maybe I'm doing something wrong? Everything works in a singleplayer, but not in the multiplayer. Mods are the same. I switched to English, the recipe appeared in multiplayer, but after reloging it disappeared again.
Pepenel
No, any sausage should work, as should regular redmeat, poultry, and bushmeat.
Hello! I am having issues with the meat racks where I can't hang any meat. Does it require a special configuration, or product type/quantity?
l33tmaan Not from what I could tell, as it was fine after being replaced. Hopefully it's just some super rare issue or something.
Aristine
Pine...? So you were getting soft resin. Were any textures missing in the file you downloaded or something?
l33tmaan A Pine haha. I had one tapping with a bucket, and one with a saucepan. They'd gather a little bit, but that's what I found when I returned. For now I just went in creative to delete and replace it, so I'll let you know if it happens again.
WTF?
Aristine
What kind of tree were you trying to tap? It looks like it's having trouble rendering the liquid inside the container.
Hey l33tmaan, I'm having a weird issue on v1.0.11
I've had a saucepan under a spile for a few hours now, but when I went back to check it, it's invisible, but the block info still says there is a saucepan there.
However, interacting with it in any way, whether to close/open it, destroy it, pick it up, etc, causes a hard crash with the log below:
System.NullReferenceException: Object reference not set to an instance of an object.
at ACulinaryArtillery.BlockSaucepan.GenRightMesh(ICoreClientAPI capi, ItemStack contentStack, BlockPos forBlockPos, Boolean isSealed)
at ACulinaryArtillery.BlockEntitySaucepan.GenRightMesh()
at ACulinaryArtillery.BlockEntitySaucepan.RedoMesh()
at ACulinaryArtillery.BlockSaucepan.OnBlockInteractStart(IWorldAccessor world, IPlayer byPlayer, BlockSelection blockSel)
at Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.TryBeginUseBlock(Block selectedBlock, BlockSelection blockSelection) in VintagestoryLib\Client\Systems\Player\MouseInWorldInteractions.cs:line 890
at Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.HandleMouseInteractionsBlockSelected(Single dt) in VintagestoryLib\Client\Systems\Player\MouseInWorldInteractions.cs:line 572
at Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.OnFinalizeFrame(Single dt) in VintagestoryLib\Client\Systems\Player\MouseInWorldInteractions.cs:line 86
at Vintagestory.Client.NoObf.ClientEventManager.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\Util\ClientEventManager.cs:line 191
at Vintagestory.Client.NoObf.ClientMain.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\ClientMain.cs:line 1174
at Vintagestory.Client.NoObf.ClientMain.RenderToDefaultFramebuffer(Single dt) in VintagestoryLib\Client\ClientMain.cs:line 1362
at Vintagestory.Client.GuiScreenRunningGame.RenderToDefaultFramebuffer(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 202
at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 718
at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 622
at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(Object sender, FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 124
at System.EventHandler`1.Invoke(Object sender, TEventArgs e)
at OpenTK.GameWindow.RaiseRenderFrame(Double elapsed, Double& timestamp) in C:\Users\Nexrem\Desktop\transfer\opentk\src\OpenTK\GameWindow.cs:line 476
at OpenTK.GameWindow.DispatchRenderFrame() in C:\Users\Nexrem\Desktop\transfer\opentk\src\OpenTK\GameWindow.cs:line 452
at OpenTK.GameWindow.Run(Double updates_per_second, Double frames_per_second) in C:\Users\Nexrem\Desktop\transfer\opentk\src\OpenTK\GameWindow.cs:line 375
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs)
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 93
Runehawk
Did the update help with your issue at all?
