v1.7.2
v1.7.2
Updated to 1.7.2! - Fruit bar textures fixed - Aged meat hangs on meat hooks properly - Sunflower and acorn bread crumbs have textures in small trough - Liquid patches use 'add' instead of 'addmerge' to avoid double transitionProps
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17999 |
Oct 3rd at 10:40 PM |
Show |
ExpandedFoods 1.7.2.zip |
Install now |
v1.7.1
v1.7.1
Updated to 1.7.1! - Bread crumbs can go into troughs properly - Dried/dehydrated Wildcraft Fruits texture fixed in pies - Cooked Chopped Pickled Bell Pepper (Part-Baked) doesn't crash handbook - Ancient Tools soft dough & pasta recipe added - Meathook transforms fixed (yet again) - Alchemy herbs hang on meat racks correctly - Sausage hang on Alchemy herb racks correctly - Soulstorm slop can be put into pies - fpHandTransform removed from all files
Back-end updates: - JSONs greatly trimmed down - Many, many shapes removed & consolidated - Use new ACA renderIngredients method - Patches use "addmerge" instead of "add" - Sushi variants slimmed down, remaps added
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1199 |
Sep 30th at 10:06 PM |
Show |
ExpandedFoods 1.7.1.zip |
Install now |
v1.7.0
v1.7.0
FINALLY UPDATED TO 1.7.0!!!
HERBARIUM-WILDCRAFT: Wildcraft Fruits, Nuts, Spices, and Herbs integrated into all meals and items (required approximately 1 billion hours of work)
MORE ANIMALS: - Eggs only require 0.5 L to boil, not 1 L
FOOD UPDATES: - Sausage lasts longer; has cured variants - Broth is drinkable - Clarified broth recipe requires 1/10th as much egg - Dehydrated fruit has full healing; dried fruit has half healing - Syrups (and other liquids) can be added to pies - Fine and strong wine distill into spirits at a buffed rate - Cured meat nuggets can be added to soups - Breadcrumbs now have the ExpandedFood class, nutritionPropsWhenInMeal nerfed to compensate - Breadcrumb grid recipe removed - Cheese dumplings added - Dumpling shapes added inside meals - All meal nut shapes updated - Noodles can be added to soup - Fried veggies & mushrooms can be added to mixing bowl meals
BUGFIXES: - Food oil in fried food registers as Vegetable and not Fruit satiation - Cooked chopped pumpkin slice texture fixed, handbook for muffin updated accordingly - Honey yogurt has HP healing - Maple bread crumbs can be put in small trough - Bread starter stack size increased from 16 to 5000 - Fish sauce can be used in meat stews without Primitive Survival installed
QOL: - Breadcrumb feed added (thanks, Pursec!) - Chopped items can be boiled - Boiled basic foods are cooked perfectly
MISC: - Old fish sauce barrel recipe removed - Spirits no longer turn into vingear - Cassava whiskey renamed to cassava vodka - Meal shape patches fixed
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13147 |
Aug 20th at 2:18 AM |
Show |
ExpandedFoods 1.7.0.zip |
Install now |
v1.6.9
v1.6.9
Updated to 1.6.9! Kept you waiting, huh?
- Food Stuff: Added Dressing (vinegar + egg white + oil) Updated fish sauce recipe (check Cooking 104 for details) Cooked food can be chopped up Partially cooked & cooked vanilla meat can be charred in the firepit Soy milk can be added to porridge Cured meat nuggets can be used in trail mix Gelatin stack increased from 16 to 32 Egg yolk can be used to make pasta Added simmer recipe to rehydrate hardened lard Tule root can be cooked into cattail roots
- The Great Fish Parity: Vanilla fish can be used in EF stuff; broth, boiling, meals Vanilla fish have part-baked & cooked states, can be baked, used in pies Vanilla fish can be smashed and cut into fish nuggets Fish nuggets, fish sausage, fish sauce, fish pemmican, fish gelatin, fried fish, non-vegetarian sushi, & seafood broth now vanilla items Fish nuggets buffed to vanilla fish nutrition; has cured variants; requires more PS filets to make Fish nugget models & textures changed to look more vanilla Raw fish & fish nuggets can be used to make fish sauce Raw fish nuggets & smashed fish are now edible Fish sausage textures updated
- Trough Fixes: Pressed mash trough texture fixed Chickens and raccoons will now eat peanut skins from troughs Bread crumbs can be used in large trough Bread crumb small trough names fixed
- Compatibility Stuff: Ancient Tools maple compatibility added Ancient Tools salted meat can be hung on meathooks, baked, put in pies, used in porridge/pasta/salad has part-baked & charred variants Ancient Tools meat can be smashed with the Acorns mallet Ancient Tools animal brains can be used in fried balls & au gratin/pilaf/hot pasta Ancient Tools bread crumb & birch/pine nutrition nerfed Ancient Tools added to Cooking 105 More Animals wild turkey stuff added Pickled More Animals eggs can be used in cold pasta & salad Primitive Survival salmon & vanilla fish usable for fish sauce Primitive Survival smoked meat & cured smoked meat usable in EF in place of most regular meat Primitive Survival cooked crabnugget nutrition buffed Acorn coffee liquid input/output increased from 0.1L to 0.5L (thanks to TaeruAlethea)
- Misc Fixes: Pitch glue recipe fixed GroundStack property used internally instead of GrindedStack Handbook guides specify they're from Expanded Foods Handbook correctly states seafood broth requires 1L of water instead of 0.5L Mod dependency updated to ACA 1.1.3
- Translations: Russian translation updated (thanks to vulpeep) Japanese translation updated (thanks to macoto_hino)
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33830 |
Mar 31st at 4:56 PM |
Show |
ExpandedFoods 1.6.9.zip |
Install now |
v1.6.8
v1.6.8
Updated to 1.6.8!
- Added fruit bars - nuts + fruit + syrup
- Actually added Wildcraft Trees section in handbook
- Various log warnings fixed
- Wildcraft fine wine can be distilled into wildcraft brandy
- Wildcraft/Wildcraft Trees brandies renamed properly
- Gozinaki/trail mix recipes only need 2 handfuls of acorns, not 3
- Soulstorm brew has correct text in bottles
- Ukranian translation updated (thanks to _epic_fish_ and .olexn)
- Polish translation updated (thanks to Sako47)
- Japanese translation updated (thanks to macoto_hino)
- Many foods can be placed on display case / shelves
- Salt production refined (thanks to Goose's Salternate mod)
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27682 |
Oct 21st 2023 at 10:37 PM |
Show |
ExpandedFoods 1.6.8.zip |
Install now |
v1.6.7
v1.6.7
Updated to 1.6.7!
- Updated to NET 7.0 (I dunno if this does anything lol): https://info.vintagestory.at/v118-net7
- Wildcraft Trees compatibility finally added
- Wildcraft compatibility updated
- Salt works in meals again
- Non-chopped meat works in porridge
- New gelatin textures
- Chopped food can be used for broth
- Aged meat can be used for broth
- PS broth recipes require 1 item instead of 2
- Lard harden time reduced to 1/4th previous values; corrected harden transition numbers
- Soulstorm Brew buffed from +10 HP per liter to +100 HP per liter :^)
- Wildcraft nutrition in pemmican corrected
- Fish nugget soup text fixed
- Japanese translation updated (thanks to macoto_hino)
- Brazilian Portuguese, Italian, Polish, Russian translations added/updated (thanks to Niclass & the Crowdin team)
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17070 |
Jul 29th 2023 at 6:36 PM |
Show |
ExpandedFoods 1.6.7.zip |
Install now |
v1.6.6
v1.6.6
Updated to 1.6.6!
- Clarified broth added
- Egg yolk can be used in stews & soup
- Sausage can be used in soup
- Meat can be added to porridge (including sausage)
- Saltmaking process revamped (check Cooking 101 for details)
- Broth nutrition values fixed in bread, fruit bread, dumplings, muffins, and soft bread
- Part-baked balls/mushroom/vegetable/stuffed pepper handbook crashing fixed
- Handbook no longer says you can put syrups & toppings on regular bread
- Trail mix handbook entry moved to Cooking 102
- Cooking 101 & 102 alphabetized
- Salted peanut candy requires correct amount of peanut paste
- Boiled and pickled eggs re-added (not sure what happened there)
- Funeral bell & pink bonnet mushrooms given proper health values (watch out)
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13649 |
May 16th 2023 at 11:24 PM |
Show |
ExpandedFoods 1.6.6.zip |
Install now |
v1.6.5
v1.6.5
Updated to 1.6.5!
- Dehydrated fruits cure into the same amount of dried fruits (for real this time)
- Handbook mentions that 1 L of broth is needed for meals
- Handbook mentions acorn coffee recipe in Cooking 104
- Non-vanilla fruit works in barrels
- Vinegar barrel recipe re-added, you can turn berries into vinegar
- Soft dough + 1 chopped pumpkin makes muffins, not dumplings
- Fixed crashing the game in handbook for part baked tree-growing mushrooms (thanks to DoctorVanGogh)
- Add simmering recipes for primitive survival meat types (thanks to DoctorVanGogh)
- Primitive Survival crab meat can be used to make fish broth (thanks to DoctorVanGogh)
- Cooked crab meat from Primtive Survival can be added to salads (thanks to DoctorVanGogh)
- Honey pressing slightly tweaked (thanks to DoctorVanGogh)
- Handbook crashing fixed! (thanks to DoctorVanGogh)
- Snake meat included in salads
- Fish broth renamed to Seafood broth
- Seafood broth can be used in porridge as a topping
- Cottage cheese in meals fixed (review Cooking 103 for updates)
- Bread crumbs now usable as feed for poultry
- Oil lamp recipe tweaked (thanks to Tels and SpearAndFang)
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7111 |
Feb 12th 2023 at 4:08 PM |
Show |
ExpandedFoods 1.6.5.zip |
Install now |
v1.6.4
v1.6.4
Updated to 1.6.4!
- Added Compote
- Added Acorn "Coffee" & Roasted Acorns
- Added Candied Fruit
- Added herbal bread crumbs
- Japanese translation updated (thanks to macoto_hino)
- Vanilla & wildcraft wine/cider/spirits now have sat in meals
- Handbook mentions you can get resin from acacia trees
- Added item description to resin
- You can no longer crack boiled/pickled eggs
- Pickled or boiled eggs can be added to scrambled eggs
- Charred syrup-covered fruit bread recipe fixed
- Lard transition timer reduced from 1440 hours to 240
- Peanuts now visible in meals
- Dehydrated fruits cure into the same amount of dried fruits (whoops); dehydrated fruit grid recipe nerfed to compensate
- Yogurt reviewed - Mixing bowl outputs 0.1 L of liquid instead of 10 mL; made into ExpandedLiquid (has issues with meals but should be drinkable now); nutrition nerfed
- Peanut butter & peanut sauce output corrected; peanut butter nutrition nerfed
- Gelatin textures updated
- Fast vinegar barrel recipe reworked; handbook updated
- Alcohol text appears in meals
- Log spam reduced
- Wildcraft berries fixed in oven
- Wildcraft gelatin recipes fixed
- Brambleberry changed to blackberry
- Birch and pine bread no longer has broken amounts of nutrition, kneading recipe requires 4 flour instead of 1
HOTFIX: Added egg cracking back into mod
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6622 |
Dec 6th 2022 at 7:29 AM |
Show |
ExpandedFoods 1.6.4.zip |
Install now |
v1.6.3
v1.6.3
Updated to 1.6.3!
- Added Breaded Mushrooms
- Added Soulstorm Brew
- Braziers/Superfuels recipes updated
- PS meatnuggets have proper perish rates; charred meatnugget perish rate nerfed
- Hard lard drops fixed
- Breadcrumbs can be made in the grid, too (recipe was incomplete)
- Aged meat looks right on meat hooks
- Handbook mentions scrambled egg recipe change
- Cooking 104 tweaked for clarity
- Boiled food added to handbook guide (whoops)
- Salt in the handbook actually says it needs 10 L instead of 1 L
- Patches are ALL server-side
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4095 |
Oct 24th 2022 at 9:49 PM |
Show |
ExpandedFoods 1.6.3.zip |
Install now |
v1.6.2
v1.6.2
Updated to 1.6.2!
- Ancient Tools Compatibility added (bread/breadcrumbs and meat can be used in stuff)
- Lard dries into Hardened Lard; replaces liquid lard in grid recipes
- Meat/sausage & veggies can be boiled in the saucepan
- Dehydrated Wildcraft berries can be used in meat stews
- Chopped food nutrition nerfed to match unchopped variants
- Dried meat lost nutrition bonus, gained healing
- Log errors quashed
- Japanese translation updated (thanks to macoto_hino)
- English translation actually refined (thanks to Ledyanaya Sonya)
- Meat hook transform reviewed
- Elderberry cider can be used in meat stews
- Egg nutrition fixed
- Various broth recipes fixed
- Oven transforms reviewed
- Handbook links fixed
- Vinegar & many EF foods enabled in the handbook (watch out for crashes when clicking on part-baked items)
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2525 |
Oct 9th 2022 at 3:41 PM |
Show |
ExpandedFoods 1.6.2.zip |
Install now |
v1.6.1
v1.6.1
Updated to 1.6.1!
- Liquid eggs can be used in scrambled egg recipe
- Breadedball & Acornbreadedball kneading recipe fixed
- Text fixed
- Fish broth can actually be made
- Grid recipes using oil/lard revised
- Water & brine boil to salt at 100 degrees
- Sausage and meat dry instead of cure; timer adjusted so it should take about 2 days to dry out in ideal situations
- Vinegar is a vanilla item; EF now patches it instead of overwriting it
- Fish sauce moved from game domain to EF domain (includes remap); spoil time nerfed
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2079 |
Sep 23rd 2022 at 4:41 AM |
Show |
ExpandedFoods 1.6.1.zip |
Install now |
v1.6.0
v1.6.0
Updated to 1.6.0!
- Blocks from Expanded Foods separated into A Culinary Artillery (thanks to Vinter Nacht)
- Added egg cracking - eggs now must be cracked into a liquid container; makes yolks & shells [will make work in saucepan/cauldron later] (could probably use liquid egg in more foods like scrambled eggs, please recommend some)
- Added water-glassed eggs (made with slaked lime), interchangable with raw eggs
- Added vegetable, meat, and fish broth
- Mushrooms boil in 0.5 L instead of 1 L
- Sunflower grain + honey makes Gozinaki, not sunflower candy
- Broth is usable in hot pasta
- 1 L of bone broth can be added to meat/veggie stew or soup
- Salt barrel recipe & salt simmer recipe requires 10 L of water instead of 1 L
- Fixed visual issues with Alchemy herbs & racks
- Meat rack model updated
- New meat hook clay mold; outputs 8 hooks instead of 5
- Saucepan/cauldron/mixing bowl shapes refined
- Bottle corks made smaller
- Meat nugget shapes altered
- Salad shape refined
- New liquid textures for broth, yeast, fish sauce, oil, and raspberry gelatin (thanks to Ledyanaya Sonya)
- Patched shapes are now actually visible in porridge, soup, & veggie stew
- Many blocks can be bought/sold by Agricultural trader
- Most patches now server-side
- Bottles no longer disappear in grass (thanks to SpearAndFang)
- Gelatin now requires consistent amounts of syrup/juice (Wildcraft liquids were incorrect)
- Cloudberry stuff takes longer to spoil
- English translation refined (thanks to Ledyanaya Sonya)
- Japanese translation refined (thanks to Macoto_Hino)
- You can actually make pickled More Animals eggs
- Dried/dehydrated huckleberries no longer hurt in meals
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1125 |
Sep 19th 2022 at 8:30 PM |
Show |
ExpandedFoods 1.6.0.zip |
Install now |
v1.5.5
v1.5.5
Updated to 1.5.5!
- Olive oil added
- Pickled eggs & boiled eggs can be used interchangeably
- Patches now use addEach function; load times improved
- Saucepan & mixing bowl capacity nerfed; only holds 3 L of liquid
- Simplified cauldron/saucepan models
- New holding animation added
- Changed mixing bowl to match saucepan model
- Saucepan recipe changed again
- Mushrooms in sushi are appropriately deadly
- Veggie juicing error corrected
- Bushmeat in meals has proper textures
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3062 |
Jul 14th 2022 at 10:54 PM |
Show |
ExpandedFoods 1.5.5.zip |
Install now |
v1.5.4
v1.5.4
Updated to version 1.5.4!
- Added Dehydrated Berries, made by breaking up berry mash; usable in everything dried berries can be used for (may turn into fruit leather instead of dried berries later)
- More Animals Compatibility added (Boiled/pickled egg variants added)
- Chopped food perish timers reviewed; now match base food timers
- Dried fruit perish timers updated
- Recipes completely re-factored
- Smashed meat can be added to soup & scrambled eggs
- Boiled eggs can be added to dumplings
- Saucepan clayforming recipe updated
- Cauldron/saucepan holding animations updated
- Deluxe fried veggies given proper names
- Japanese translation updated
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1276 |
Jul 5th 2022 at 7:16 PM |
Show |
ExpandedFoods 1.5.4.zip |
Install now |
v1.5.3
v1.5.3
Updated to 1.5.3 at last!!
Changes since 1.5.3-pre.11:
- Updated to VS 1.16!!
- Cooked mushrooms added
- Mushrooms variants added to sushi
- Mushroom visuals added for stuffed pepper
- Wildcraft berries visible in stuffed bellpeppers
- Soup mushroom visuals fixed
- Soup veggie liquid textures made transparent
- Fruit tree yogurt nutrition fixed
- Dried seaweed oven visuals fixed
- Some items rotate in the GUI now
- DisplayTransforms reviewed
- Breadfruit buffed for 1.17 (enjoy)
- Soybean items explain how to cook them
FULL LIST OF CHANGES SINCE 1.5.2:
LIQUID STUFF:
- Screw press removed, recipes moved to fruit press
- Liquids changed to match new standardization
- All liquid nutrition values re-examined
- Mixing bowl & saucepan now require specific liquid amounts
- Liquid recipes updated to new amounts
- Spile output adjusted to reflect new liquid amounts
- Redundant juices/wines removed; cures into vanilla versions
- Mixed juice removed (for now?)