Runehawk
I guess that's possible. I use the secondsUsed method within OnHeldInteractStep to determine how long the egg takes to crack. Previously it was 2 seconds, now it's 0.5 seconds. I would be surprised if this was the culprit, but not that surprised.
l33tmaan I had a thought about your egg cracking issue, as to why some of us never see our eggs crack, no matter how long we wait. In your latest update, you said "Egg cracking sped up" and that says to me that it isn't a thing that just happens, that it takes time. So is your code hooking the game time? Is egg cracking dependent on game time? If so, then for a player like me, with 50-hour long days and 30-time speed....It could take real-life hours to crack an egg.
Updated to 1.0.11! Hopefully this helps with some of the eggy issues people are having. At least, I hope it does.
Cracking into a bowl worked for the egg shells, thanks! I tried adding some veggies and it doesnt seem to work either so I'll just keep making some other stuff with it. Thanks again for the response!
A limitation of the meal system is apparently they must have one solid item in them. I've reported it to Tyron so hopefully that gets addressed at some point, since putting my grubby fingers into the meal system seems like a bad idea. In the meantime, just add some cheese or vegetables or something. Sorry about that.
I have no idea what's going on with your egg shell issue. Are you in multiplayer?
EDIT: I have figured out the egg shell issue. Try cracking it into a bowl while I work on a fix.
Thanks for the response! I'll keep trying.
Cool, I could always use more translations.
Rayldan
That's all working fine on my end. Can you take a screenshot? Are you on the most recent version of ACA?
Eggs will not cook into scrambled eggs in either liquid or normal forms. They do work in other recipes just not scambled eggs. any ideas on a fix or workaround?
I'm also not getting any egg shells or yolks when cracking eggs
🇪🇸 Spanish traduction:
save as "es-es.json" in %SYSTEMDRIVE%\Users\%USERNAME%\AppData\Roaming\VintagestoryData\Mods\ACulinaryArtillery 1.0.10\assets\aculinaryartillery\lang
https://pastebin.com/JR6RzAkt
Next challenge... Can I try and provide a pt-br translation file to both this and Expanded Foods? Like, posting in the forums for it to be added later on?
I want vintage to be accessible to more people in my country, so now that the game is mostly translated I'm going after some beefy mods.
Got it! I was actually being stupid. Thanks! l33tmaan
Camila1992
Consider upgrading to version 1.0.10.
Hello! My eggs aren't cracking... I'm at version 1.17.3, and the mod version is 1.0.6. It's not crashing or anything, the eggs simply don't crack.
putting 0.1L of Egg portion into a cooking pot on a firepit will lock the server with error spam once the cooking progress hits 100%
and then anytime that firepit loads back up, it will continue spamming the error.
The error: https://pastebin.com/Mn45s8Gn
discovered with 1.0.9 ACA
tested with 1.0.10 ACA
Updated to 1.0.10 - the cauldron mold is less hideous and the japanese translation has been fully updated (thanks to macoto_hino)!
l33tmaan
Sorry for the delayed response. Storm came through and took out power for a couple days. Ugh.
Anyways, I did a bit of testing, using only ACA and ER. I did manage to get some saucepan recipes going, but I am still seeing server debug spam for others.
I successfully breaded some meat nuggets, and when placing them in a saucepan and using 0.1l of lard, they fried up properly.
However, trying to cook them in a saucepan without lard showed that it should produce a fried cassava breaded ball (charred) but it would not cook -- a) the temperature in the pan would never raise (reading 'cold) though the fire was plenty hot and b) I would get the following error on the server (pages of it)
10:47:14 [Server Debug] GetMeltingDuration 1 Reached with contents expandedfoods:breadedball-cassava-raw expandedfoods:lard
10:47:14 [Server Debug] GetMeltingDuration 1 Reached with contents expandedfoods:breadedball-cassava-raw expandedfoods:lard
10:47:15 [Server Debug] GetMeltingDuration 1 Reached with contents expandedfoods:breadedball-cassava-raw expandedfoods:lard ... etc
Likewise, I get a lot of debug messages if I put certain individual ingredients like a vegetable or meat into a saucepan or cauldron. I am not sure in this case if it is intentional that you can only cook these items in the cooking pot, but it doesn't seem intuitive, and the server returns similar spam messages like:
11:04:57 [Server Debug] GetMeltingDuration 1 Reached with contents game:redmeat-raw game:redmeat-raw
Hope that helps explain what I'm seeing. It may just be that I didn't realize that oil or lard was a must have for some of these recipes, but it still seems like there might be some intention to allow for charred versions of recipes if you dont have either, and that's not working. And neither can you use saucepans or cauldrons to simply cook basic ingredients if that was the intention.