- Potent & strong brandy added
- Bottles updated (thanks to SpearAndFang)
- Bottle disappearing fixed (thanks to SpearAndFang)
- Fixed bottle multi-stack liquid splitting issue
- Cauldrons/Saucepan have boiling animation (thanks to Mister_Andy_Dandy)
- Cauldron/mini-cauldron/saucepan use `cookingSlotCapacityLitres` now
- Cauldron/Saucepan boil non-simmer recipes faster, but boil simmer recipes slower
- Lard recipe requires water (0.2 L per unit of fat)
- Herbal tea removed (now in Wildcraft)
- Soy milk/sauce pressing fixed
- Fish Sauce nutrients doubled
- Liquid gelatin recipe fixed
- Vanilla fruit juice & wine/cider spoils into vinegar
- Peanut butter/sauce & flavored yogurt recipes altered (it's more tedious now, I have a plan to fix this later)
- Pasteurized milk & raw soy milk perish timers increased by 25%
- Brine to Salt barrel recipe nerfed; Brine to Salt simmer recipe added
- Au gratin requires 0.1 L of milk instead of 1 L
- New yogurt textures added
- Flavored gelatin requires less juice to make
FRUIT STUFF:
- Dried fruit is now 3D (including Wildcraft berries)
- Berry bread & muffins now use overlays instead of shapes
- Added pumpkin to berry bread & muffins
- Recipes updated for new fruit (dried fruits - meals, barrel recipes, mixing meals; berry bread; muffins)
- Dried fruit has barrel textures
- Berry Bread changed to Fruit Bread
- Dried fruit timers revised
- Breadfruit buffed for 1.17 (enjoy)
GRAIN STUFF:
- Regular bread now has satMult applied to it
- Fixed bread nutrition values
- Hardtack Transforms tweaked
VEGGIE STUFF:
- Salad allows pickled cabbage
- Mushrooms updated - New Chopped Mushroom & Cooked Mushrooms item
- New mushroom variants in sushi & stuffed peppers
- Alcohol can be added to veggie stews
- Wildcraft herb recipes more specialized (see Wildcraft for details or something, idk)
- Wildcraft berries visible in stuffed bellpeppers
- Soup mushroom visuals fixed
- Soup veggie liquid textures made transparent
- Soybean items explain how to cook them
MEAT STUFF:
- Cured redmeat GUI fixed
- Sausage meal names refined
FOOD STUFF:
- Part-baked & charred nutrition multipliers nerfed
- Various extra nutritions fixed
- Pie crashing stopped
- Gozinaki & Trail Mix no longer requires Acorns
- Gozinaki, breaded ball & fish display models enlargened
- Dried Sausage & Trail Mix extra nutrients buffed
- Fried meat / acorn fruit bread oven crashing fixed
MISC STUFF:
- Expanded Foods tab added, contains everything from this mod
- Various Expanded Foods excluded from handbook
- Handbook & Guides updated
- Japanese language files added (thanks to macoto_hino)
- Mixing Bowl GUI text fixed (thanks to SpearAndFang!)
- Spile gets soft resin from Acacia trees
- Meat hook renderer fixed
- Mini cauldron mold recipe added
- Lots of oven displays fixed
- Acorns/Primitive Survival/Wildcraft compatibility updated; Wild Farming compatibility removed
- New powered mixing bowl shape & visuals (thanks to EreticKB!)
- Spiles renamed
- Some items rotate in the GUI now
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2071 |
Jun 18th 2022 at 12:25 AM |
Show |
ExpandedFoods 1.5.3.zip |
Install now |
v1.5.3-pre.11
v1.5.3-pre.11
Updated to 1.5.3-pre.11!
- New Chopped Mushroom item
- Cooked mushrooms added
- Old chopped mushroom models reworked
- Cattail Roots oven display fixed
- Sausage meal names refined
- Spiles renamed
- Handbook fixed to mention pre-gelatin, not liquid gelatin
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1624 |
May 30th 2022 at 4:12 PM |
Show |
ExpandedFoods 1.5.3-pre.11.zip |
Install now |
v1.5.3-pre.10
v1.5.3-pre.10
Updated to 1.5.3-pre.10!
- Wildcraft compatibility fully updated (herbal bread, hardtack, & sausage; EF meals)
- Handbook finally updated
- Herbal tea removed (will be taken over by Wildcraft)
- Wildcraft herb recipes more specialized
- Hardtack Transforms tweaked
- All liquid nutrition values re-examined
- Brine to Salt barrel recipe nerfed; Brine to Salt simmer recipe added
- Au gratin requires 0.1 L of milk instead of 1 L
- Alcohol can be added to veggie stews
- Chopped mushroom recipes fixed
- Yogurt nutrition revised
- New yogurt textures added
- Yogurt recipe fixed; now makes 10 mL at a time (sorry)
- Flavored gelatin requires less juice to make
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1934 |
May 7th 2022 at 4:34 PM |
Show |
ExpandedFoods 1.5.3-pre.10.zip |
Install now |
v1.5.3-pre.9
v1.5.3-pre.9
Updated to 1.5.3-pre.9!
- Wildcraft compatibility updated (liquid stuff; berry bread/muffin & gozinaki Wildcraft visuals updated)
- Some dried berry models updated (thanks to Lan for inspiration!)
- Fried meat / acorn fruit bread oven crashing fixed
- New powered mixing bowl shape & visuals (thanks to EreticKB!)
- Liquid rotting fixed
- Fruit juice & wine/cider spoils into vinegar
- Brandy actually cures now
- Bread liquid nutrition values fixed
- Peanut butter/sauce nutrition values fixed
- Peanut butter/sauce & flavored yogurt recipes altered (it's more tedious now, I have a plan to fix this later)
- Pasteurized milk & raw soy milk perish timers increased by 25%
- Raw gelatin recipe fixed
- Dried fruit timers revised
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1040 |
Apr 29th 2022 at 4:39 PM |
Show |
ExpandedFoods 1.5.3-pre.9.zip |
Install now |
v1.5.3-pre.8
v1.5.3-pre.8
Updated to 1.5.3-pre.8!
- Bottle disappearing fixed (thanks to SpearAndFang)
- Expanded Foods excluded from handbook
- Wildcraft kneading recipes updated
- Dried Wildcraft berries now have 3D models
- Liquid gelatin recipe fixed
- Candy extra nutrition fixed
- Cured redmeat GUI fixed
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1996 |
Apr 16th 2022 at 5:25 PM |
Show |
ExpandedFoods 1.5.3-pre.8.zip |
Install now |
v1.5.3-pre.7
v1.5.3-pre.7
Updated to 1.5.3-pre.7!
- Acorns compatibility updated
- Primitive Survival compatibility updated
- Gozinaki & Trail Mix no longer requires Acorns
- Gozinaki, breaded ball & fish display models enlargened
- Bolete updated to King Bolete
- Dried Sausage & Trail Mix extra nutrients buffed
- Fish Sauce nutrients doubled
- Sausage oven display fixed
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1047 |
Apr 9th 2022 at 5:06 PM |
Show |
ExpandedFoods 1.5.3-pre.7.zip |
Install now |
v1.5.3-pre.6
v1.5.3-pre.6
Updated to 1.5.3-pre.6!
- Saucepan crashing due to different decimal systems fixed?
- Herbal tea recipe re-added
- Soy milk/sauce pressing fixed
- Japanese translation updated
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893 |
Apr 5th 2022 at 11:09 PM |
Show |
ExpandedFoods 1.5.3-pre.6.zip |
Install now |
v1.5.3-pre.5
v1.5.3-pre.5
Updated to 1.5.3-pre.5
- Mini cauldron mold recipe added
- Old juice/wine cures into vanilla versions
- Herbal stuff updated for Wildcraft; Wild Farming compatibility removed
- Meat hooks fixed harder
- Cauldron/Saucepan boil non-simmer recipes faster
- Salad allows pickled cabbage
- Lard recipe requires water (0.1 L per unit of fat)
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864 |
Apr 1st 2022 at 5:25 PM |
Show |
ExpandedFoods 1.5.3-pre.5.zip |
Install now |
v1.5.3-pre.4
v1.5.3-pre.4
Updated to 1.5.3-pre.4!
- Recipes FULLY updated for new fruit!
- Meat hook renderer fixed
- Cauldron/mini-cauldron/saucepan use `cookingSlotCapacityLitres` now
- Fixed bottle multi-stack liquid splitting issue
- Expanded Foods tab added, contains everything from this mod
- Pie crashing stopped (still has nutrition issues)
- Non-Wildcraft Saucepan recipes fixed
- Saucepan/Cauldron liquid gradient shapes refined
- Dried fruit has barrel textures
- Berry Bread changed to Fruit Bread
- Mixing Bowl GUI text fixed (thanks to SpearAndFang!)
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1534 |
Mar 18th 2022 at 4:21 PM |
Show |
ExpandedFoods 1.5.3-pre.4.zip |
Install now |
v1.5.3-pre.3
v1.5.3-pre.3
Updated to 1.5.3.pre.3 (yeah, this is still WIP, DO NOT USE THIS ON WORLDS YOU CARE ABOUT)
- Dried fruit is now 3D
- Berry bread & muffins now use overlays instead of shapes
- Added pumpkin to berry bread & muffins
- Recipes updated for new fruit (dried fruits - meals, barrel recipes, mixing meals; berry bread; muffins), more to come
- Potent & strong brandy added
- Liquids changed to match new standardization
- Redundant juices/wines removed
- Liquid recipes updated to new amounts
- Mixed juice removed (for now?)
- Bottles updated (thanks to SpearAndFang)
- Cauldrons/Saucepan have boiling animation (thanks to Mister_Andy_Dandy)
- Screw press removed, recipes moved to fruit press
- Mixing bowl & saucepan now require specific liquid amounts
- Spile output adjusted to reflect new liquid amounts
- Spile gets soft resin from Acacia trees
- Japanese language files added (thanks to macoto_hino)
- Fixed bread nutrition values
- Regular bread now has satMult applied to it
- Part-baked & charred satMult nerfed
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1392 |
Mar 5th 2022 at 8:05 PM |
Show |
ExpandedFoods 1.5.3-pre.3.zip |
Install now |
v1.5.2
v1.5.2
Fixed compatibility issues (for real this time).
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1566 |
Jan 2nd 2022 at 2:05 AM |
Show |
ExpandedFoods 1.5.2.zip |
Install now |
v1.5.1
v1.5.1
Updated to 1.5.1!
- Pushed patches out into distinct folders, fixed various compatibility issues
- Updated Russian translation (Thanks to Dr_Oldman)
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896 |
Dec 18th 2021 at 12:34 AM |
Show |
Expanded Foods 1.5.1.zip |
Install now |
v1.5.0
v1.5.0
Updated to 1.5.0 at last!
- Added bottle racks, updated bottle visuals
- Added Bell Pepper compatibility; Cooked/chopped bellpeppers & cooked pickled peppers;can be added to fried balls, fried vegetables, dumplings, sushi; all appropriate meals
- Added stuffed bell peppers
- Added peanut compatibility; Cooked Peanuts, Peanut Skins (fertilizer & animal feed), Peanut Kernels, Peanut Paste, Peanut Butter, Peanut Sauce, Peanut Candy; addable to everything Acorns can be added to
- Added peanut & sunflower oil
- Added Peanut/Sunflower/Acorn Candy
- Added Wildcraft compatibility (Fruit juice/wine/syrup; Berry bread & muffins; Dried fruit; Yogurt; Gelatin; Acorn berry bread & muffins; berries addable to everything fruits can be added to; Miner's Lettuce addable to everything chopped cabbage can be added to)
- Updated Primitive Survival compatibility; crab meat = fish & snake meat = chicken (Meat Nuggets; Pemmican; Sausage; Stuffed Bell Peppers) (for now, crab sushi later)
- Added new shapes to certain blocks (thanks Vinter Nacht!)
- Added recipeGroups & groupBys (Thanks to Craluminum2413)
- Added Small Cauldrons
- Added new wood types to meat hooks
- Fixed mixing bowl crash
- Fixed charred rye soft bread crash
- All liquid healing in meals nerfed
- Yogurt meal perish timer doubled to 6 days
- Updated Russian translation (Thanks to Dr_Oldman)
- Fixed rice & bean textures
- Rice and beans renamed to Pilaf; can now be made with meat or chopped veggies
- Milk can be added to porridge
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623 |
Dec 16th 2021 at 1:54 AM |
Show |
Expanded Foods 1.5.0.zip |
Install now |
v1.4.4
v1.4.4
1.4.4 - 10K DOWNLOAD SPECIAL!
- Meat curing time decreased
- Ready for XSkills compatibility
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2030 |
Oct 11th 2021 at 10:03 PM |
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ExpandedFoods_1.4.4.zip |
Install now |
v1.4.3
v1.4.3
Updated to 1.4.3!
- Added Braziers compatibility
- Breaded food can be fried in saucepan/cauldron
- Metal rolling pin durabiltiy increased
- Meat curing time increased
- Aged meat/dried sausage nutrition bonus reduced from +50% to +25%
- Yogurt changed from Protein to Dairy
- Acorn breaded meat display fixed
- Aged meatnuggets show up in meal description
- Honey & Maple/Birch yogurt can be made now
- Bread starter doesn't require yeast water to make more starter
- Knives can be used to chop up dried cassava & papyrus/cattail roots
- Sunflower, flax grain, and fruit syrups can be added to salads
- Spelt, rice, and amaranth grain can be added to soups
- Wine always rots into vinegar; vinegar rots into water
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728 |
Oct 4th 2021 at 5:18 PM |
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ExpandedFoods_1.4.3.zip |
Install now |
v1.4.2
v1.4.2
- Added Rolling Pins - can be used to flatten food or as a weapon
- Added Pickled Eggs
- Added Soy Milk
- No more crashing when cooking items pulled directly from the creative inventory
- Chopped food; sausage; sauce/lard/food oil; milk; salt can be added to scrambled eggs meal
- Bone broth can be used to make dough; soft dough; hardtack
- Eggs & herbs can be used to make Hardtack
- Lard can be used to make dough; soft dough
- Cauldron lids added - CTRL + SHIFT + Right Click to put lid on cauldron
- Cauldrons may be recycled using a chisel
- Superfuels compatibility added
- Fixed compatibility with th3expansion mod
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1433 |
Sep 2nd 2021 at 2:12 AM |
Show |
ExpandedFoods_1.4.2.zip |
Install now |
v1.4.1
v1.4.1
- Added Cauldron - larger version of saucepan made out of metal
- Saucepan glitch fixed
- Savory sauces and food oil can be used in porridge
- Grubs & Termites can be used in meat stews & pies
- Seaweed can be used in stews
- Syrup-covered fried balls given names again
- Pasteurized milk has saucepan textures
- Smashing meat with a stone consumes the stone
- Dried fruit bakes properly
- Aged Sausage changed to Dried Sausage
- Clay items need to be fired in kiln
- Fixed fish-related crashing
- Bread no longer crashes when placed on shelves
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1114 |
Aug 21st 2021 at 2:57 PM |
Show |
ExpandedFoods_1.4.1.zip |
Install now |
v1.4.0
v1.4.0
Updated to 1.4.0! THIS MOD HAS BEEN HEAVILY OVERHAULED SINCE PRE 1.4.0 RELEASES. YOUR COOKED VEGETABLES WILL NOT PORT OVER! EAT THEM WHILE YOU CAN!
- Updated to 1.15+!
- Many foods now compatible with clay oven (Vegetables/Chopped Vegetables; Aged Meat/Meat nuggets/Regular Meat; Fruit; Soaked Soybeans; Hardtack; Seaweed) [Fried Balls; Fried meat; Fried veggies; Soft Bread; Dumplings; Muffins; Pemmican; Sausage; Berry Bread; Gozinaki]
- Items updated with new vegetables (Cooked/Chopped/Cooked Chopped veggies; Juice; Soup meal; Gelatin) [Bell peppers pushed off till later] [Fried Balls; Fried veggies; Sushi]
- Items updated with new fruit (Dried fruit; Juice/Wine/Syrup; Yogurt; Gelatin; various meals) [Muffins; Pemmican; Berry Bread; Gozinaki]
- Updated bread items to include new flour types (Bread crumbs; Hardtack) [Fried Balls; Fried meat; Fried veggies; Soft Bread; Dumplings; Muffins; Pasta; Berry Bread]
- Bushmeat, Cured meat, mushrooms, gelatin, chopped food, sausage, raw eggs can be used in pies
- Pies are now EXPANDED - fillings can be mixed in any way and soft dough/herbal dough can be used as a crust
- Seaweed cooking process expanded to require the quern and clay oven for processing
- Aged meat nuggets and seaweed can be added to soup
- Seaweed can be added to salad
- Hot pasta now actually carries over noodle nutrition
- Soft resin curing time cut to 18 days
- Cured meat nuggets available in pemmican recipe
- Re-added Boiled Egg (Thanks, Tyron...)
- Liquid portions downsized
- Handbook guides redone; recipes and items made more explicit
- Curing no longer multiplies nutrition
- Regular cooked cattail/papyrus roots disabled
- Mixing bowl made easier to select
- Screwpress updated with new wood types
- Handful of Acorns changed from Vegetable to Protein
- New pasta & seaweed textures textures (thanks to Ledyanaya Sonya)
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970 |
Aug 10th 2021 at 12:26 AM |
Show |
ExpandedFoods_1.4.0.zip |
Install now |
v1.3.14
v1.3.14
- Lard & food oil can be used to make oiled hides
- Fixed sap & juice saucepan combustible properties
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1312 |
Jun 10th 2021 at 11:19 PM |
Show |
ExpandedFoods_1.3.14.zip |
Install now |
v1.3.13
v1.3.13
- Added recipe to make large hook mold
- Lard recipe fixed
- Breaded food recipes made properly compatible without Acorns
- Full Alchemy support - sausage and meat can be hung from the herb rack!