-Doom
Ah okay cool, I was just being impatient lol. I just didn't see any indicator it was doing stuff, how long do they usually take?
Ah, resin takes longer than anything else to come out. Spiles are not a quick way of getting them - but they are pretty fire and forget.
l33tmaan
I have Expanded Foods as well and I still don't see resin going into the bucket. My current mod list is A Culinary Artilery, Expanded Foods, Primitive Survival, and Ancient Tools.
I know that Primitive Tools is supposed to mesh well with ACA and EF, maybe Ancient Tools is interfering? Or do I have to wait a long time for the resin to come out? I'm not familiar with the mechanics of the spile.
ComradeComputer
Expanded Foods.
In the guidebook it says that with spiles resin can be collected, but that it needs another mod for this? Which mod makes the spiles work? Cause so far whenever I put a spile on a tree with a bucket underneath nothing comes out, unless I am doing it wrong? I haven't been able to find much documentation on the spile so any info would be greatly appreciated (need that resin to make me windmill).
Can you post a pic of what you're trying to cook?
to clarify, I'm not crashing, but the behavior I'm seeing seems tied to the same instances that was causing the crashes, namely use of the saucepans and cauldrons.
Also, forgot to confirm I'm using the latest 1.09 ACA on a windows dedicated server. Fresh world gen, and it still happens.
Heyo!
Running ACA and EF on a 1.17.9 dedicated server on PC.
Trying the mod out for the first time... not experiencing crashes, but wierd behavior with the new items -- vanilla cooking pot recipes work as normal (so does cooking on the fire directly), but items I put in cauldrons or saucepans sit there on the fire and stay "cold" instead of the temperature going up. I can put a simple carrot in, and it says it will produce a (charred) carrot, but it never does because the temp in the pan never goes up. Is there a special way of cooking with these, or are they not working for me as intended?
Server console gives the following error:
[Server Debug] GetMeltingDuration 1 Reached with contents game: grain-spelt game:fruit - cranberry
Updated to 1.0.9. Should fix the egg crashing.
False alarm, this seems to have fixed itself after I patched the game to 1.17.8. I think it had something to do with the modmaker api being broken but I'm not totally sure. But I think this was a VS problem and not an EF or ACA problem.
Vinter_Nacht l33tmaan
@Xamphus -> What in the actual hell? O.o I'll try to test that and see if it's consistent for me.
1.17.7 ACA 1.0.8 small cauldron mold still broken. Same behaviour of going to 247 out of 250 then back to 200 units.
Okay, I figured it out. The cauldron HAS to be facing North/South for the recipe to show up. If the cauldron is facing East/West the recipe does not.
Sooooo, on my creative world (made in 1.17) I can make bone broth, no crashing. However, on my regular survival world (made in 1.16), I cannot make bone broth. The game is still crash free when putting something in the second slot, but it's almost as if the recipe doesn't exist even though it works in the creative world.
Game version - 1.17.6 on a multiplayer server, And its working like a charm.(at least for me)
Updated to 1.0.8. Hopefully the simmer recipe crashing doesn't happen anymore?
1.17.4 Server, I get this message when I launch the server with this mod installed :
19:44:26 [Server Warning] Failed resolving a blocks item drop or smeltedstack with code expandedfoods:eggshell in Block game:egg-chicken-broken
I remove the mod, I don't get this message anymore.
1.17.5 problem with filling small cauldron mold with copper. It gets to 247/250 then goes back to 200/250.
Attempting to place water in a (copper, in this case) cauldron, then clicking any slot with water besides the first, causes a client crash. It also seems like it's sticking the bucket used into the cauldron, and promptly crashing anyone else who attempts to interact with it. Breaking and placing the cauldron again is a quick and easy fix, and gives the bucket(s) back, though.
putting a 42 stack of bones in a copper cauldron with 6l of water in it caused my game to crash. it has happened twice now. not sure if it is the copper pot (don't have enough extra brass to test) or what that is causing the crash.
Server's currently on 1.17.3, but that shouldn't have anything to do with it. Furthermore, the mixing bowl works properly in single player creative. It's JUST on this desktop hosted server that it isn't working without me swiping my mouse all over the place. I'm as mystified as you are.
EDIT: It's a host-client issue. The host can turn mixing bowls normally, the clients CAN'T and have to do this crappy pixel hunt. No, I don't know or have any inkling as to why. It just works like that. And the funk of powered mixing bowls acting as an axle (power can go through one end, out the other) remains, if that isn't intended.
EDITEDIT: Made muffins from bone broth'd dough and full slots of dried cranberries. It came out as:
210 base sat
450 fruit +1hp
140 grain
4010 protein
That seems incorrect. Like most the extra fruit was turned to protein because of the bone broth.
headtread
Here's a link to a video of the mixing bowl working fine for me. I'm not sure what you're talking about?
www.vintagestory.at/forums/topic/10218-a-culinary-artillery-106/?do=findComment&comment=41725
Really? I'm still testing on 1.17.3, actually. I wonder if that's part of the problem.
Might be a 1.17.4 issue actually, because I know models for the Scythe (stored on the ground) and firewood in a oven are currently rotated very weirdly
Mixing bowls are screwed up and do not function; you have to search around the voxels inbetween the bowl and the edge of surface it's sitting on, IE towards a table lip (tried placing on a solid dirt block; didn't make a difference) to get a fraction of a second of turning before it stops responding and you have to pixel hunt again. The top spoon geometry does not turn properly when right-clicked. Something's obviously not right, has been since the EF-ACA split.
In addition, powered mixing bowls DO work and can not only be powered from either end, but transfer power THROUGH themselves if you use an axle of space between- for example, top down axle-bowl-axle-quern. This is silly and probably an oversight, and probably also not fixable within the mechanical power system without scuttling something else.
Complete modlist should be:
A Culinary Artillery 1.0.4
Alpha Weapon Pack 1.3.1
Anvil Metal Recovery 0.1.18 RC 2
Bullseye 2.4
Carry Capacity 0.6.5
Collaborative Classes 3.0.5
Expanded Foods 1.6.1
From Golden Combs v1.13.5
Meteoric Expansion v1.2.2
Player Corpse v1.4.3
Primitive Survival 3.0.5
Smoke & Powder 1.0.0
Steel Bit 1499
None of these should interfere with the mod, and From Golden Combs was added after the issue had already shown up. This funk is screwy enough that it was EASIER to mix up flour during a heavy temporal storm. It's like the new mixing bowl has its handle/power source in the same place as the powered one; physically below it.
In addition, display cases can't seem to hold pie slices in what's likely an oversight, and based on previous experience with the mod, fruit dough can't be used to make pie crust in what probably isn't but is still worth mentioning.
Another edit; full cracked eggs provide liquid egg AND yolk, which doesn't seem to be intended.
.... no they don't. 😢
What other mods do you have installed? Multiple people are telling me that things on the meat hooks look weird, but they look fine to me.
Caudrons and saucepans on hooks seem to float one block away in the opposite direction of whichever hook I clicked on
Updated to 1.0.6 - fixed a few minor bugs and added a couple QoL features. Still working on the saucepan crashing.
Right now I have no idea what might even be causing the issue, but I'll take a look at it and see what I can do.