- Tea perish duration doubled
- Tea added to handbook
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559 |
Jun 8th 2021 at 8:56 PM |
Show |
ExpandedFoods_1.3.13.zip |
Install now |
v1.3.12
v1.3.12
- Added Alchemy support (mostly) - cuttings can be hung from the meat rack
- Pasta (cold) added
- Tea added
- Herbal bread added
- Food oil/lard works with beeswax candle recipe
- Removed water from lard recipe
- Can press honeycombs in screwpress
- Meatnugget recipe fixed
- Fermented yogurt can be sealed in barrels
- Cured bushmeat can be used in meat stews/soup
- Bottles display more info about the liquid they contain
- Yogurt given extra nutrients, output doubled
- Cheese may be used in hot pasta meals
- Boiled eggs may be used to make fried balls
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642 |
Jun 4th 2021 at 9:15 PM |
Show |
ExpandedFoods_1.3.12.zip |
Install now |
v1.3.11
v1.3.11
- Miniature Mixing Bowl added; mixing bowl collision boxes tweaked
- Flavored Yogurt added
- Hot Pasta added
- Herbal Gozinaki added
- Salad nerfed; only accepts 1 meat & 1 fried item
- Spile in pine gets soft resin, cures into resin
- Pemmican recipe gives 2 chunks of pemmican instead of 3
- Expanded liquids added (includes yogurt for now)
- Screwpress crashes fixed
- Regular bread no longer crashes on shelves
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869 |
May 23rd 2021 at 4:50 PM |
Show |
ExpandedFoods_1.3.11.zip |
Install now |
v1.3.10
v1.3.10
- Cactus Syrup added
- Gozinaki added
- Gelatin added, can be put in berry dough
- Lard added, can be used as a replacement for fat or food oil & added into porridge (but not salads)
- Pasteurized milk added
- Yogurt added (new mixing meal added)
- Bone broth changed from Vegetable to Protein
- Acorn bread nutrition nerfed
- Cactus/Fruit Mix syrup render properly in baked goods
- Honey can be added to salads
- Handful of Acorns buffed when in meals/expanded foods
- Acorns can be added to salads, au gratin, and rice & beans
- Mixed fruit juice can be sealed in barrels to make wine
- Bottles removed from mechanical recipes, buckets only
- Food oil & lard added to dough recipes
- No more crashing when trying to make saguaro juice or putting wild yeast starter in barrels
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791 |
May 18th 2021 at 11:37 PM |
Show |
ExpandedFoods_1.3.10.zip |
Install now |
v1.3.9
v1.3.9
- Wine now cures into 'strong wine', which cures into 'fine wine'
- Mixed fruit wine can be turned into vinegar in barrels
- Dried berries can be used for pemmican
- Fruit Syrup can be added to fried food
- Squeezing soybeans in the screwpress actually makes soybean oil
- Fixed aged meat perish time
- Wine dropped from barrels is actually wine and not juice
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1026 |
May 4th 2021 at 5:35 PM |
Show |
ExpandedFoods_1.3.9.zip |
Install now |
v1.3.8
v1.3.8
- Meat can be dried on the meat rack to make dried meat - can be chopped up and used like regular meat for everything except sausage & curing
- Fruit/Vegetable juice mix added
- Oil recipes for mechanical items fixed (Clutch can only be made with buckets, not bottles - causes crashing otherwise)
- Wine spoil/cure time doubled
- Cured meat nuggets are actually creatable now (Thanks EtherialMind)
- Soybean Oil can be used in meals
- Handbook wording made more explicit
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615 |
May 3rd 2021 at 8:44 PM |
Show |
ExpandedFoods_1.3.8.zip |
Install now |
v1.3.7
v1.3.7
- Bottles revamp - now actual containers; use /efremap to map old bottles to new ones (the liquids will be lost). To drink from a bottle, you cannot be looking at another block.
- Added wild yeast - used to add healing to dough or soft dough
- Altered breadberry & muffin recipes, made normal bread an Expanded Food
- Added chopped cured meat - cured meat can now be fried
- Fried veggie/meat balls removed in favor of new item - Fried Balls
- All fried items now require flour, too!
- Fixed bread crumb name in salads
- Salad expiration time nerfed
- Deep fried food added
- New handbook section on liquids added
- Meat racks and spiles can only be made with these metals: Copper, brass, tin bronze, black bronze, titanium, steel
- Soaked soybeans added, now used to make soy sauce - soy beans now make food oil
- Soy sauce has less nutrition, more healing
- Saucepan no longer bigger on the inside
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815 |
Apr 28th 2021 at 7:00 PM |
Show |
ExpandedFoods_1.3.7.zip |
Install now |
v1.3.6
v1.3.6
- Syrup/sauce drizzling moved to the mixing bowl (should fix FPS drop)
- Cured meat and bread crumbs can be added to salads
- Handbook edited for clarity
- 4x recipes for Spiles and Big Hooks added (thanks to DoctorVanGogh)
- Food oil can be used in place of animal fat for mechanics recipes (thanks to Jobediah Timberman for the recipes)
- Cleavers added to chopped food recipes
- Honey now gives HP in meals
- Sausage now rots properly and gives proper nutrient values when dried
- Putting chopped pickled carrots in sushi no longer crashes the game
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818 |
Apr 21st 2021 at 10:08 PM |
Show |
ExpandedFoods_1.3.6.zip |
Install now |
v1.3.5
v1.3.5
- Bone broth nutrition reduced, healing increased
- Sap leak time doubled
- Screwpress no longer crashes when clicking it with an item that cannot be pressed
- Bucket saucepan duplication bug fixed
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719 |
Apr 17th 2021 at 11:43 PM |
Show |
ExpandedFoods_1.3.5.zip |
Install now |
v1.3.4
v1.3.4
- Saucepan revamped - now capable of turning liquids into solids, and vice versa
- Bone broth added - can be used in stews
- Fried veggies added - can be added to salads as optional veggies
- Fruit juice turns into wine, which can be sealed into a barrel to make vinegar or used in meat stews
- Mixing bowl can be locked with CTRL + Shift
- Vinegar is now 0.25 liters per portion instead of 1
- Daisies are visible in salads and give proper nutrition boosts
- Fried/cooked meat is actually visible in salads (oops!)!
- Liquids rot properly
- Bottles & liquids given item descriptions
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591 |
Apr 17th 2021 at 12:24 AM |
Show |
ExpandedFoods_1.3.4.zip |
Install now |
v1.3.3
v1.3.3
- Can now add fried meat & ANY cooked meat to salads (including fish)
- Bottles no longer crash the game when used on a barrel
- Fruit juice turns into rot upon rotting; barrel recipes added for juice > vinegar conversion
- Screw press liquid overfilling patched
- Elimintated false salad clone
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622 |
Apr 14th 2021 at 11:11 PM |
Show |
ExpandedFoods_1.3.3.zip |
Install now |
v1.3.2
v1.3.2
- Memory leak during multiplayer fixed (among other issues)
- Keys swapped for screw press; it now displays how much time is remaining
- Milk bottles now give dairy instead of protein
- Bottles and screw presses don't explode in water
- Pemmican buffed; now gives 3 balls instead of 1
- Mixing bowl can no longer accept infinite liquids
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588 |
Apr 13th 2021 at 8:24 PM |
Show |
ExpandedFoods_1.3.2.zip |
Install now |
v1.3.1
v1.3.1
Updated to 1.3.1!
- Multiplayer issues fixed (hopefully)
- Mixing bowl has new sound
- Can now add daisies to salads
- Seeds from Wild Farming can be squeezed into seed oil
- Fixed mixing bowl's axle shape
- Fruit in mixing bowl buffed to give 50% nutrition boost
- Clay/smithing recipe duplication fixed
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565 |
Apr 12th 2021 at 10:42 PM |
Show |
ExpandedFoods_1.3.1.zip |
Install now |
v1.3.0
v1.3.0
UPDATED TO 1.3.0! READ THIS CAREFULLY! THIS MOD HAS BEEN HEAVILY OVERHAULED SINCE PRE 1.3.0 RELEASES. YOUR BERRY BREAD, MUFFINS, FRIED MEAT, DUMPLINGS, PEMMICAN, AND SUSHI WILL NOT PORT OVER! EAT THEM WHILE YOU CAN!
Added new blocks: Bottles, Mixing Bowl, Saucepan, Spile, Screw Press Can now cook most pickled veggies Can use egg as adherent for breading Salt can be used in many recipes for healing Salt can be made in barrels out of water or brine All liquids have been buffed to give at least 0.5 HP
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618 |
Apr 11th 2021 at 1:53 AM |
Show |
ExpandedFoods_1.3.0.zip |
Install now |
v1.2.4
v1.2.4
REQUIRES THE COMPATIBILITY LIBRARY TO DISPLAY ANY ACORNS/PRIMITIVE SURVIVAL ITEMS!
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1629 |
Mar 12th 2021 at 9:47 PM |
Show |
ExpandedFoods_1.2.4.zip |
Install now |
v1.2.3
v1.2.3
REQUIRES THE COMPATIBILITY LIBRARY TO DISPLAY ANY ACORNS/PRIMITIVE SURVIVAL ITEMS!
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817 |
Mar 2nd 2021 at 6:13 PM |
Show |
ExpandedFoods_1.2.3.zip |
Install now |
v1.2.2
v1.2.2
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1354 |
Feb 23rd 2021 at 10:36 PM |
Show |
ExpandedFoods_1.2.2 (Vanilla).zip |
Install now |
v1.2.1
v1.2.1
THE MODDED VERSION REQUIRES THE COMPATIBILITY LIBRARY TO DISPLAY ANY ACORNS/PRIMITIVE SURVIVAL ITEMS!
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634 |
Feb 19th 2021 at 8:15 PM |
Show |
ExpandedFoods_1.2.1 (Modded).zip |
Install now |
v1.2.0
v1.2.0
THE MODDED VERSION REQUIRES THE COMPATIBILITY LIBRARY TO DISPLAY ANY ACORNS/PRIMITIVE SURVIVAL ITEMS!
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575 |
Feb 14th 2021 at 9:41 PM |
Show |
ExpandedFoods_1.2.0 (Modded).zip |
Install now |
v
v
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549 |
Feb 15th 2021 at 11:27 PM |
Show |
ExpandedFoods_1.2.0 (Vanilla).zip |
Install now |
v
v
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549 |
Feb 19th 2021 at 8:14 PM |
Show |
ExpandedFoods_1.2.1 (Vanilla).zip |
Install now |
v
v
THE MODDED VERSION REQUIRES THE COMPATIBILITY LIBRARY TO DISPLAY ANY ACORNS/PRIMITIVE SURVIVAL ITEMS!
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640 |
Feb 23rd 2021 at 10:36 PM |
Show |
ExpandedFoods_1.2.2 (Modded).zip |
Install now |
Any chance is this mod able to be added in the middle of a playthough or would I have to start a entirely new save inorder to utilize this?
Any news on a unstable update?
seaweed no longer drops when broken
I love this mod. But i surprised that i can't make soup in cauldron...
Typed bo in the expanded foods tab on creative and i crashed.
System.MissingMethodException: Method not found: 'Vintagestory.API.Common.IAsset Vintagestory.API.Common.IAssetManager.TryGet(System.String, Boolean)'.
at ACulinaryArtillery.BlockBottle.GenMesh(ICoreClientAPI capi, ItemStack contentStack, BlockPos forBlockPos)
at ACulinaryArtillery.BlockBottle.OnBeforeRender(ICoreClientAPI capi, ItemStack itemstack, EnumItemRenderTarget target, ItemRenderInfo& renderinfo)
at Vintagestory.Client.NoObf.InventoryItemRenderer.GetItemStackRenderInfo(ClientMain game, ItemSlot inSlot, EnumItemRenderTarget target, Single dt) in VintagestoryLib\Client\Render\InventoryItemRenderer.cs:line 315
at Vintagestory.Client.NoObf.InventoryItemRenderer.RenderItemstackToGui(ItemSlot inSlot, Double posX, Double posY, Double posZ, Single size, Int32 color, Single dt, Boolean shading, Boolean origRotate, Boolean showStackSize) in VintagestoryLib\Client\Render\InventoryItemRenderer.cs:line 194
at Vintagestory.API.Client.GuiElementItemSlotGridBase.RenderInteractiveElements(Single deltaTime) in VintagestoryApi\Client\UI\Elements\Impl\Interactive\Inventory\GuiElementItemSlotGridBase.cs:line 514
at Vintagestory.API.Client.GuiComposer.Render(Single deltaTime) in VintagestoryApi\Client\UI\GuiComposer.cs:line 718
at Vintagestory.API.Client.GuiDialog.OnRenderGUI(Single deltaTime) in VintagestoryApi\Client\UI\Dialog\GuiDialog.cs:line 389
at Vintagestory.Client.NoObf.GuiManager.OnRenderFrameGUI(Single deltaTime) in VintagestoryLib\Client\Systems\Gui\GuiManager.cs:line 318
at Vintagestory.Client.NoObf.ClientEventManager.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\Util\ClientEventManager.cs:line 188
at Vintagestory.Client.NoObf.ClientMain.RenderToDefaultFramebuffer(Single dt) in VintagestoryLib\Client\ClientMain.cs:line 991
at Vintagestory.Client.GuiScreenRunningGame.RenderToDefaultFramebuffer(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 242
at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 695
at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 670
at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 92
at OpenTK.Windowing.Desktop.GameWindow.Run()
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 329
at Vintagestory.Client.ClientProgram.<>c__DisplayClass10_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 130
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 93
Is what i get.
Game crashes when i try to put on the ground the sauce pan
game crashes when placing/ putting in fire a simmering pot/couldron on the 1.20 unstable
When pressing Flax Grain in the Fruitpress to make Flax Oil sometimes the Dry Flax Mash does not stack with itself (in player inventory after pressing). Also, if you have the oil in a bucket, take the Dry Mash out after pressing, then attempt to place Dry Mash back into the Fruitpress, you keep the Dry Mash in your inventory and create 1 Dry Mash in the Fruitpress. You can duplicate as many times as you want creating infinite Dry Flax Mash.
Did not test with any other Mashes....
Also, not fully sure if this is from your mod, as the handbook did not specify if this was the mod or not which makes this recipe work for the Flax Oil.
1.19.8 (stable)
Is the mod maker reading the comment section? if yes. is it normal you can't make syrup in the big cauldron? Can that be added please? I made the mistake of collecting 3 barrels full of berry juice and wanted to turn them into different things including syrup but that didn't work sooo I got like a hundred bottles of wine aging in my old world.
MissKittah
After reinstalling the game and the mod, it worked.
for some reason the entire game now crashes when i look up the recipie for candles
MissKittah
Similarly, it doesn't work.
Seems like any time I try adding pink apples in specific to bread recipes it works, but the resulting item's bread texture becomes completely white (for example, resulting in a bright white loaf with red dots throughout, even when cooked.) Every other fruit tested works just fine, and different grains don't seem to impact the outcome.
Playing on v1.19.8, mod version 1.7.2.
That aside, this mod is great! Of the mods I've used so far, it's easily my favorite - it expands the game's base food system in all the right ways without losing the "by hoof" feeling the game tends to go for in crafting.
Red meat isn't drying on hooks; I can't tell if its because its winter or not, but there is no progress. However I'm on 1.20 pre-13 so this is most likely the reason, but I figured it'd be helpful for me to tell you
Hello l33tmaan! I love your expanded foods mod but im getting weird texture bugs. The fruit bar isn't loading and im getting spammed errors in my logs
18.11.2024 15:57:55 [Warning] Texture asset 'expandedfoods:textures/item/fuck/it/we/ball.png' not found (defined in Shape file expandedfoods:item/food/pemmican/ball).
18.11.2024 15:57:55 [Warning] Texture asset 'expandedfoods:textures/item/food/plain/jane.png' not found (defined in Shape file expandedfoods:item/food/pemmican/plain).
18.11.2024 15:57:55 [Warning] Texture asset 'expandedfoods:textures/item/food/fake/dough.png' not found (defined in Shape file expandedfoods:item/food/bread/plaindoughball/doughball).
18.11.2024 15:57:55 [Warning] Texture asset 'expandedfoods:textures/item/fake/grain/bread.png' not found (defined in Shape file expandedfoods:item/food/bread/plaindoughball/breadball).
Leozin, You need to use a bottle for adding the smaller amounts of liquids. the recipes are very precise- so if you arent using the proper quantities: they will never work
AlebenTod, try putting the bone first and then the water.
Dawnveu,
Whole mushrooms have to be boiled instead of baked. You can still cook them in a firepit too, but they don't like the oven. To bake them they need to be chopped- they will have the "charred" label when you bake them as well.
To cook them by boiling: add mushroom and 0.5L of water in a saucepan,
I read in the 1.7.1 patchnotes, that the sushi rolls have been slimmed down, but that remaps have been added. I have some older rolls in a Vinconomy store, that are now just black sheets and unusable, cause I reckon the mapping went wrong. Is that a bug, or just as is now? It says item-sushi-onion-nooil and item-sushi-carrot-nooil.
Just wondering whether to keep them or throw them into lava. :)
Also my stored syrup covered fruit bread is just white now. o.o But still perfectly eatable, so might just be a loaded wrong texture problem, potentially. I will make new one and see how that looks.
As per usual, thank you for your hard work on this fantastic mod! It has been a blast cooking with all these shiny new things, made Pilaf for the first time today.
Lucifervex, you put the berry/fruit mash in your crafting grid, and it will turn into dehydrated berries(or fruit). It can be used in almost any recipe that calls for fruit. It also can be used in making candied fruit. If you leave the dehydrated berries/fruit in your inventory for a while, they eventually turn into dried fruit. The dried fruit can also be used in any recipe that calls for fruit.
For some reason, I can't cook the broth.
Game version 1.9.18. Mod version 1.7.2 .
https://imgur.com/a/GkOAqIW
https://imgur.com/a/MPfRnwA
Hi,
I seem to be having an issue with the saucepan. Whenever I put something in the sauce pan to either simmer or char, the saucepan does not increase in temperature and only stays cold. I am unsure if this applies to cauldrons at the moment because I have not made one.
Seawater won't spawn at all unless you manually change the world settings to feature oceans, right? Or does this mod add pockets of saltwater to allow for early game salt making solutions when using default worldgen settings?
how do you even use the oven ? im trying to dry berries but i don't really understand, they don't dry up and i have to consistantly re-ignite the oven and a berry always disappear
cant put both firewood and berries in the oven too
idk if I'm doing something wrong, I'm trying to bake mushrooms in an oven to cook them but no matter how long I wait they don't seem to cook? cooking them normally in a fire works fine but that just results in charred food which I want to avoid. the oven is heated so idk what the issue could be
putting the saucepan on the ground crashes the game in pre.7
Hello, I was wondering on how you age brandies? I've tried storing them in multiple ways and can't seem to figure out how. It doesn't age like normal when you store it on shelves so i was wondering if there was a special way.
Is it possible to make all the food items ground storable? The fruit bread is so cute, I'd love to use it as a decor item until a quick snack.
ForestWitchReyna
Ah, that explains that then. I started playing more recently haha.
To answer your question, vanilla has jugs (3 litres), and barrels (50L). There is a mod called Food Shelves which adds a wide variety of storage options, including barrels racks, making storing large volumes of liquid a lot easier and less space consuming. It also adds a big (500L) barrel (it van only be used in a barrel rack and for storing liquids).
For storing perishable liquids, I highly recommend bottles though. They last A LOT longer in bottles.
Cuddly_Khan
Seawater as a thing is a 'relatively' new addition, before then all water was just water
As an aside since I'm coming back after quite a while is there any form of larger alcohol storage/aging yet, either from this or an addon to it? Like a wine barrel, kegs etc, or do you still need to basically jsut store everything in bottles still?