Looks like this is known, but just to confirm, the game crashes any time I try to add more than one ingredient to the saucepan or cauldrons on a campfire, so most of the recipes for those tools are unusable. Is there an estimate on when that might be fixed? Should I switch to version 1.0.4 for now? Thanks!
l33tmaan
Bit of a graphical error with the meat hooks, any redmeat, bushmeat, or poultry (not sausages) hung from them render lower than the hook. So they appear to be floating instead of actually hanging on the hook.
My friends and I adore Expanded Foods but sadly we're running into a similar problem as Zinc. Whenever anyone tries to make a recipe involving more than one ingredient in a cauldron/small cauldron/saucepan (bone broth, lard, etc) the game will crash the instant the second ingredient is added.
Running on 64 bit Windows with 16 GB RAM
Game Version: v1.17.3 (Stable)
9/21/2022 2:25:30 PM: Critical error occurred in the following mod: aculinaryartillery@1.0.5
Loaded Mods: aculinaryartillery@1.0.5, game@1.17.3, expandedfoods@1.6.0, creative@1.17.3, survival@1.17.3
System.NullReferenceException: Object reference not set to an instance of an object.
at ACulinaryArtillery.SimmerRecipe.Match(List`1 Inputs)
at ACulinaryArtillery.BlockSaucepan.GetMeltingDuration(IWorldAccessor world, ISlotProvider cookingSlotsProvider, ItemSlot inputSlot)
at Vintagestory.GameContent.BlockEntityFirepit.SetDialogValues(ITreeAttribute dialogTree) in VSSurvivalMod\BlockEntity\Firepit\BEFirepit.cs:line 690
at Vintagestory.GameContent.BlockEntityFirepit.OnSlotModifid(Int32 slotid) in VSSurvivalMod\BlockEntity\Firepit\BEFirepit.cs:line 141
at System.Action`1.Invoke(T obj)
at Vintagestory.API.Common.InventoryBase.DidModifyItemSlot(ItemSlot slot, ItemStack extractedStack) in VintagestoryApi\Common\Inventory\InventoryBase.cs:line 480
at Vintagestory.GameContent.InventorySmelting.DidModifyItemSlot(ItemSlot slot, ItemStack extractedStack) in VSSurvivalMod\Inventory\InventorySmelting.cs:line 116
at Vintagestory.API.Common.ItemSlot.OnItemSlotModified(ItemStack sinkStack) in VintagestoryApi\Common\Inventory\ItemSlot.cs:line 418
at Vintagestory.GameContent.ItemSlotWatertight.ActivateSlotLeftClick(ItemSlot sourceSlot, ItemStackMoveOperation& op) in VSSurvivalMod\Inventory\ItemSlotWatertight.cs:line 103
at Vintagestory.API.Common.InventoryBase.ActivateSlot(Int32 slotId, ItemSlot sourceSlot, ItemStackMoveOperation& op) in VintagestoryApi\Common\Inventory\InventoryBase.cs:line 448
at Vintagestory.API.Client.GuiElementItemSlotGridBase.SlotClick(ICoreClientAPI api, Int32 slotId, EnumMouseButton mouseButton, Boolean shiftPressed, Boolean ctrlPressed, Boolean altPressed) in VintagestoryApi\Client\UI\Elements\Impl\Interactive\Inventory\GuiElementItemSlotGridBase.cs:line 979
at Vintagestory.API.Client.GuiElementItemSlotGridBase.OnMouseDownOnElement(ICoreClientAPI api, MouseEvent args) in VintagestoryApi\Client\UI\Elements\Impl\Interactive\Inventory\GuiElementItemSlotGridBase.cs:line 772