Huw
Well, fresh water isn't typically salty, so yeah, sea water is required. I didn't even realise it was ever possible to get salt from non sea water.
Loaded this mod into my current world but cant seem to get water to show the prompt to turn into salt in the barrel. using 1.19.8. has it been changed to only be seawater?
Narrowed down a minimal case which causes a crash on 1.19.8. The steps to reproduce:
10.10.2024 7:05:11 [Error] Missing mapping for texture code #fill-guajava during shape tesselation of item expandedfoods:wildcandiedfruit-guajava using shape expandedfoods:item/food/candy/fruit/wildcraftfruit/guajava
...
10.10.2024 7:05:24 [Error] Exception thrown when initializing a block entity with classname Generic:
10.10.2024 7:05:24 [Error] Exception: Index was outside the bounds of the array.
Hello. I cannot boil eggs for some reason... I have tried doing it with a sause pan and with a cauldron, I've tried it with the water IN the container and adding the water to the crafting/cooking slot beside the eggs.
I was trying to use 1l of water and 2 eggs, I don't know how to add only 0.5l but considering that I had 2 eggs should't it take 1l?
By the way, is the Saucepan meant to only be able to hold 4 Handfuls of Fat at a time? Makes it difficult to make Lard using a bucket for the water supply.
l33tmaan
Not sure. I'll have to ask the server owner to update the mod. I think that will solve the issue.
Never mind i figuered it out thank you
How do you add a toppings? im trying to add broth to a porrige rn and im not sure what button to press
September
I definitely tested all of the bread crumbs before the latest release. They should all work and have textures now. Are you on 1.7.2?
Breadcrumb Animal Feed can't be placed into a small trough to feed chickens. Is this intended?
DuckTape
Just use a bowl or bottle to add 0.1 L of broth to the cooking pot's input slot. Increase as needed for additional servings.
Updated to 1.7.2! Just a quick hotfix so people's juices don't all expire. Check the forum thread for details.
Updated to 1.7.1! Check the forum thread for details.
how do you add broth to stews?
Whenever I try to create a new world I get this popping up in the logs and it refuses to create the world. I haven't played VS in a while, so I probably have some mod conflicts, but just curious if you know anything about it
"24.9.2024 07:42:47 [Error] [expandedfoods] An exception was thrown when trying to load assembly:
24.9.2024 07:42:47 [Error] [expandedfoods] Exception: declared as code mod, but there are no .dll files that contain at least one ModSystem or has a ModInfo attribute
at Vintagestory.Common.ModContainer.LoadAssembly(ModCompilationContext compilationContext, ModAssemblyLoader loader) in VintagestoryLib\Common\API\ModContainer.cs:line 462"
I can't empty a bowl of peat in any ways, tossing it in to the water doesn't do anything.
How can I empty it?
This mod is to my RAM what a claw hammer is to an antique Ming Dynasty vase
Fisher900
Your server might be running out of ram
I've had the issue when trying to run Expanded Foods without enough ram
If you are paying for a hosted server, buy an extra 2gb of ram just so Expanded Foods can load and run
Roxas13e
You have to mix both the eggwhite and yolk from the chicken egg in the mixing bowl to get the liquid egg required for the recipe.
This took me a second to figure out, I imagine you might have been stumped by the same step.
You then add the flour of your choice (I used spelt), the liquid egg and water to the mixing bowl
Works on the recent versions of Expanded Foods/Cullinary Artillery
Hope this helps!
so is soft bread bugged i cant seem to get it to mix in the bowel im doing what the pic show and what the guide shows but nothing. Am i just doing it wrong?
Fisher900
I'm not sure wild craft trees is updated to work with the new herbium wildcraft versions.
Using the new wildcraft & herbarium just not the most recent update, just haven't gotten around to using their lastest version yet since I run a server, Thanks though. I'll look into running an update to the mods soon
RobertS42
Probably not. Maybe Salt and Sands, but it could use a liiiittle more work first. I don't use Floral Zones so I don't know what those add.
Daovala
You need the Wildcraft versions that are compatible with Herbarium.
The mod will simply not load on my server.
Can someone spot a conflict?
https://imgur.com/a/Kzjhj3X
Which version of Wildcraft was this setup to work with, I know they had some big updates to things so I've been avoiding updating their mod for the time
I hope this doesn't come off as demanding, but are there any plans on intergrating Floral zones and the other Tentharchitect mods (specifically the bird ones because of the eggs), and maybe Salt and Sands?
(Almost died from excitement when I saw the wildcraft integration update)
Stranger92
We've got this one identified, I should have it fixed in the next update. I'm working on a new release for A Culinary Artillery, then I'll probably get my other mods updated for the new Wildcraft Trees. Then I'll get back to work on Expanded Foods.
My other mods take way less work, so I should have a new release within a month.
Thanks for the update!! :))))
https://prnt.sc/1fgu12Z7vtY9 Also sausage seems to have some naming issues.
Hey, I'm not sure what's wrong here, but something seems messed up with meal names involving Bone Broth? https://prnt.sc/5UceMXPtdQjH This is 3 bushmeat nuggets and bone broth as the last ingredient, though several attempts to use bone broth shows this glitched naming. Oddly, dumplings and bone broth show the name correctly.
Breadcrumbs seem to not work as an animal feed: if made in Survival I cannot put it in the trough (but can still eat).
The chain probably breaks on the dough making stage.
This will work as intended: Creative mode inventory > Bread (e.g. Spelt Bread) > Quern (Spelt Bread Crumbs) > Trough
This will not work: Creative mode inventory > Flour (e.g. Spelt Flour) > Dough (any kind) > same steps as above, but cannot be placed in a trough.
Breadcrumb animal feed item cannot be used regardless of the way it is obtained (even directly from Creative inventory).
Tested in both Single and Multiplayer.
In Single I disabled all mods but Culinary Artillery and Expanded Foods.
Any idea what went wrong?
Any more info I could provide for testing?
:( Is anybody else having the issue where this updated version doesnt work at all? Or am I doing something wrong? Nothing expanded foods is showing up when I use 1.7.0 (Fixed it, by just hitting reload mods apparently??? or maybe posting an embarassing comment is what fixed it)
UNLIMITED HERBY BREAD STICKS IS A GO, I REPEAT, UNLIMITED HERBY BREADSTICKS IS A GO!
THANK YOU FOR THE UPDATE, I'VE BEEN WANTING TO MAKE LAVENDER BREAD FOR SO LONG <33333
Awesome!! Thank you so much for putting in all of this work for free!
I CAN NOT CONTAIN MY EXCITEMENT THANK YOU THANK YOU THANK YOU!
sesher
I also run Wildcraft Trees 1.1.0 and I don't have any problems. What crashing are you seeing?
I am screaming I'm so excited!!!!!!!
New update let's go! So noodles got added to soup so basically we can make ramen now? Nice.
I haven't used wildcraft yet, I always thought it added too much and I'd get lost with the variety or it wouldn't be compatible with my current list, but having it integrated with all meals and such sounds great.
Hello thanks so much for your hard work on the compatibilty with the herbarium versions of the wildcraft mods, cant wait to start a fresh playthrough with everything working together again. However I've found that using Expanded Foods 1.7.0 causes crashing when used with Wildcraft: Trees 1.1.0. The only mods I have installed are all three most recent versions of the Wildcraft mods, Herbarium, Expanded Foods, and A Culinary Artillery. I also really want to be able to use rhubarb in pies, I would do it myself but have no experience with modding this game, nevertheless thank you for your contuinued work on this wonderful mod!
FINALLY UPDATED TO 1.7.0!!!
HERBARIUM-WILDCRAFT:
Wildcraft Fruits, Nuts, Spices, and Herbs integrated into all meals and items (required approximately 1 billion hours of work)
MORE ANIMALS:
- Eggs only require 0.5 L to boil, not 1 L
FOOD UPDATES:
- Sausage lasts longer; has cured variants
- Broth is drinkable
- Clarified broth recipe requires 1/10th as much egg
- Dehydrated fruit has full healing; dried fruit has half healing
- Syrups (and other liquids) can be added to pies
- Fine and strong wine distill into spirits at a buffed rate
- Cured meat nuggets can be added to soups
- Breadcrumbs now have the ExpandedFood class, nutritionPropsWhenInMeal nerfed to compensate
- Breadcrumb grid recipe removed
- Cheese dumplings added
- Dumpling shapes added inside meals
- All meal nut shapes updated
- Noodles can be added to soup
- Fried veggies & mushrooms can be added to mixing bowl meals
BUGFIXES:
- Food oil in fried food registers as Vegetable and not Fruit satiation
- Cooked chopped pumpkin slice texture fixed, handbook for muffin updated accordingly
- Honey yogurt has HP healing
- Maple bread crumbs can be put in small trough
- Bread starter stack size increased from 16 to 5000
- Fish sauce can be used in meat stews without Primitive Survival installed
QOL:
- Breadcrumb feed added (thanks, Goose!)
- Chopped items can be boiled
- Boiled basic foods are cooked perfectly
MISC:
- Old fish sauce barrel recipe removed
- Spirits no longer turn into vingear
- Cassava whiskey renamed to cassava vodka
- Meal shape patches fixed
how much time left till we get the next update?
Please patch C&C crocdile eggs so they can do the same things as the eggs in this mod.
Hey I have a issue where the last piece of pie for some reason never gives me any nutrition when I eat it. If these a fix or is this just a issue that happens?
Edit: Figured it out we were picking it up with our hands when there was only one slice left but that was acting as thee whole pie object instead of just one slice of pie so eating it gives nothing as it's not a slice of pie but the pie object. Once we used a knife on the last slice of pie when it was still placed did it count as a slice of pie and thus give us nutrition and fullness.
Is it compatible with Butchering mod?
@Farrowe
I hope you figured out that you need this mod as well A Culinary Artillery
For whatever reason, the mod keeps yelling at me to use culinary artillery 1.1.3 in order to enable, but the version i can actually get from this mod database is 1.0.16. am i missing something?
Will this be compatible with the new Herbarium Wildcraft systems soon? Would really like to go back to making raspberry muffins.
duckburglar - He's teamed up with some gabbit called Munch, and they're after my caviar. XD
I used the brew to keep my workers in check and now they are rising against me under some false savior "Abe". 0/10 😭😭
@foggyhill The dev's working on it! You can check the github if you'd like to track the progress.
Hi love the mod, but i'm having trouble making jam, when i put in the one berry in the first two or the seconf two slots and 0.2L of honey in the other, no output is displayed and no product is created.
Small question. I saw that you can "smelt" seawater to get salt in the handbook. Gave it a shot and in terms of efficiency it's way faster with one small issue: How do I get my crystals out of the crucibles?
When is wildcarft:fruit compatible and can I see more kinds of fruit related food
Is it a feture or a bug of the modpack that cook pots is 2.2 times slower compared to vanila cook pots?
MerynLima it not a bug is just not compatibe rn
I have updated both my Wildcraft Herbs and Expanded Foods and I STILL can't use any Wildcraft berries in any EF recipes. Is this a bug? Is there something I'm doing wrong?
Could we get the ability to use certain grains in soups (IE dishes that have a broth base)? My brother does it all the time with barley and rye to thciken them and it tastes great.
I do mean straight grains not bread crumbs.
Add kvas. It is an Eastern European alcohol made by fermenting bread.
It seems as though Wildcraft is no longer fully compatible. That is, unless I am doing something wrong. I can not seem to make herbal bread. Using herbs in stews seem to work, but I can't get things to work in the mixing bowl.
l33tmaan
Hi, Just wanted to let you know that there was an update to wildcraft that changed a lot of its structure and is currently incompatable with Expanded Foods. Do you think you could add compatability for the new wildcraft?
It's found in the Handbook in Expanded Foods: Cooking 104 - Expanded Liquids. The Recipe has to be exactly replicated. So 1 Lump of Fat + 0.2L of Water Boil in a saucepan. It's very specific, you cant go higher or lower with the quantities.
to get 0.2l Water, I use a Jug to pour 0.3L in, then use a bowl to take 0.1L out.
How do you make lard? Nothing I try works. I cant simmer fat with water.
Terisu
Have you tried the newest version of ACA, this should? be fixed in the latest update for it.
Unsure if this is due to having a lot of mods or a known bug, but I've noticed if I try and boil water in a saucepan, the CPU maxes out and I have to force exit the game
This has happened while making pasta, and when I tried putting 6 liters of water into the pan (4 + 2)
The CPU maxing happens even after I hastily try and take the water out of the pan
Ok thanks, i'll remember now to always throw dough on the ground. I wonder what the neighbouring bakers would say about that XD
Arthopleura
This was a nasty desync related bug that I often called "Evil Pies" while working on it, that could even lead to client crashes in some instances. It should be completely fixed with the next ACA release. Till then theres a stupid workaround: Everytime you make a new batch of dough you plan on using for pie, throw the entire stack on the ground and pick it back up. Dough that went through an auto-save or was made in a previous session of the server will also work fine.
Sooo ... i tried a pie, with rye bread and red currant. I completely filled it up with berries, and added a topping. But it wouldn't change it and when i was trying to take the pie intead it was disappearing and i only was getting one of the ingredients back (like one type, sometimes just my 8 berries, sometimes just my 4 dough) . Since the dough used was made with some lard, i have some suspicion it might be the cause of the issue. I didn't made any further researches, and i might just have forgotten smth, but i still want to report now in case i don't find out i'm dumb later. btw, i've still checked that out, i have the last version, 1.6.9.
TheTerror
I was having this issue too, looked through the comments with ctrl+f and found that with dried resin you can just manually pour it into a mixing bowl or a sauce pan on a fire (lit or unlit, you just need that "liquid" available inventory slot. Poor it in like you would water to a recipe slot and it will turn into resin and give you your bucket/container back
The handbook entry could probably use a little explaination that you have to pour it out into a slot like that since it just says you collect it in a bucket and it dries out
Please make this compatible with the new versions of wildcraft
Can you please come up with better documentation and / or a fix for dealing with egg liquids? Once you've placed the egg liquids in a container, there is no way to remove them or even move them around in a container. E.g. in a cooking pot or a melting bowl, and when that bowl is removed or broken, all items are returned except the eggs. Additionally, while the documentation "exists" for Expanded Foods, it's not really coherent. Take the breaded foods for example. It reads like a recipe, but gives no indication for how to combine these ingredients. Overall, I believe documentation could be greatly enhanced / improved to provide a better user experience.
Pursec <3 incredible
I don’t know if this is a bug or just a coincidence, but when I added your mod to the existing world, immediately after loading, a strong temporal storm began. At the same time, I looked at the log and there were no warnings about it.
Oof, I've got to update ACA. I'll do that soon, I promise! 😅
MochaZilla
Its being worked on, massive changes with the swap over to Herbarium so its just taking some time. But its comming soon tm
Is this compatible with the updated Herbarium-based wildcraft mods? If not, are there plans to switch in the future?
Trying to pick between EF and wildcraft for 1.19 is like choosing a favourite child.
How the heck do you get dried resin out of a bucket under a spile. I assume it has to be cured, which some of mine are....but no luck!
weeviljester
Another fix already waiting to go for the next ACA update...
Every time I bake my fruit bread, the list of ingredients I used to make the bread disappears and it just becomes generic fruit bread. There isn't any special variation based on what ingredients I use :/ Then, when I apply syrup to the bread, the bread is just inivisible and all I can see is the swirl of syrup.
(EDIT)
Turns out it's due to modded ovens. Chiseltools' decorative oven and Decor Bazaar's ovens will not work with this mod.
Pursec
The coincidence hahah. Thanks for the workaround, I'll do that in the meantime ^^
Wolfzank
Another bug fixed in the next update lmao. As a workaround for now, (and it sound silly) after making your dough, throw the entire stack on the ground and pick it back up. Dough that has gone through an autosave or existed when the server started should also work fine
Aloha, I dunno if I'm doing something wrong (probably the case hahah), but I can't seem to make pies with dough created with the mod. I made some dough using the mixing bowl with water, flour and grain oil, and tried to use it to make a pie. I can place the crust on a table and fill it just fine (I used regular carrots), but when I pick the pie it disappears and give me back the materials I used to create it. I tried vanilla doughs and they work just fine. Again I'm probably doing something wrong, but I can't find what it is. Thanks in advance, really enjoying the mod thus far ^^
Tomahawkist
This is an issue with ACA but havent ever encountered it myself, can you let me know exactly how to recreate it? You can @me on the Discord in the ACA or EF mod discussion channels (Discord id: Pursec / Goose) to talk about it more and more promptly. This sounds like a huge pain in the ass so id like to focus my attention of getting that found and resolved for you.
EastboundAura88
Was a long standing bug/oversight, another issue that should be fixed by the next ACA update.
Randwulf
If you can track down the source a bit more/have any more info please @me on Discord in the ACA/EF mod discussions, id like to try and recreate it and get that resolved for you guys
When making the yogurt meal with fruit yougurt like Black Currant Yogurt portions the meal loses all dairy satiation and only gives a massive amount of fruit.
Tomahawc It seems I have the same issue as you whenever I use a saucepan (be it the one from Natural Clays or the original one) in SP; producing a liquid is eating up my CPU and I need to shut the game. I wonder why is that myself. I only see the that it increase the server tick time. Hopefully, l33tmaan will have a better idea of what happens.
@Pursec
Awesome, looking forward to it <3
so i have this massive (and i mean massive) issue with cauldrons. i run a dedicated server for a few friends and me, and oftentimes, when trying to cook anything in a cauldron it just bugs out and starts eating up the cpu. and this manifests through the cauldron becoming uninteractible, the liquids and items being duplicated, chests not opening, and generally soft-crashing the server without actually crashing any client or the server itself. and when you leave and try to join again it gets stuck around 110kb of data transferred (after taking 4 minutes to get to that point instead of loading into the world in about 1 minute.
the only fix is to remove both culinary artillery and expanded foods, restart the server, remove the affected cauldron entirely, re-add the mods, restart the server, and then give myself the cauldron and items back through creative. i can recreate the error, give you the logs, etc. if you want. i just want this issue to be fixed, please help me :( i can't cook liquids
edit: i just looked closer at the logs, and there's nothing, like, nothing at all regarding this issue, no spamming of the logs, no error while loading, nothing. i don't know what to do, i can't fix it
edit 2: it should be fixed, or at least fixed soon
ManaWei
The next update of ACA will fix it, was an issue on our end. Sorry about that!
Say any chance you could make this compatible with DanaTweaks Oven Heating mechanic from firepits ?
l33tmaan
Awesome mod, it adds great complexity and I really enjoy using it. I think I may have found a small bug. When I add pink and red apples to the press I get regular apple mash back, and when I put that in the crafting menu I only get "Dehydrated Yellow Apple" out of it, not the corresponding other colored apples. Not a huge issue just thought I would bring it up since there is a "Dehydrated Pink Apple" and a "Dehydrated Red Apple" item in the mod.