at Vintagestory.API.Client.GuiElement.OnMouseDown(ICoreClientAPI api, MouseEvent mouse) in VintagestoryApi\Client\UI\Elements\Impl\GuiElement.cs:line 638
at Vintagestory.API.Client.GuiComposer.OnMouseDown(MouseEvent mouseArgs) in VintagestoryApi\Client\UI\GuiComposer.cs:line 459
at Vintagestory.API.Client.GuiDialog.OnMouseDown(MouseEvent args) in VintagestoryApi\Client\UI\Dialog\GuiDialog.cs:line 536
at Vintagestory.Client.NoObf.GuiManager.OnMouseDown(MouseEvent args) in VintagestoryLib\Client\Systems\Gui\GuiManager.cs:line 394
at Vintagestory.Client.NoObf.ClientMain.OnMouseDown(MouseEvent args) in VintagestoryLib\Client\ClientMain.cs:line 2251
at Vintagestory.Client.NoObf.ClientPlatformWindows.Mouse_ButtonDown(Object sender, MouseButtonEventArgs e) in VintagestoryLib\Client\ClientPlatform\Input.cs:line 220
at System.EventHandler`1.Invoke(Object sender, TEventArgs e)
at System.EventHandler`1.Invoke(Object sender, TEventArgs e)
at OpenTK.Platform.Windows.WinGLNative.WindowProcedure(IntPtr handle, WindowMessage message, IntPtr wParam, IntPtr lParam) in C:\Users\Nexrem\Desktop\transfer\opentk\src\OpenTK\Platform\Windows\WinGLNative.cs:line 792
at OpenTK.Platform.Windows.Functions.DispatchMessage(MSG& msg)
at OpenTK.Platform.Windows.WinGLNative.ProcessEvents() in C:\Users\Nexrem\Desktop\transfer\opentk\src\OpenTK\Platform\Windows\WinGLNative.cs:line 1554
at OpenTK.GameWindow.Run(Double updates_per_second, Double frames_per_second) in C:\Users\Nexrem\Desktop\transfer\opentk\src\OpenTK\GameWindow.cs:line 368
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs)
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 93
I didn't actually include remaps.json in the 1.0.5 release. Oopsie.
Updated to 1.0.5, this should hopefully correct some minor bugs and allow you to remap Expanded Foods blocks into ACA blocks. Whoops.
@Zinc - This is quite interesting. I just tested this with the most recent releases, and I cannot reproduce this error. I don't like saying "It works on my machine", but that seems to be where we are at the moment. I'll keep looking into it to see if I can reproduce it.
Hi l33tmaan, you're awesome and amazing but Im afraid I have to bring a crash log to you. It seems that when you put more than 10L of water in a cauldron it crashes. This only happens when you have both EF and CA installed, CA by itself doesn't crash when adding more water but it's also not trying to make salt. Good luck and again, you're awesome and amazing!
Running on 64 bit Windows with 32 GB RAM
Game Version: v1.17.3 (Stable)
9/19/2022 9:41:10 PM: Critical error occurred in the following mod: aculinaryartillery@1.0.4
Loaded Mods: aculinaryartillery@1.0.4, game@1.17.3, expandedfoods@1.6.0, creative@1.17.3, survival@1.17.3
System.NullReferenceException: Object reference not set to an instance of an object.