Just wanted to note that the dedicated server seems to have an issue with this mod having a space in the name. I was getting warnings that it couldn't find the DLL until I replaced the space with a dash (ExpandedFoods-1.6.9.zip)
Trying to cook syrup in a saucepan will cause the game to use 100% of your CPU until you close the game out. This also happens if you place invalid berries from Wildcraft into the saucepan, and the graphics will bug out slightly.
Question l33tmaan - will you be adding compatibility with the new Wildcraft (Fruits & Nuts, mostly) mods? As it stands, none of the food products from those mods can be used in any of your recipes (i.e. raspberries or blackberries for syrup or fruit doughs, none of the herbs/spices in anything).
Heyo! Found out that you can duplicate Fruit Mash by right clicking on an empty fruit press with the Mash and then right clicking again with an empty hand!
Could we eventually be able to make Soups in Cauldrons for Bulk meals?
Tremendous mod. However, I feel egg whites are a little limited in use currently. I'd suggest allowing egg whites to be used for scrambled eggs; I know several people who prefer them to whole eggs.
Cooking 103 - Expanded Meals says that we can add wine to meat stew, but I was unable to add wine to Aged Bushmeat Nugget stew.
I can't seem to be able to re-press Grain mash into oil? Maybe I'm not doing something correctly
I'm trying to squeeze the wet mash into oil at the Fruitpress.
Edit: As well, the Clay Oven maxes out it's heat at 200C, thus making Lime unavailable to be baked; Am I missing something? (Edit2: It's on a Firepit I'm so dumb..)
@l33tmaan there seems to be a dupe glitch with cauldrons and buckets that thus far has worked for mutiple liquids. using 2 buckets and grabing the liquids from them will fully fill the cauldron instead of just say 20L water u will have 50L
Terik Thanks that fixed it. Don't know why I didn't think of that
Luin
Breaking and re-placing the clay oven fixed the issue for me.
Hi! I've run into a slight issue.
Mod v1.6.9 with game v1.19.7
I seem to be unable to put firewood in the clay oven
Disabling Expanded Foods and Culinary Artillery fixes it.
I'm not finding myself able to craft a fruit press for some reason.
Edit: False alarm my iron hammer was too close to breaking to craft it.
<3 <3 <3 thank you for the update!
l33tmaan it actually adds a variety of fruits and vegetables, quite a few.
l33tmaan
I'm sorry, maybe this question seems stupid to you, where does the atlas change? This is for my understanding of exactly what you are talking about.
UPD: Found, I personally and the players have the following values:
"maxTextureAtlasWidth": 4096,
"maxTextureAtlasHeight": 4096,
UA_Shaman
Have you increased your texture atlas? Sounds like that's the issue.
adres4t
Eventually I can do Butchering. I've never used Floral Zones and I have no idea what it adds.
Hi, do you see possible to add Butchering and Floral Zones food stuff to EF?
Not sure if this has anything to do with your mod. Well, when your updated mod was installed on the server. Problems began. Gone are the textures of things not even related to your mod. It started to crash the game when you open the inventory and just walk by the liquid barrels. Some things became a question mark. Only two mods have been updated: yours and alchemy. Errors will be below.
at Vintagestory.Client.NoObf.InventoryItemRenderer.RenderItemStackToAtlas(ItemStack stack, ITextureAtlasAPI atlas, Int32 size, Action`1 onComplete, Int32 color, Single sepiaLevel, Single scale) in VintagestoryLib\Client\Render\InventoryItemRenderer.cs:line 104
at Vintagestory.Client.NoObf.InventoryItemRenderer.OnRenderFrame(Single deltaTime, EnumRenderStage stage) in VintagestoryLib\Client\Render\InventoryItemRenderer.cs:line 82
at Vintagestory.Client.NoObf.ClientEventManager.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\Util\ClientEventManager.cs:line 200
at Vintagestory.Client.NoObf.ClientMain.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\ClientMain.cs:line 806
at Vintagestory.Client.NoObf.ClientMain.RenderToDefaultFramebuffer(Single dt) in VintagestoryLib\Client\ClientMain.cs:line 995
at Vintagestory.Client.GuiScreenRunningGame.RenderToDefaultFramebuffer(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 241
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 651
at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 88
at OpenTK.Windowing.Desktop.GameWindow.Run()
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 324
at Vintagestory.Client.ClientProgram.<>c__DisplayClass9_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 128
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 93
and
System.IndexOutOfRangeException: Index was outside the bounds of the array.
at Alchemy.FlaskTextureSource.get_Item(String textureCode) in C:\Users\Llama3013\Documents\Coooooddinng\Alchemy-7.0net\Alchemy\Alchemy\Block\BlockPotionFlask.cs:line 705
at Vintagestory.Client.NoObf.ShapeTesselator.TesselateShapeElement(Int32 indexForLogging, MeshData meshdata, ShapeElement element, TesselationMetaData meta) in VintagestoryLib\Client\Render\Tesselation\ShapeTesselator.cs:line 394
at Vintagestory.Client.NoObf.ShapeTesselator.TesselateShapeElements(MeshData meshdata, ShapeElement[] elements, TesselationMetaData meta) in VintagestoryLib\Client\Render\Tesselation\ShapeTesselator.cs:line 306
at Vintagestory.Client.NoObf.ShapeTesselator.TesselateShape(Shape shapeBase, MeshData& modeldata, Vec3f wholeMeshRotation, Vec3f wholeMeshOffset, Single wholeMeshScale, TesselationMetaData meta) in VintagestoryLib\Client\Render\Tesselation\ShapeTesselator.cs:line 302
at Alchemy.BlockPotionFlask.GenMesh(ICoreClientAPI capi, ItemStack contentStack) in C:\Users\Llama3013\Documents\Coooooddinng\Alchemy-7.0net\Alchemy\Alchemy\Block\BlockPotionFlask.cs:line 186
at Alchemy.BlockPotionFlask.OnBeforeRender(ICoreClientAPI capi, ItemStack itemstack, EnumItemRenderTarget target, ItemRenderInfo& renderinfo) in C:\Users\Llama3013\Documents\Coooooddinng\Alchemy-7.0net\Alchemy\Alchemy\Block\BlockPotionFlask.cs:line 57
at Vintagestory.Client.NoObf.InventoryItemRenderer.GetItemStackRenderInfo(ClientMain game, ItemSlot inSlot, EnumItemRenderTarget target, Single dt) in VintagestoryLib\Client\Render\InventoryItemRenderer.cs:line 315
at Vintagestory.Client.NoObf.InventoryItemRenderer.RenderItemstackToGui(ItemSlot inSlot, Double posX, Double posY, Double posZ, Single size, Int32 color, Single dt, Boolean shading, Boolean origRotate, Boolean showStackSize) in VintagestoryLib\Client\Render\InventoryItemRenderer.cs:line 194
at Vintagestory.API.Client.GuiElementItemSlotGridBase.RenderInteractiveElements(Single deltaTime) in VintagestoryApi\Client\UI\Elements\Impl\Interactive\Inventory\GuiElementItemSlotGridBase.cs:line 509
at Vintagestory.API.Client.GuiComposer.Render(Single deltaTime) in VintagestoryApi\Client\UI\GuiComposer.cs:line 716
at Vintagestory.API.Client.GuiDialog.OnRenderGUI(Single deltaTime) in VintagestoryApi\Client\UI\Dialog\GuiDialog.cs:line 385
at Vintagestory.Client.NoObf.GuiManager.OnRenderFrameGUI(Single deltaTime) in VintagestoryLib\Client\Systems\Gui\GuiManager.cs:line 318
at Vintagestory.Client.NoObf.ClientEventManager.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\Util\ClientEventManager.cs:line 186
at Vintagestory.Client.NoObf.ClientMain.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\ClientMain.cs:line 809
at Vintagestory.Client.NoObf.ClientMain.RenderToDefaultFramebuffer(Single dt) in VintagestoryLib\Client\ClientMain.cs:line 1013
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 651
at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 88
at OpenTK.Windowing.Desktop.GameWindow.Run()
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 324
at Vintagestory.Client.ClientProgram.<>c__DisplayClass9_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 128
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 93
Hello how to make Bag of Flour . When I put rye seeds in andesite mill I get vanilla flour . :(
Shinji170981
I think it should. Maybe pitch glue will act weird, I'm not sure.
Blaze_wraith
No, it shouldn't. You should back up your world just to be safe, though.
if i remove the old version and relace it with this version, would it break my save?
l33tmaan out of curiosity, would this also work with 1.19.3 as well? If not, i will stick to the 1.6.8 for now. :)
Updated to 1.6.9! Check the forum thread for details.
Definitely needs an update.
Veggie Pie made with Chopped Chicken of the woods and red meat topped with a crust does not give any grain value.
It is impossible to cook a boiled egg. I've tried cooking both raw and runny eggs.
It is possible to make fat. It says that you need to boil a piece of fat in a saucepan. It doesn't work.
Looks like the mod breaks hand basket and linen sack placed on the ground textures. Perhaps it conflicts somehow with bricklayers, since textures are back when i disable either bricklayers or expanded foods.
The mod description says its compatible with the wildcraft mods but I cant seem to make pemmican with any of the modded fruits. The server is running 1.19.5 and using wildcraft fruit 1.1.1 version. Any idea why they aren't working? I can't seem to make syrup with anything but vanilla fruits either and I know it used to work on previous updates. Thanks!
Curious, can recipes be added by just editing and adding JSON files or is it more complex than that?
does boiling eggs with water work? ive tried with just EF and ACA installed. I may be doing it wrong but im placing 1 egg with 1 liter of water in a saucepan and nothing happens?
Bulwar73
The least you could provide is a list of what mods you're using. I'm personally running a heavily modded server in 1.19.4 with Expanded Foods added a couple weeks in since I simply couldn't live without this mod for very long once my friends and I got established. And really the only issue I've seen is the one mentioned about a component in meals stored in crocks rotting by themselves strangely here and there. Not the biggest issue as long as you avoid adding components to food with long individual shelf lives.
No matter what I update. EF does NOT work. It is having many conflicts with so many other mods. At this point I am sure for me at least it is unplayable. I can't figure out the conflict. Not sure what file to attach to share with you the info someone need to fix it.
I am running the new game update 1.19.4
thanks, just need to wait for a mod that adds lower angled version of thatch roofing
Ernie
A player ate cooked aged bushmeat and got disconnected from multiplayer.
18.3.2024 03:50:20 [Event] Player got removed. Reason: Threw an exception at the server
18.3.2024 03:50:20 [Error] Exception: The given key 'health' was not present in the dictionary.
18.3.2024 03:50:59 [Server Error] Mod exception: OnPlayerNowPlaying
18.3.2024 03:50:59 [Server Error] Exception: The given key 'health' was not present in the dictionary.
I have a server on 1.19.4 running ACA and EF, and it started as a 1.19.3 server, so should be fine, yes. There might be one or two little recipe issues you can see in this thread, but the ACA and EF mods generally work fine. Don't forget you need A Cullinary Artillery to support Extended Foods. Blaze_wraith
is it ok to download this in 1.19
I can't add dried or chopped up dried meat meat into cold pasta.
* I noticed that the meat isn't cooked, I thought I can just use the dried meat (Assumed it was like jerky from dst)
I updated to VS 1.19.4 and some things seem to no longer work, but I did also do the ACA update to 1.1.3 around the same time, so it could be that too. I forget which update came first, and don't know exactly when the recipes etc broke. I also hadn't updated Primitive Survival to the latest version, as it seemed to cause issues for one of my players, but we've now found a workaround for them. I'll try the seemingly-broken processes again now that PS is updated (because I think they all involved the Primitive Survival fish ingredients now I think about it), and get back to you. I'm pretty sure it is fish causing the issue because I just tried adding some fish sausages to a meat stew in slots 3/4, something I've done several times before and have shelved examples of, and it just wouldn't work this time - the pot didn't bring up the "this will create" text. Anyway, I'll update once I've done some testing with Primitive v3.4.9. Thank you for your amazing efforts!
Update: After updating to Primitive 3.4.9, the drying timer for raw fish sausages on hooks is back, so maybe that's fixed it. I'll keep an eye on it.
l33tmaan
Ernie
Those are some strange issues. I just tested in my creative 1.19.4 world and meat dries just fine. Plenty of my meals have turned to rot during my tests. And you're saying this just happend when going from 1.19.3 to 1.19.4 without updating ACA or EF?
Thanks for explaining the fruit press's limitations, too. That's just how it works in vanilla, I don't really mess with that.
EastboundAura88
It is done.
the ground bread crumbs make great animal feed but can only work with baby animals and chickens that eat from the small trough. It says it’s suitable for the adults but simply can’t be put in the large trough like regular grain. Is there a way to add all the different crumbs to the list of Large Trough items?
Ernie just tried it and yeah that seemed to be the problem thanks for the clarification
I learned from the (very long) forum thread recently that the fruit press has to produce at least 5L of liquid to actually produce any. You can't do little batches. It was really confusing me until I read that while I was looking for something else. So, try to get to at least half a "load", and you should find you get some out. Please let me know if that works because I'm still trying to work out if I've understood what's going on correctly!
Ashen_Guts
AlexAlmaty no I dont have that one
Ashen_Guts
Perhaps you use a soy squeeze recipe for soy candles from the "More candles" mod's?
hello, for some reason I cant juice soybeans, i can put them in a fruitpress and they turn into wet mash, but it never converts to dry or gives out the oil, also it does say that the container is empty even though the wet mash is in, this mod and culinary artillery are the only food mods I have
Thank you
Sparrowsun
Have you tried creating a world and adding the two mods (you must also have A Culinary Artillery) after world creation? I added them into a pre-existing server world under what was 1.19.3, and it worked fine.
Since updating my server from 1.19.3 to .4, raw redmeat no longer seems to dry into aged when hung on hooks (I haven't tried other meats yet). The dialogue about drying no longer appears, and there's no progress shown. It has gone through its freshness period and is now spoiling on the hook.
Also, meals with EF ingredients don't turn to rot after spoiling, they just disappear. I just had a crock with 4 meals just become empty after 100% spoilage, and some drying berries in my pocket also just disappeared at 100% spoiled.
Update: The raw redmeat did in fact vanish upon reaching 100% spoilage, so it appears that drying/aging is no longer working and no EF food becomes rot
Update update: Fish sausages do dry on the hooks, so it's not everything that's affected.
Having this mod enabled doesn't let me start a new world for some reason, anyone got some help?
l33tmaan
Thank you! "Need" might be an overly strong word, but... well, you know how desires can be. I genuinely appreciate the quick and dirty patch.
IN CASE YOU NEED YOUR PITCH GLUE IN 1.19 TO WORK RIGHT NOW, DOWNLOAD THIS PATCH FROM THE FORUMS
Hi there, I have a question - regarding compatibility with the new versions of Wildcraft Fruits & Nuts and Wildcraft Herbs, is that something to ask you or the creator of the Wildcraft mods?
Thank you for the great mod, literally a must-have in my load order! :)
Same for me. It was working fine. It was only until 3 days ago that this changed. Maybe the issue is on their side. I posted about it on both pages.
l33tmaan
so im running into the problem making glue with this mod basicly it dosnt recgonize the rnew resion in the recipe in the cook pot is there a temp work around?
does it work in 1.19.4 ?
Jessterr
This already has compatibility with Ancient Tools. I run this mod with AT and my hides look fine.
Can you add compatibility with Ancient Tools?
They have a native american leatherworking process that uses brains... the brained hides and smoked hides all have ?? Icons.
ok, that's what i supposed, thx and I hope things go well with the update of more foods mod! (rlly looking forward to it, again, thx)
Yololator
No, and it never will. This just adds new ways to cook crops and meat and whatever.
Does this mod add any crops? I was shocked when i found out there were no potatoes in the game, i need those tasty earth tumours
Goofygoob707
The firepit does not allow for good temperature control, lol. It's intended that cooking things in it will always char it.
Marik
Thanks for the encouragement! I'll have something ready here soon-ish.
WinstonWhitetail
I suspect that happens to most expanded foods when inside meals. I can't prove it yet, though.
found a bug where sausages rotted in a meal before everything else, causing the whole meal to be rotten in a weird way, with only the sausage being rot and the rest listed as ingredients. Original food spoilage timer is still there
Just want to throw out some encouragement to l33tmaan. Been using your mod since basically starting this game. By far my favorite, and my one and only must have for VS, well, other ACA for, obvious reasons. Keep up the good and dedicated work! I'm eagerly awaiting the 1.19 release.
okay so i actually just found my issue i was making the items in the oven too hot and it burned them to ash,i was just beginning with the clay oven and was stupid,the only issue that still stands is not a game breaking bug but the fact that when i have this mod installed it only lets me char food items in the firepit
Goofygoob707
Breaking the game? It shouldn't be doing that. What's happening?
Please update to 1.9 i was so excited to use this mod and realized it was breaking my game :(
scrambled eggs wont work idk why pls help
Really looking foward for compatability with Herbarium mod, I have a whole bunch of wine i cant use in my meals 😅
Thank you for developing and maintaining this mod! Can't wait for herbarium integration but I understand that takes time :) Love the effort and variety and am very thankful.
Len Kagamine did not ensure his dependencies were up to date, and that makes him tonights biggest loser.
LenKagamine
candied fruit can still be made you only need to put the exact amout
l33tmaan
Hey, mind giving me a ping on the VS discord when you're avail? I had some questions about me helping update this to 1.19.x and Cul 1.1.0, as I am lazy and candied fruit recipe no longer seems to work.
Ping V2LenKagamine, if Im online I wont mind
Psyborg
What version of ACA are you on?
The foods made in the mixing bowl do not have the nutrition bonuses listed in the forums. They don't provide any additional nutrition when eaten either.
Some recipes aren't available (i.e. Berry Bread).
Food in the sauce pan heats up, but do not progress nor it does state any particular recipe (unlike the cooking pot, where it works).
Some textures seem to be missing as well (seems like most of the new items are missing another layer).
Game version 1.19.3.
website: in-game:
website: in-game:
Yes, this works on 1.19. It is probably safe to remove, but make backups first.
pyrix0
Are they eating egg shells?
BebRav3
Put your resin into the mixing bowl or saucepan's slots and you can get it out with your hands.
AzuliBluespots
No, item IDs are tied to individual worlds and are assigned upon server creation.
is it safe to use on 1.19.3?
How safe is it to remove this mod from an ongoing save?
i cant drink out of a bottle is it bc of 1.19 or is it a bug
I do hope you'll update soon. My chickens won't eat bread crumbs now.
Id be down for a discord link so i dont have to keep checking here for an update, I just wanna make berry bread with all the berries.
Good evening. I hope that I am not harping on about a subject that has been solved, but i have been trying to understand how to cure resin... In my creative test world I figured out that i can set up splines into tree trunks. For some reason I cannot have four on the same block, but I can have as many as I want on the same tree as long as the splines have different hights. Then I have to place buckets??? underneath each spline. It seems to only work with the block directly below it. Now I am collecting fresh resin. When I pick up the bucket, it says something something curing 25%. IDK what this means, but I heard that you need to cure fresh resin for regular resin from the handbook. I thought you need to use a barrel for this somehow, but it seems to be curing in the bucket? How do i use buckets anyways? i put the fresh resin in, but i cant seal? there is an empty slot to the left of the resin bar that i have no idea how to use. Then i went to the forms for clarification, found nothing clarifying, found people being confused about a mixing bowl?
Please help. New to VS.
P.S. i saw in the earlier comments that there is a discord for this mod? is there a public link? thanks.
Update:
I ran the game for a while on /time speed 9999 to see what happens with the curing thing. Turns out that the buckets, barrels, and bowls of fresh resin cure to regular resin at a 10:1 ratio. I dont know how to get the resin out of the barrel, bucket, bowls though and this took half a year or so(wasnt keeping track with a stop watch. may be longer or shorter ammount of time.) Is therea way of speeding up curing or preserving more resin? Still dont know how to use a mixing bowlor if it is relevant.
Update 2:
YAY!!! turns out, resin in a barrel can be accessed by breaking the barrel. I have yet to find a similar way to freee resin from buckets and bowls however.
Spookydorf that has been brought up in the discord and will probably be fixed Soon
Cracking an Egg into a bowl crashed my game
I tried adding it to my server, but it's very limited so it couldn't handle that. Is there a way to remove the food ids from my world save?
artemax44
It should be! :D
l33tmaan
Would a translation into Spanish be possible? It would be very good and it would be easier to understand for people who speak Spanish. thank you and very good work friend
l33tmaan I was just about to say Herbarium items are not working in your recipies I was trying to make berry bread and was pulling my hair out what was going wrong. Looking foward to the update to make it compatible
Hey everyone! Just letting you all know I am working on an update, but now that A Culinary Artillery is updated, most of this stuff should be working in 1.19 now. You should only have any concerns if you've moved from Wildcraft/Wildcraft Trees to Herbarium and the new Wildcraft modules. I have not updated anything on my end for that yet, so some of that might be broken.
Hello, merci beaucoup Laerinok de penser aux francophones. Good game
Pour les joueurs francophones
J'ai entamé la traduction du mod, mais c'est long et je n'ai pas beaucoup (ni le courage) de temps pour m'y mettre tous les jours. J'ai néanmoins traduit tout le guide ce qui permet d'avoir les recettes et le mode d'emploi en français. La traduction en cours est sur Crowdin, si jamais... ;)
Le fichier est dispo sur le forum ici
For French-speaking players
I started translating the mod, but it's long and I don't have much time (or the courage) to work on it every day. However, I translated the entire guide which allows you to have the recipes and instructions in French. The current translation is on Crowdin, if ever... ;)
Btw, couldn't wait for the update. Seems to run fine on a 19.3 single player world. Great mod.
I second the perpetual stew idea. Though I'd think it would be wonky figure out a smooth way to intergrate such a feature that feels inline with the game and not cheaty. Probably world require it's own "station" as well. Great mod, stews in 1.19 don't feel quite right without broths.
I haven't dived too deep into this mod yet so if it's actually included already forgive me , but I'd love an option for something along the lines of Perpetual Stew !
i dont evin care if some stuff is broken please god update this mod to some kind of bootable, 1.19 state. i love you
@ate0ate yeah I saw that. I should have checked the message history before asking. Just didnt think. Love this mod though, cant wait. Havent tried A Culinary Artillery yet or this mod yet since the ACA update, but I will be trying it tomorrow. Ill come back and post my discovery in trying it out after that, and any crashes if they happen.
I see A Culinary Artillery has been update, can't wait to see this one updates as well so I can experiance the glory of this mod :D.
Wizard76
No, it doesn't seem to be updated just yet. After looking at the github though it is definitely being diligently worked on, so just give it some time. A lot has changed with 1.19 so I'd imagine that there is quite a bit of catching up they have to do.
Is this and Culinary Artillery working for 1.19x yet?
@SamGraves Is it a public discord that I could maybe join?
DELTAGOD Thanks man, appreciate the update.
Pervy_Sage
The Git for a Culinary Artillery is being updated by the hour with 1.19 fixes so I assume within the next few days or so.
Not working with 1.19. I removed all mods accept A Culinary Artillery and Expanded Foods and it still would not load a fresh world.
Should the egg be broken into two bowls-in one the yolk and in the other the white .I ask because I have a problem with a recipe for soft dough that calls for an egg.
The second problem I have is with a metal cauldron in which it is impossible to cook.
It would be so helpful to have all versions of sausage (raw, tried, vintage) able to be used in crock pot recipes from the base game. We tried getting them to work but it seems they can only be used in certain things (cold pasta and salads i think? something like that?) Otherwise they're only able to be eaten on their own which makes them less enticing to make
Daddy chill. l33tmaan is still alive, responding, and actively working on this in the discord.
My world is crashing on this 2 mods. When can we expect some update? :D
This mod and Culinary are crashing my server for 1.19
Berkyjay I take it you figured it out, but for other people having this issue, it CLEARLY states in the desciption that you will need THIS MOD as well, to make it work.
Amanita muscaria being this poisonous, as it is in this mod, is really unrealistic and a generally big misconception. They've been used as a drug for a long ass time and the amounts you would have to eat for them to become a real danger, let alone deadly, would be ridiculous and you'd likely vomit like a fountain before that happens.
some notes:
1. Pie ingredient combining doesn't work it seems (cant mix protien and vegetables)
2. Aged Meat doesn't keep anywhere near long enough, realistically you'd be looking at 2+ months of shelf stability with dry age, 6+ in a controlled refrigerated environment
Anyone getting the "unable to resolve some mod dependencies" message in the Mod Manager?
DaftCanuck you can't smash fish afaik, you need to cut the fish into fillets, then you can smash those using rocks.
hey there, my partner and I are having trouble adding sausage to dishes or really anything, no version of cooked, uncooked, dried, or undried goes in any stew recipe while the handbook says it specifically does. I was hoping for some clarification on how exactly you use it in recipes, especially stews? :)
For some reason I cannot smash fish with a rock even though the guide says that it can be done.
umm are you going to add other apple types of dry mesh (juicing) or will they always all turn into yellow dry apples at the end ?
Looks like compat with More Animals is going to need an update, as Catasteroid just added Turkeys and Turkey eggs.
I am getting strange behaviour where my broths are being output as solids rather than liquids.
does it work on 1.19?
ScholarCat I've noticed the Wildcraft mod split recently into multiple mods. So I think currently this mod is compatible with the old Wildcraft mod and I presume author waits for the Wildcraft mods to be done to add compatibility.
Wildcraft itself appears to be for older version; but there is Wildcraft: Fruits & Nuts, but those aren't compatible with Expanded foods (Tried to make berry bread with huckleberry and prickly heath) Is that something that'll be done or should I just keep the modded berries for juicing.
That moment, when you realize you need saltwater to make salt and you left the Land set at 100% in world config at game start. :sad salty noises
Has anyone had an issue where pies like to disappear? I have. While adding ingredients, and no particular ingredients seem to be the cause, sometimes a pie will just pop out of existence. Oh well, not a huge problem, it's a giant mod that adds a wonderful amount of fun content to the game. Things happen!
Unfortunately, when trying to load a long-played save, I just get crashes along with this:
System.ObjectDisposedException: Cannot access a disposed object.
Object name: 'The ThreadLocal object has been disposed.'.
at System.Threading.ThreadLocal`1.GetValueSlow()
at Vintagestory.Client.NoObf.ClientMain.get_Rand() in VintagestoryLib\Client\ClientMain.cs:line 2838
at Vintagestory.API.Common.CollectibleObject.UpdateAndGetTransitionStatesNative(IWorldAccessor world, ItemSlot inslot) in VintagestoryApi\Common\Collectible\Collectible.cs:line 2297
at Vintagestory.GameContent.BlockPie.UpdateAndGetTransitionStates(IWorldAccessor world, ItemSlot inslot) in VSSurvivalMod\Block\BlockPie.cs:line 429
at Vintagestory.API.Common.CollectibleObject.AppendPerishableInfoText(ItemSlot inSlot, StringBuilder dsc, IWorldAccessor world) in VintagestoryApi\Common\Collectible\Collectible.cs:line 1664
at Vintagestory.GameContent.BlockPie.GetHeldItemInfo(ItemSlot inSlot, StringBuilder dsc, IWorldAccessor world, Boolean withDebugInfo) in VSSurvivalMod\Block\BlockPie.cs:line 369
at Vintagestory.API.Common.ItemStack.GetDescription(IWorldAccessor world, ItemSlot inSlot, Boolean debug) in VintagestoryApi\Common\Collectible\ItemStack.cs:line 402
at Vintagestory.GameContent.GuiHandbookItemStackPage..ctor(ICoreClientAPI capi, ItemStack stack) in VSSurvivalMod\Systems\Handbook\Gui\GuiHandbookItemStackPage.cs:line 42
at Vintagestory.GameContent.ModSystemHandbook.onCreatePagesAsync() in VSSurvivalMod\Systems\Handbook\Handbook.cs:line 80
at Vintagestory.GameContent.GuiDialogHandbook.LoadPages_Async() in VSSurvivalMod\Systems\Handbook\Gui\GuiDialogHandbook.cs:line 489
at Vintagestory.GameContent.GuiDialogHandbook.b__20_0() in VSSurvivalMod\Systems\Handbook\Gui\GuiDialogHandbook.cs:line 117
at Vintagestory.API.Common.TyronThreadPool.<>c__DisplayClass12_0.b__0(Object a) in VintagestoryApi\Common\TyronThreadPool.cs:line 108
at System.Threading.QueueUserWorkItemCallback.Execute()
at System.Threading.ThreadPoolWorkQueue.Dispatch()
at System.Threading.PortableThreadPool.WorkerThread.WorkerThreadStart()
"BlockPie", you say. Well that isn't good!
Is there a way to fix this?
In addition, I've run into the same broth and jam issues in saucepans and crocks (large and small) as a few other people. No progress bar, no recipe listed, but the noise and lid movement is present without any result regardless of the amount of fuel I run through the campfire.
v1.18.15 stable, 1.6.8 of the mod.
Edit: Manually backing up the save and map, and then running in repair mode, seems to have corrected the inability to load. Relief aplenty! I was over 100 hours into that save.
I've downloaded primitive survival which I didnt use before. Before that mode I could normally make meat stew and add wine to it. I even have one meat stew in a sealed crock in the cellar. But now when I try to make 2 readmeats, onion and cranberry wine stew I just can do it at all.
I'm trying to make broth in a saucepan (4+4 bones and 4+4L water), I might have the same issue as Drathek (it's not showing what it'll create and no progress, only the pot is rocking) but still I've already burned through like 16 firewood and still no broth.
Am I doing something wrong?
I'm running 1.8.15 with 1.6.8 mod version.
Rainbae
Yes, spiles collect resin from pine trees. They're just slow.
Does this mod add a way to collect resin from pine trees or is the only use for the spile the collection of syrup from maple/birch? (I have only ACA and Expanded Foods installed and there is a resin liquid in the handbook, yet my pine spile's don't seem to work)
A lot of recipies don't update the text like vanilla does where it says the ingredents will cook X. Also recipies such as bone broth inside the small cauldron doesn't even have the progress bar update; the only indication it is working is that it rocks the pot.
ive gone ahead and just fixed the issue and made a pull request on the github ready to go
is peanut butter in foods supposes to be so strong?
im getting 5K protein by using it twice in breaded foods, this cant be right
2,5k candy too...
Having issues with soups. I've tried:
None of these seem to work. The mod says that Soup should be able to accept broth instead of water and should allow dumplings, but it doesn't seem to work with what I have used. Do they need to be raw? Did the meat need to be in chunks? IDK
I'm having a problem where I can't make cold pasta, I even tried to replicate the same recipe from the forum but it just doesn't work (EF 1.6.8, VS 1.18.15)
huh ... okay weird. I.... have no idea how to add that XD
I did just figure out how to use net 7 in visual studio though 😅
I am determined to make this work though. Thanks for the bottle location! It was so well done I didn't realize it was part of the culinary artillery and thought it was base.
l33tmaan
PookieBunny
The bottle files are here: https://github.com/l33tmaan/ACulinaryArtillery---.NET7/blob/master/Block/BlockBottle.cs
As for KegRevival, I guess it doesn't allow for liquids to cure in it, for some reason?
Hi! Another mod, KegRevival recently came out, and it's super cute, but because the keg is written as BlockLiquidContainerTopOpened, my wine will spoil in it. Would you by chance be able to tell me the public class/boolean property set up to make it similar in function to a bottle? I cannot for the life of me find the bottle anywhere in the VS files so I'm struggling to mimic it. I am NOT experienced with modding at all so I'm way over my head lol. Thank you!
l33tmaan
Is there a way to adjust the salt production back to using regular water? I don't want to play with the ocean gen on because it seems to be quite buggy, with very patchy, blocky shores.
😭
Yeah I didn't notice the lag at all in the previous version of VS, and I was using Expanded Foods back then too, with no issues. I've noticed the lag does still happen to me as well even without Expanded Foods, but so far it's only been three times over the past few hours and only if I'm running into land that hasn't been generated yet. When I had EF loaded it was really random, sometimes every few minutes and sometimes not for half an hour or so.
Also suffering from rather severe hitching on an absolute beast of a computer when using this mod.
The game does hitch a few times in hours long playsessions when loaded with a handful (~10) of mods because devs haven't fixed the memory leaks they introduced with updates, as the hitching issue didn't exist at all about a year ago on a significantly worse computer... but none of that is as bad as it gets with this mod in particular.
Lith I've been having that exact same hitching issue as you. I thought it was maybe something with the 1.18 update and the mods I was using, then read my logs and thought it had something to do with my internet maybe, even though I'm playing singleplayer, but I couldn't figure out what was causing it. Using no mods and I haven't had the issue pop up, so it's mod related on my end.
The freezes are strange, they last a couple of seconds and then when it's over it's like my character rises out of the ground if I was moving when the lag happened, but it's so random. Sometimes I could go for a while without it happening and then it'd start lagging again, other times it happens right from world gen.
Edit: I've been playing a few times without Expanded Foods since I made this comment and I've only had a similar hitch happen once, and that was shortly after starting the game. I've been playing for hours, running all over the place and haven't had a single lag spike yet.
i found a bug when you want to make lard it doesnt tell you it will create lard it just cooks but on the expanded food wiki it shows you it will create wich everamount of lard.
VaelophisNyx Thanks!
Theres an error.
This page, and the survival hand book, both say you can make candy from honey and sunflower grain....
but trying to make candy from honey and sunflower grain gives you Gozinaki.
Please fix so honey and sunflower gives candy.
Updated to 1.6.8! Check the thread for details.
Changes from the Salternate mod have been included, and new food has been introduced!
My salt changes :D
Ponchoandlefty It does now
Does this mod still work in version 1.18.15?
it just closes the game
l33tmaan It just closes the game no log
Timingplanet
That doesn't happen to me. What does the crash say?
crashes when clicking on expanded foods tab in creative
Yeah running VS 1.18.13, ACA 1.0.15 and EF 1.6.7 and I am getting the same pie issue.
I love the mod but since adding it and nothing else, I've been getting very frequent multi second long freezes. Not enough of an issue to make me give up the cozy muffins and such but it is quite annoying.
Any chance of pizza making its way in the mod?
Huh, nice. Also, can I put more than one spile per tree without consequences, or does it reduce the amount of sap per spile/bucket to end up being the same?
RikeiR ArchiosS
Try restarting your server and making the pie again.
Yanazake
It does, but it takes a long time. You should be able to use the rest next year.
at v.1.18.14
I also installed this mod just to mix various ingredients and bake pies.
Too bad I can't do that.
I am waiting for the fix.
I request to be able to use salted meat as a pie ingredient too.
hey, i have a problem with pies in the mods
i cant make pie with a mix of different ingredient like it's said in the forum page of the mod :(
is it still possible ? or not ?
is it because of another mod that i use?
Does Tree sap rots at all? I got the spile to run from the very start to the very end of the harvesting period and got only 19.5L of sap (6.5L per bucket, 3 buckets) and while I can make SOME syrup with that, it needs to be a full number, doesn't it? Like, I get up to 16L to make 4L of syrup, but I can't really use the rest, can I?
oh, okay. Sorry for that.
JunidO
Oh, LOL. The handbook cannot account for extra nutrients in Expanded Foods. 80 sat isn't even the minimum. I think it's probably closer to 400-500 sat.
As an example, the Deluxe rice Bushmeat, according to the manual 80 sat. A lot of effort to make. - Simply put raw bushmeat in the campfire, according to the manual 110 sat. Very little effort to make. I would think it would be nicer if the deluxe rice bushmeat had a higher sat value.
Pr0fesseur
You need to make sure you're using MORE THAN a single stack of seeds. The press doesn't make anything unless it's half-full.
JunidO
I can understand the shelf life being worse, but the satiety?? What do you have problems with, specifically?
Hi, the mod is just great. I love cooking and baking with the mod. Unfortunately, the effort required for some food is extremely complicated, but the satiety or the shelf life is simply significantly worse than vanilla. Would it be possible to increase the saturation for some things or the durability? or even remove the vanilla food with the mod? or add buffs for your mod food, so that the effort of food on economy-based servers is worth it, for example.
That would be just wonderful.
Cannot get the fruit press to produce seed oils any suggestions?
Grimmothy
I'm not quite sure how to do that without removing content. :(
I really like this mod but it seems to reliably eat my RAM like no other. Idk if those config files are coming sooner, later or never but as someone who desperately needs to turn some things down to play with this I'd love to see them.
You know what this needs? The ability to grind spices and herbs and put them in bottles or pouches, which you can then put on bottle shelves or spice racks (bottles) or hang (pouches). This could extend the shelf life of herbs and spices and can be used in cooking, either as an actual ingredient or added in during the cooking process.
l33tmaan
Hey, I just discovered a bug, not sure if you're aware of it yet or not - when trying to cook fig juice into syrup, there is no recipe for it, so it isn't getting cooked down when trying to boil it in a cauldron. It does appear that sealing it in a barrel for wine making does work, though!