at ACulinaryArtillery.SimmerRecipe.Match(List`1 Inputs)
at ACulinaryArtillery.BlockSaucepan.GetMeltingDuration(IWorldAccessor world, ISlotProvider cookingSlotsProvider, ItemSlot inputSlot)
at Vintagestory.GameContent.BlockEntityFirepit.SetDialogValues(ITreeAttribute dialogTree) in VSSurvivalMod\BlockEntity\Firepit\BEFirepit.cs:line 690
at Vintagestory.GameContent.BlockEntityFirepit.OnSlotModifid(Int32 slotid) in VSSurvivalMod\BlockEntity\Firepit\BEFirepit.cs:line 141
at System.Action`1.Invoke(T obj)
at Vintagestory.API.Common.InventoryBase.DidModifyItemSlot(ItemSlot slot, ItemStack extractedStack) in VintagestoryApi\Common\Inventory\InventoryBase.cs:line 480
at Vintagestory.GameContent.InventorySmelting.DidModifyItemSlot(ItemSlot slot, ItemStack extractedStack) in VSSurvivalMod\Inventory\InventorySmelting.cs:line 116
at Vintagestory.API.Common.ItemSlot.MarkDirty() in VintagestoryApi\Common\Inventory\ItemSlot.cs:line 443
at Vintagestory.GameContent.ItemSlotWatertight.ActivateSlotLeftClick(ItemSlot sourceSlot, ItemStackMoveOperation& op) in VSSurvivalMod\Inventory\ItemSlotWatertight.cs:line 63
at Vintagestory.API.Common.InventoryBase.ActivateSlot(Int32 slotId, ItemSlot sourceSlot, ItemStackMoveOperation& op) in VintagestoryApi\Common\Inventory\InventoryBase.cs:line 448
at Vintagestory.API.Client.GuiElementItemSlotGridBase.SlotClick(ICoreClientAPI api, Int32 slotId, EnumMouseButton mouseButton, Boolean shiftPressed, Boolean ctrlPressed, Boolean altPressed) in VintagestoryApi\Client\UI\Elements\Impl\Interactive\Inventory\GuiElementItemSlotGridBase.cs:line 979
at Vintagestory.API.Client.GuiElementItemSlotGridBase.OnMouseDownOnElement(ICoreClientAPI api, MouseEvent args) in VintagestoryApi\Client\UI\Elements\Impl\Interactive\Inventory\GuiElementItemSlotGridBase.cs:line 772
at Vintagestory.API.Client.GuiElement.OnMouseDown(ICoreClientAPI api, MouseEvent mouse) in VintagestoryApi\Client\UI\Elements\Impl\GuiElement.cs:line 638
at Vintagestory.API.Client.GuiComposer.OnMouseDown(MouseEvent mouseArgs) in VintagestoryApi\Client\UI\GuiComposer.cs:line 459
at Vintagestory.API.Client.GuiDialog.OnMouseDown(MouseEvent args) in VintagestoryApi\Client\UI\Dialog\GuiDialog.cs:line 536
at Vintagestory.Client.NoObf.GuiManager.OnMouseDown(MouseEvent args) in VintagestoryLib\Client\Systems\Gui\GuiManager.cs:line 394
at Vintagestory.Client.NoObf.ClientMain.OnMouseDown(MouseEvent args) in VintagestoryLib\Client\ClientMain.cs:line 2251
at Vintagestory.Client.NoObf.ClientPlatformWindows.Mouse_ButtonDown(Object sender, MouseButtonEventArgs e) in VintagestoryLib\Client\ClientPlatform\Input.cs:line 220
at System.EventHandler`1.Invoke(Object sender, TEventArgs e)
at System.EventHandler`1.Invoke(Object sender, TEventArgs e)
at OpenTK.Platform.Windows.WinGLNative.WindowProcedure(IntPtr handle, WindowMessage message, IntPtr wParam, IntPtr lParam) in C:\Users\Nexrem\Desktop\transfer\opentk\src\OpenTK\Platform\Windows\WinGLNative.cs:line 792
at OpenTK.Platform.Windows.Functions.DispatchMessage(MSG& msg)
at OpenTK.Platform.Windows.WinGLNative.ProcessEvents() in C:\Users\Nexrem\Desktop\transfer\opentk\src\OpenTK\Platform\Windows\WinGLNative.cs:line 1554
at OpenTK.GameWindow.Run(Double updates_per_second, Double frames_per_second) in C:\Users\Nexrem\Desktop\transfer\opentk\src\OpenTK\GameWindow.cs:line 368
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs)
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 93
IKUZOOOOOOO
No Cral, I'm doing that later.
Have you really made "egg breaking" as CollectibleBehavior?
COME ON, CRAL, I HAVEN'T EVEN UPLOADED ANYTHING YET
Source link doesn't work