Thanks for the amazing mod! I honestly can't play the game without it at this point!
GamerAndYeah Giordy492
To explain why that happens - most inventory slots such as chests and the player's inventory will only allow solid items. Only some specialized slots will allow liquids. The saucepan, cauldron, and mixing bowl's inventory slots accept solids AND liquids, which is why you can dump resin out into it. Since it's coming from the bucket, I think the game still thinks it's a liquid. Obviously once it hits the inventory slot it's actually a solid, but still.
Giordy492
I had the same problem. I eventually figured out that I had to empty it into a saucepan or cauldron or maybe just a mixing bowl, not sure on the last one. At that point it behaves like a solid item again.
I have pine resin that has cured in a bucket into solid resin, how do I take it out?
alum is one of the possible mordants for dying cloth, its found rarely in deserts, and somewhat commonly sold by commodity traders. its not a particular popular coagulant for tofu in real life, but it is (as far as im aware) the only mineral that is in vanilla vintage story that is used to make tofu in real life. gypsum is way more commonly used in real life but im pretty sure its not found in vintage story, but again, i am a chef in RL, not a geologist or chemist so my knowlege is a little skewed.
What version of this mod should I use if I'am on VS v1.18.7 NET4 with A Culinary Artillery v1.0.13-rc.1? I seem to be having a problem and I'am having a hard time finding what the issue and i just want to be sure that i'am using the right version of the mods for the version of my game.
Using bottled water on water removes the bottle from the inventory, basically deleting the object, is this normal?
Yes, I am aware of how weird salads are. I'll get around to fixing that some day.
As for tofu... what is 'alum', exactly? I don't think I've ever found that?
Hey! if you plan to add tofu to the mod, several research papers about the effects of different coagulants have come out over the last few years, and one of the coagulants they tested that worked really well was powdered chicken eggs, which are rich in calcium salts (74.7%). since you've already added the ability to seperate the shell from the egg liquid, that could be a good use of the left over shells! you could also use alum from the base game as another choice for people who dont keep chickens.
No, wait, there's still something weird going on here.
The salads are actually in the process of spoiling, even though it says it's still fresh.
Edit:
And now they are rotten, even though claiming to still be 'fresh'.
What happened to my insane salads? They still give saturation, even though claiming to have none.
Edit:
It seems to have magically fixed itself at some point. No clue what happened here.
Hey dude, I'm not sure if it's already been suggested but most Peanut Butter does not have added oils. Peanuts contain so much oil on their own that Peanut Butter is just pureed peanuts. The Peanut oil will separate from the peanut butter naturally unless emulsifiers are used in the Peanut Butter to maintain texture when packaged.
Would you be willing to add an alternative Peanut Butter recipe to account for this?
so... your math, for food sat in cooked meals is not adding up right. so... mainly aged meat seems to just act like normal meat.
so using x8 aged nuggets in a meal only gives 930 protein sat. but x8 normal red meat is also saying 930 protein sat on a crock.
we are using most updated, for both your mods.
For some reason, the Wildcraft Trees fruit liquids don't work properly. As in the brandy and wine can't be aged, the brandy doesn't even spoil, and the juices can't be turned into syrup, even if those items are exist
Haku
Try the version of A Culinary Artillery I just uploaded and see if that fixes the crashing.
l33tmaan I just ask because it made crashes on my server whit a player i removed the mods expanded and culinary so all works now fine again
It was strange and dont have any logs now that i could send ^^.
Haku
This mod works in 1.18.
Bunker
That's a quirk of how meals work. I'm fuzzy on the details, but meals either REQUIRE a minimum of two slots to be filled OR it requires at least one solid item in the meal. Try that out.
Hi.
I have a 1.18.8 server and would just ask is there 1.18.8 version on the way ?
cool mod btw :).
Hi.
I can't seem to make scrambled eggs following your instructions given. I've put .2L of liquid chicken egg in the first slot-- nothing. Added another .2L into the second slot and nothing. Adding other stuff in doesn't seem to do anything either.
(I'm aware the fire has gone out but it took me the time it takes for 4 bits of firewood to burn to finally crack and take the screenshot)
I was also wondering if it would be possible to tidy up the handbook entries a bit too? It makes it a bit hard to read without spacing between the sections (imo). The bold and larger text for each new title is really good, just need that extra gap between the last section and the next.
RoseOfSharon1980
Yeah this mod works fine.
Why isn't this mod updated to 1.18.8 but the Artillery mod is? I thought that both of these mods needed each other to work properly.
Can I still use this mod even though its not updated to 1.18.8?
You already have everything needed to do tofu with this mod, except a coagulant (Gypsum powder would be the traditional one)
Would be neat to have that to use soybeans for
the exact steps just being soak (barrel) -> blend (grind?) -> cook the slurry -> coagulate -> let it sit -> strain (juice press could work here) -> press (takes 24-48hrs, can just roll this into the strain step)
produces probably 20% of the input mass as tofu, and around 48% as Soy Whey which makes for a decent vegetable broth. Also yields ~30% soy pulp which is pretty much only useful for Okara or as a flour additive, and ~2% as soy Starch
I'm also having issues with bread textures being transparent. Still the best mod either way :P
HI im loving the mod but why cant i use hardend lard to make sausages? or do i need to melt the lard again for that?
Speaking of broths, are they working right? From what I've read I should be able to add it to meals, but I can't. Tried adding bone broth to one with pasta, poultry and vegetables but it wouldn't take. Swapped out the broth with plain water and it worked.
To those having issues with boiling. Boiling still works, it just doesn't display output text.
I tested this with just these this mod (and the pre-req). Dropped 5 bones in 5L of water lit the fire and got bone broth.
The temp progress will display once you apply heat. It just doesn't show the text above the temp progress bar.
EXTREMELY IMPORTANT BUG REPORT.
If pies are made from this mod -- then dropped in water, they will lag out the server with server fatal errors every game tick until they are picked up.
Hey suggestion here but a way to produce wine pre metal would be a nice addition.
I mean wine is one of the oldest recrational foods if not the oldest. Humans have been making it since about as long as we've napped flint. All it really takes to make wine is letting the berries ferment in some vessel. Game wise you could balance it out by having the berry to juice ratio be worse, and by taking hunger to craft. Since you have to put effort into crushing the berries to make it into a mash. Mods like Alchemy and Anchient tools introduce a morter and pestal which is a perfect tool for that. Since all your really doing is curshing the berries I'm sure there's other ways to implement it. And later on when you do have metal up and going but possibly don't have luxury of the juice press quite yet you could use a quern to crush up the berries instead for a better output.
I just find kinda odd I can't rock out with some caveman wine. I'm still new to the game and very much learning so apologizes if this is something that is already possible.
I have the same issue, boiling recipes in the saucepan or cauldron don't seem to work.
v1.6.7, VS 1.18.8 NET.7, singleplayer world
Not sure if this has happened to others, But I have both this mod and it's artillery counterpart installed on a small server I am hosting just with my friends (on BisectHosting if that means anyhting to this situation) and the Boiling recipes dont seem to be working. at one point I got them to work be simply reinstalling the mods onto the server, but they then stopped after a restart and even reinstalling the mods will not fix the Boiling recipes. just to be clear everything else has been tested, the whole of these two mods is functional in every way, however we lose a large portion of the functions of the mod because we cannot make things in cauldrons or saucepans (again, only when BOILING things, we can mix items in a mixing bowl still). if anyone has any clue how to fix this it would be greatly appreciated!
Aurelian_
I will be tracking it down, but when it comes to ACA my progress is much less quick than my other mods. You are correct, the current repos are EFRecipes and ACA--- NET7. I need to clean up the other ones but deleting things makes me nervous. It's almost certainly in ACA, not EF.
Given that mixing more complex foods and keeping nutritional info is supposed to be a feature, l33tmaan do you think you will be tracking that down any time soon?
Otherwise, could you point to the respective repos that would be used to debug this? Mostly confirming it would be EFRecipes and ACA--.NET7 since the repo naming and various forks make it.. well confusing as to which is the baseline. I suspect it has something to do with the extra nutrients prop not applying when doing the smelt action for making meals.
Can we get a Net4 compatible version of the latest update, for those of us that prefer the stable build?
@DungusFungus
I'm having the same issue. Currently in 1.6.6 of this mod and 1.8.6 of VS. Fruit Bread is thankfully a bit easier to see because the berries are visible, even if the bread itself isn't. Kinda funny.
Also an aside, what, currently, is the point of lard? One fat makes 0.1l lard, which are both equal amounts in meals. In fact, lard is worse, because the fat doesn't expire. I guess maybe storage space? But whoever has that much fat spare?
This mod makes me wish I could make more complex meals... like a beef stew with bone broth, dumplings, breadcrumbs and onions. Maybe the cauldron could allow for 5 or even 6 component meals.
RagondinMan
Yes, that shouldn't be a problem. I'd back up the save just to be safe.
can you add this to an existing save
Anabella https://www.vintagestory.at/blog.html/ "At the same time th3Dilli is finishing up the .net7 version of the game and so we are looking into perhaps making the plunge to .net7 as a minor update to 1.18."
It's in the latest v.1.18.7 Devlog news
@Dmhir I haven't seen anything saying that net 7 will be in an 18 Stable. All I had found said that was going to be a 19 thing. Which is why I was sad this mod was not going to be something I could use till 19 came out.
Looks like im having an issue where bread dough is transparent ive tried with spelt and flax and both bread types are transparent in the oven.
Artronia I believe you can use previous versions of ACA/EF but the creator has stated a few comments prior to yours that they will not be updating for anything other than NET7. I am like you and haven't updated to NET7 because my laundy list of mods will break and I really don't want trade 30+ mods that work perfectly for 5 or so that have switched to the experimental framework; having said that it looks like the recent news has put NET7 as a possible 1.18 minor update so we may see it sooner than 1.19
l33tmaan
Whoops, I'm a dummy. I thought .net7 was the beta for 1.18.7 not 1.19. Duh.
Please either link a version or upload a version that isnt for Net7. No pressure no anger just seems to be a reoccuring theme that not many people have updated to the net7 upload yet
Is there a version that works for 1.18.6 stable? I am playing coop with a few friends and our current setup works with a bunch of mods, including A Culinary Artillery, but I'd like to add this to the mix, but can't seem to get it working.
The error I am getting is:
25.7.2023 19.02.38 [Error] [expandedfoods] An exception was thrown when trying to start the mod:
System.IO.FileNotFoundException: Could not load file or assembly 'System.Runtime, Version=7.0.0.0, Culture=neutral, PublicKeyToken=b03f5f7f11d50a3a' or one of its dependencies. The system cannot find the file specified.
File name: 'System.Runtime, Version=7.0.0.0, Culture=neutral, PublicKeyToken=b03f5f7f11d50a3a'
at EFRecipes.EFRecipes.Start(ICoreAPI api)
at Vintagestory.Common.ModLoader.TryRunModPhase(Mod mod, ModSystem system, ICoreAPI api, ModRunPhase phase) in C:\Users\Tyron\Documents\vintagestory\game\VintagestoryLib\Common\API\ModLoader.cs:line 621
Scarlette
Yes, correct. https://info.vintagestory.at/v118-net7
Hi, I just updated to 1.18.7 stable and I'm getting the same error message. Does this only work on the unstable/experimental version?
Good point... I can't wait for this to stop being a problem, lol
@l33tmaan Maybe on the change logs. LOL. I look under descriptions for stuff that I need to know.
Ultimaheart4
I've been working the past couple of months to update this mod, but Expanded Foods should be fine in net 7. For A Culinary Artillery, the most recent release only works with net 7 builds, but any previous ones should be fine. I will not be releasing any non-net 7 updates for any of my mods in the future. Vintage Story will be moving from the current net framework to net7 in all 1.19.x releases. I barely even know what any of this means, so I'm just moving to net 7 to minimize any catastrophes.
im a bit confused. i do know cullinary artillery says net.7 required for the latest release but this mod doesnt. is there not a stable release for this mod for 1.18.6? or 1.18.x at all? i only had an issue with a new world generation for using this latest version of 1.6.6 with culinary artillery non net.7 version latest for 1.18.x, 1.0.12 (not rc2) will there be no update for 1.18.6 stable if these are only for net.7?
Oh. Maybe I'm the only person who actually reads changelogs, lol.
@l33tmaan I don't see it in the A Culinary Artillery page either. Unless you mean all the comments and I don't read comments when I go to downloading a mod. I even went and double checked the page. It says 1.18.6 but my stable version is that. Anyway only saying it as someone who mods (differnt games than this) and knows how much time trouble shooting can take up. So suggesting it to save you valueable time. Also the mod is looking great btw. Part of me wants the net 7 update out so I can use the mod but then another part of me doesn't want to have to deal with what other mods it is going to break in my game. LOL
Anabella
It says that in the A Culinary Artillery download release, but I might as well put the net 7 link there!
@l33tmaan It might be good put a note up at the top that say that you need the experimental build then. I would not have wasted either one of ours time had I known this was the case. I am use to there being releases for the Stable builds and the "Various v1.18.x*" field under game versions lead me to think that it would work. I will just have to wait to get the mod once it works on a stable build. Thanks for you time.
Aurelian_
Yes, but I suspect that either that feature never worked or it got broken in an update at some point.
@l33tmaan Are dumplings supposed to retain their nutritional information if put into meals (like a vegetable or meat stew)? Right now in 1.18.6 (EF 1.6.6) when placed into a meal they only give 240 Grain regardless of how they are made. I imagine that this would probably apply to other meals-into-meals like sausages or the like.
For context I've tried both meat stews with dumplings made from chopped onion + [lard + yeast starter + water + egg + rye flour]( soft dough ) and vegetable stew with dumplings made from turnips + [water + egg + rye flour]( soft dough ) and both instances result in only 240 Grain. I separately prepared identicaly meals without the dumpling and put just the raw ingredient that would have gone in the dumpling as a control.
Unless it says down in the corner of the main menu that it is ".net7 Experimental build - v1.18.6 (Unstable)" and the text box says "Thanks for testing out our .net 7 Experimental build.", you aren't on the .net7 release and ACA/EF will not work. Sorry for any confusion or inconvenience.
So I'm crashing everytime I try to load a new world and the log says "EFRecipes mod phase Start failed"
I am on 1.18.6 (stable)
I'm also having the same crash on v1.18.6 and can say 100% that I am not using the .NET 7 version, as that version isn't the one that the client auto-updates to, nor is it accessible via the Vintage Story downloads page as far as I can tell.
I am not 100% sure how to tell. I had 1.18.1 and came back to play now that I have time and it said there was an update so I had it update. It did it automatic (guess something new in 1.18) and the bottom of my screen says 1.18.6 (Stable). From reading it looks like that .net 7 is an expermential build and different from the Stable one I have. I normally stick with Stable builds to avoid issues.
And are you guys on this version of the game? https://info.vintagestory.at/v118-net7
Spookydorf
That's done in the oven. Have you tried chopping mushrooms or breading them?
How do you part bake foods? I have no idea what it requires from me when i try to part-bake a food. I put a mushroom in the oven, it doesn't cook.
Having it crash in the same place. I have also have Expanded Foods 1.6.6 and Culinary Artillery 1.0.12 RC-2. I tried to look at the logs but was not sure where to find the actual error. I removed bushmeats like it said and did not have the other two mods for salt or vinegar.
I would like to say that I am getting the same exception as Jellyraider. FYI, I am using the latest version of both mods (Expanded Foods 1.6.6 and Culinary Artillery 1.0.12 RC-2) and get the error on both fresh and existing worlds. And yes, including the part where it says the user is "Tyron." I am not Tyron, nor do I know a Tyron. As he said this halts world creation at "simple tools." This occurs even when all other mods are disabled.
That's a bizarre message. What version of A Culinary Artillery are you on, and does it give you that error on a fresh world?
An exception was thrown when trying to start the mod:
System.NullReferenceException: Object reference not set to an instance of an object.
at EFRecipes.EFRecipes.Dispose()
at Vintagestory.Common.ModLoader.TryRunModPhase(Mod mod, ModSystem system, ICoreAPI api, ModRunPhase phase) in C:\Users\Tyron\Documents\vintagestory\game\VintagestoryLib\Common\API\ModLoader.cs:line 640
I feel like im spamming but this is the exact error that is thrown.
When i try to launch a world with this mod and culinary artilary it stops at "simple tools". Ive deasabled every other mod i have eccapt this one and ACA and the world doesnt launch. i dont know what to do to get the mods to work.
Laerinok
Thank you for pointing that out i am extremely stupid and didn't see that lmao.
Spookydorf
Well, If you read the description just above, it's writen "REQUIRES A CULINARY ARTILLERY TO WORK!"
Is this compatible with "A Culinary Artillery"
Ouzbel
Thanks for posting the link!
That's probably what it is. I was getting the same thing, too, as Spaceman. Had to do some digging to find the Net 7 installer here: https://info.vintagestory.at/v118-net7 since it's not in the defualt download section at all
SpacemanSpliff
Are you on a .NET 7.0 version of Vintage Story?
The mod "A culinary Artillery" updated. Running that mods latest version alongside this will crash the game.
Hey can we get a Sandwich update please? :)
When making food (in my case the cold pasta recipe), I found there to be an error with the final nutrition values. The exact recipe I made was: 1 cooked pasta, 2 charred redmeat nuggets, 2 chopped carrots, 1 portion of seed oil. The nutrient values in the pot was 180 grain, 600 protein, 364 vegetable, .5 hp. These numbers I am assuming are fine (although vegetable gained a boost to nutrients, but protein didn't. Chopped carrots are normally 100, but they were valued as 150 in this while the meat was valued at 300 and didn't get a boost). The problem comes when I take the meal out of the pot. It multiplies the nutrient value gained from the seed oil by 10 and I end up with nutrient values of 180 grain, 600 protein, 940 vegetable, and 5 hp. I know there are supposed to be boosts when utilizing ingredients in meals, it just seems meat and grain isn't getting one and oils are getting over boosted in this case.
Drying Dehydrated [Insert Squeezed Fruit Here] seems... Unintuitive? There's nothing that supports the 'drying' action. Shelves won't accept them, storing them in a container prevents them from drying, can't put them in the oven?
Hey do you plan on making it possible to mix foodgroups in pai?
How do I get resin out of saucepan after it has dried?
Has there been any resolution for the sunflower candy issue? I saw the gozinaki conflict was brought up in Dec and was acknowledged. love the mod! :D
Levion That is exactly the same issue I was having, that would mean it's a base game issue. I'll make a bug report if I have the time!
RyeChooseYou On an unmodded server I noticed when I took a crock with 6 days left on it off a shelf it just rotted instantly. Tbh this is the first time It's ever happened (or that I've ever noticed it happen) and it was earlier today.
I'm having a weird bug that I THINK is from this or Culinary Artillery. When I have food stored in a crock and it has let's say 20 days until spoilage if I pick it up off the shelf and put it somewhere to serve it with a bowl, its timer drops dramatically to like 10 days. This continues to happen each time I pick up one of these crocks. I don't have any other mods that affect food outside of Wildcraft and these. Please let me know if you need anything else from me!
I'm getting a black border on the seaweed sheet texture, and I can see that's not normal. It's on it before going in the oven and after. Any idea what may cause that? It's happening to a certain modded plant too. (growing brownsedge from wildfarming)
It's so unusual it feels like a compression algorithm for the files isn't letting it show the transparency correctly, or I'm running out of ram... or it's just the game running on linux. But I never saw this kind of issue before.
I don't know if this is a problem with this mod or Expanded Food, so I'll be posting in both pages. Salads are a bit bugged after cooking and storage. They're showing individual ingrediants and can rot individually too. What used to be flax oil has become rot, but every other ingrediant is fine.
https://drive.google.com/file/d/1A_UZhPh_MTroPJPgYdRJbTUcrUIxKT9R/view?usp=sharing
cuppajoe Oh jeez, it's not just me then. I was having the same issue. But, in SP it worked... this has happened with other liquids too. Happened with lard. Didn't happen with syrup.
I did figure out that when I aged the meat it was chopable. Then I realized the rest. I just was figureing that It could be choped up raw. It didn't dawn on me to think of preperation of the meat before a meal. It's all good now. I need salt though. I had a bunch of the meat go bad I didn't have enough copper to make enough hooks to hang and hang cure the meat. I thing if it had been salt cured. Then I could have saved the whole lot.
No worries. I have four pregnat sows anyways and I will have another harvest of meat soon enough. More than I will ever need.
Bone broth still acts strange for me. 4 bones + 4L water produces 2L broth in a saucepan, but I can't pick it up with a bucket but can pick it up like an item. If I try to put it back into the saucepan or a cooking pot from in hand it goes in in ml increments. If I drop it it disappears. Love the mod otherwise, have just held off using broths.
UPDATE: after last update and deleting cache it appears to be working, I am able to move the saucepan and pick all the broth up in a bucket.
Bulwar73
You did tenderize the meat first, right? And thanks, I'm glad you like the extra stuff! I like to think a lot of people get this mod for one or two things and wind up using the rest anyway.
RamenFiend
I'm glad there's no more crashing... I still need to fix the visual issues but at least the horrors have ended for now.
EiraValkyrie
Yeah, that ain't right. You should be able to mix more than one portion at a time, so something's probably happening with XSkills.
I wish it had a Spanish translation
LETS GOOOOOOOOOOOOOOOOOOOOOOO
Updated to 1.6.6! Check the thread for details.
This is just a quick update before I finally get started on Wildcraft Trees compatibility. If I waited until that was done then it would've pushed this update to June and I figured it's been long enough.
I am not abel to chop raw meat into nuggets with any type of knife or a cleaver. I just slaughtered my pigs and have a tone of meat and need to make a bunch of pemmican. I am also setting up some meat racks to age a bunch but I have yet to find salt in game so I hope this does work as intended and the other mods I have are not inerfering. Yes, I have the ACA instaled. I rendered a bunch of lard down alredy. It was the main reason for why I got the mod but now the food options are great! Just wanted to let you know I have hit a snag.
l33tmaan Just wanted to drop a report that both EF and ACA seem to be working well on 1.18.3 - at least with only a few other mods - after some light testing. I can't even seem to cause a display crash anymore for some reason. Appreciate your work!
l33tmaan so I've focused my attention back on Expanded Foods for now. I think I've quashed all reported bugs for now.
So what you're saying is I can play Vintage Story again soon. 😀
Ah yeah, I was testing stuff in creative with Xskills. I maxed out all cooking skills (except happy meal) and made a salad (12 portions of salad that is, before dilution perk) consisting of 24x Chopped Cabbage, 12x Breadfruit,12x Vintage Redmeat Sausage, 12x Sunflower Grain, 12x Cheddar Cheese Slice. Result was a cooking pot that displayed as empty. Taking a bowl to it gave some absolutely ludcrous nutrition stats (10k Vegetable, several thousand on the others). I tried changing some ingredients too but bowl always gave the same numbers. So yeah, some weirdness going on there to say the least.
Wait I just had a thought, are you supposed to only mix one portion at a time in the mixing bowl maybe? Hmm I need to test.
Burgersim
It has in the past, but I think someone mentioned something changed in 1.18 and there's a bit of weirdness going on. I'm always open to pull requests from Xandu but most of the compatibility is handled in XSkills.
Is or will Expanded Foods be compatible with XSkills? Does cooking meals, making salads and baking stuff increase the cooking skill from XSkills? Btw really love the mod, so stoked to have it back on my Server once it's been updated, I hope you can ge the help you need for that ^^
l33tmaan your Raw Tallent is on display here with this mod it truly is the best mod todate <3 hope to see a verson for 1.18 wishing you all the best
Honestly, the only thing preventing me from releasing the next version of ACA is the DisplayFix crash. I'll need to get some help on fixing that, so I've focused my attention back on Expanded Foods for now. I think I've quashed all reported bugs for now.
Yanazake Yes, you do need to use chopped pumpkin slices.
I got so used to drying berries that I forgot that it was @l33tmaan's creation, and was not in vanilla.
is there an update for 1.18 on its way?.. one my favorite and staple mods so im really feeling like im missing a core mechanic with this mod missing.
@l33tmaan Sorry to hear about the bug issues with Culinary Artillery. I hope all goes well in fixing the issues because Expanded Foods is an awesome mod and I would hate to see any dark clouds hover over it.
I haven't even looked at Expanded Foods since a number of bugs in A Culinary Artillery were brought to my attention, and they're severe enough to halt progress on EF for a while. Sorry about that. I can't justify working on this while such heinous bugs are floating around. I'll have an update eventually, since I also want to play 1.18 and I can't until I update. 😂
Update pretty PLease! We love you.
An updateto 1.18.1 would be amazing! Please consider it!
I was able to get a 1.18.1 world to generate with A Culinary Artillery 1.0.10 + this mod's newest version 1.6.5, but reloading the world after a save would fail and had to disable this mod again. Just to add to the discussion of what versions to use with what game version - I do miss using this mod.
Do we get a patch for gameversion 1.18.x stable?
Just making sure, does hardened lard actually rot? I mean, should it??
Update when
Do we get an update?
Ok, I haven't been able to use pumpkin slices in any bread or muffin recipe. Is there an specific slot that it needs to go in? Does it need to be baked BEFOREHAND? Does it need to be chopped up further?
Any plans to add Seitan to the mod? It is a meat protien substitute made from flour that has been around in asia for millenia.
FWIW, using 1.18.0-rc.6, I had to use v1.0.12 of A Culinary Artillery to get my world to load + remap (apparently) successfully. v1.0.11 would just crash without loading. So if one doesn't work for you, maybe try the other.
Just to let people know, cause I had to learn the hard way:
At the time of writing this comment, the latest release of A Culinary Artillery (v1.0.12) is incompatible with the latest release of Expanded Foods (v1.6.5) and will give you a "something went awry" message when loading your world(s).
You have to use v1.0.11 (or earlier) of A Culinary Artillery with the latest version of Expanded Foods for the time being, until it gets updated.
1.18 is getting some errors, but it does load up at least...? I need to try to make some foods.
Please update to 1.18, this mod is a must for me!
I've been getting the error where it's trying to register items as a class that doesn't exist, but I've got A Culinary Artilery installed. Is there a specific version to use when playing the stable release?
Is anyone else concerned that (when candying fruit) your fruit and syrup can hit up to 900c?
They even become luminescent, like glowing hot ingots! XD
Also, is there a guide telling us what can and cannot be put in pies?
I've seen a pie with 2020 saturation per peice (with various saturations of every food type except fruit, all of which were in the extreme like Protein being 4000 per pie exactly).
The guy who showed it to me wouldn't reveal it's contents, so I have ZERO clue how to do that.
I know candied fruits can't be added to pies, nor can cooked meats (through raw and salt cured meats can), soybeans can't be added raw, while pickled veg/soybeans of any kind can.
It's just painfully hit-or-miss what can and cannot be added to pies, without someone who can explain this.
TheKhopesh
For some reason, that's just how pies work in the base game. So, yes, there's a way, but I guess Tyron only wanted three slices.
I don't suppose there's a way to make pie slices stack properly?
Whenever I make pies, the 4th piece ALWAYS fails to stack with the first three slices.
Korunchak IAmJade
You both need to install A Culinary Artillery as well - the game is trying to register classes that do not exist.
TheKhopesh
You raise a good point, I'll take a look at the alcohol and syrup perish timers. As for the boiler... that's a vanilla block. It doesn't have anything to do with Expanded Foods. 😅
Can someone explain why distilled liqours (like my Cherry Brandy) will spoil in 10yrs?
This is a type of booze that can sit for literal centuries (potentially eons!) in an unopened glass bottle and only gets better as it ages.
Meanwhile, a bottle of fruit (White Currant) Syrup I made after juicing berries that were mere hours from spoiling:
Good for 261 years.
Syrups/jams/jellies should last 3-15 years depending on storage conditions (maybe centuries, if you pack them in a steel box and drop them off in the Arctic Tundra).
They aren't alcoholic, so there's nothing preventing bacterial growth.
They aren't honey, so they lack the trace amounts of hydrogen peroxide found in honey that prevent bacterial growth (if you have a clear plastic jar/bottle of honey that's been sitting around for weeks or longer in your home, go take a look, there'll be a thin film of tiny bubbles at the top where bacteria tried to get in but they activated the trace amounts of peroxide the moment they tried to get into the honey, and it killed them as well as trapped micro-bubbles of pure oxygen in it that prevents any more bacteria from being able to survive thanks to pure oxygen's vaguely corrosive oxidizing effect on living tissue. Too little to hurt even bugs, but lethal to single-celled bacteria. I find that rather facinating, but I digress).
There's nothing in fruit syrups made by reducing fruit juice in a sauce pan that would account for that shelf life.
But booze shouldn't ever spoil.
(Okay, maybe low-alcohol content wines like white wine, or higher content wines/ciders if they're exposed to +40C temps for hours on end, but hard liquors like brandy/whiskey/vodka/rum/gin/etc. should have infinite shelf life.)
These spoiler timers should be reversed, shouldn't they?
How do you "light a fire" under a boiler?
It can't be placed on a firepit (already tried that, it just opens the firepit UI).
It can't be placed on a block and then mine that block out from under it and put a firepit where the block was (this pops the boiler loose like mining the block a torch was on).
It doesn't have it's own self-contained firepit mechanic (already checked).
I'm at a loss for how this is supposed to work!
(Video tutorials showing each process/food item type -IE making candied goods, making meals in a cauldron, making and distilling alcohols, etc- from expanded foods would be GREAT!)
Edit - FINALLY figured it out.
Bit of a pain, you have to:
Place a boiler.
Then place a viable alcoholic base (in my case, cherry cider) into the boiler.
Only when that's done can you then place a bit of grass on the boiler's bottom block ("under" the boiler).
And then put 4 wood on the grass nub under the boiler.
I didn't know you had to actually have a fluid in it for it to accept the grass block.
Hello, I like your mod, it looks really cool, but I`ve got an error. When i'm trying to use this mod on Linux version of VS, it just getting crashed. Every time when i'm trying to join someone's server. So, I want to send you an error, and if you could fix that, it would be really great!
Running on 64 bit Linux with 14 GB.
Game Version: v1.17.11 (Stable)
2/25/2023 1:56:41 PM: Critical error occurred
Loaded Mods: animalcages@2.0.6, backpackpackplus@1.0.3, betterarchery@3.0.0, betterruins@0.0.7, morecrops@1.0.2, hideandfabric@1.2.9, meteoricexpansion@1.2.2, shnurse@3.0.2, tradeomat@1.6.3, game@1.17.11, alchemy@1.6.7, carryon@0.10.3, cuniculture@1.0.1, medievalexpansion@3.8.1, petai@1.5.5, playercorpse@1.5.5, wildfarming@1.2.1, creative@1.17.11, survival@1.17.11, xlib@0.6.14, xorberax-bloodmod@0.3.2, metalrecovery@0.1.18-rc.2, feverstonewilds@1.1.0, onestick@1.0.1, wolftaming@1.5.4, xskills@0.6.14
System.Exception: Don't know how to instantiate item of class 'ExpandedFood' did you forget to register a mapping?
at Vintagestory.Common.ClassRegistry.CreateItem (System.String itemClass) [0x0001e] in <3352cf17b586476e962abf3ce6c3aa95>:0
at Vintagestory.Common.ItemTypeNet.ReadItemTypePacket (Packet_ItemType packet, Vintagestory.API.Common.IWorldAccessor world, Vintagestory.Common.ClassRegistry registry) [0x00000] in <3352cf17b586476e962abf3ce6c3aa95>:0
at Vintagestory.Client.NoObf.GeneralPacketHandler.PopulateItems (System.Collections.Generic.List`1[T] items, System.Int32 listSize) [0x00051] in <3352cf17b586476e962abf3ce6c3aa95>:0
at Vintagestory.Client.NoObf.GeneralPacketHandler.LoadItemTypes () [0x00057] in <3352cf17b586476e962abf3ce6c3aa95>:0
at Vintagestory.Client.NoObf.GeneralPacketHandler.HandleServerAssets_Step1 () [0x0001a] in <3352cf17b586476e962abf3ce6c3aa95>:0
at Vintagestory.API.Common.TyronThreadPool+<>c__DisplayClass3_0.b__0 (System.Object a) [0x00000] in <562a7134e9ed49cdb605c73c95dfac70>:0
at System.Threading.QueueUserWorkItemCallback.WaitCallback_Context (System.Object state) [0x00007] in :0
at System.Threading.ExecutionContext.RunInternal (System.Threading.ExecutionContext executionContext, System.Threading.ContextCallback callback, System.Object state, System.Boolean preserveSyncCtx) [0x00071] in :0
at System.Threading.ExecutionContext.Run (System.Threading.ExecutionContext executionContext, System.Threading.ContextCallback callback, System.Object state, System.Boolean preserveSyncCtx) [0x00000] in :0
at System.Threading.QueueUserWorkItemCallback.System.Threading.IThreadPoolWorkItem.ExecuteWorkItem () [0x00021] in :0
at System.Threading.ThreadPoolWorkQueue.Dispatch () [0x00074] in :0
at System.Threading._ThreadPoolWaitCallback.PerformWaitCallback () [0x00000] in :0
I don't know if it's a bug or if im just doing it wrong but making vinegar with berries doesn't seem to be working. I followed the instructions of putting berries into a barrel but when I do it just says "64x Blueberries" and not that it will turn into vinegar after however long. I was able to get it to work once after uninstalling and reinstalling the mod but after that one time (and trying the uninstall reinstall again) it continues to not work. I also should have written it down but when I was able to get it to work the one time, where it said that it would turn into vinegar after x amount of days, it was listed as "vinegar" it was listed as some words, colons, and hyphens.
A friend of mine is trying to connect to our server using Steam Deck. The Expanded Foods mod is crashing so he cannot join.
Running on 64 bit Linux with 14 GB.
Game Version: v1.17.11 (Stable)
2/26/2023 9:32:08 PM: Critical error occurred
Loaded Mods: animalcages@2.0.6, bettercrates@1.5.3, extrachests@1.6.2, harptech@0.2.3, RockBlocks@1.0.0, game@1.17.11, carryon@0.10.3, morespace@1.0.1, th3expansion@1.0.2, creative@1.17.11, survival@1.17.11, VsTrashcan@1.0.1
System.Exception: Don't know how to instantiate item of class 'ExpandedFood' did you forget to register a mapping?
at Vintagestory.Common.ClassRegistry.CreateItem (System.String itemClass) [0x0001e] in <3352cf17b586476e962abf3ce6c3aa95>:0
at Vintagestory.Common.ItemTypeNet.ReadItemTypePacket (Packet_ItemType packet, Vintagestory.API.Common.IWorldAccessor world, Vintagestory.Common.ClassRegistry registry) [0x00000] in <3352cf17b586476e962abf3ce6c3aa95>:0
at Vintagestory.Client.NoObf.GeneralPacketHandler.PopulateItems (System.Collections.Generic.List`1[T] items, System.Int32 listSize) [0x00051] in <3352cf17b586476e962abf3ce6c3aa95>:0
...
This forum post mentions that it is possible that the mod isn't set up for Linux version of the game? Is that right?
https://www.vintagestory.at/forums/topic/8147-vintage-story-on-steam-deck/#:~:text=From%20the%20Games%20category%2C%20right,share%2Fapplications%20and%20open%20at. "Some mods work well with Windows and Linux, but not Linux Flatpak version of Vintage Story. The common reason for that is mod developers reference libraries in a way that can't work on this rather exotic setup ..."
PeterSanderson
Yes, you can switch it off by going into the patch files that target the base game juices and remove the new transition properties.
Vaili
I might make a larger cooking pot some day. That'd be nice. We'll see!
l33tmaan
Should juices be spontaneously fermenting into alcohol? Is that intended behaviour for the mod and can it be switched off?
As well, with the fermentation, beverages in unsealed barrels are aging. That's interfering with use of the XSkills mod "Unlearn" points which you get from drinking vanilla alcohol.
New fruits from Wildcraft update and wildcraft trees cause issues with making alcohol with the new fruit. No textures, models, names or attributes.
Isn't it possible to cook huge portions of food in large cauldrons? No matter how much you try, it doesn't work. And I was so hoping that I could cook for twenty hungry mouths ..
Updated to 1.6.5! Check the thread for details.
Bastille It sounds like you forgot to include any flour in your bread?
My fruit bread is transparent except for the color blotches. Is there any know mod conflict that causes that or is that just a thing?
l33tmaan I tried making flavored gelatin using black currant juice and black currant syrup just like the picture showed. I tried with both raw gelatin and plain gelatin and neither works. I tried several different portions of water and juice/syrup but nothing seemed to work.
l33tmaan
> Are you looking at part-baked food? Don't do that.
Well, someone just needs to merge some things 😁 Then part-baked things should not be so... temperamental 💥
l33tmaan Fertilizer and glue for the grindstone. But I guess you're right, and I have a good store already. I just wish you didn't lose bones when the creature is underweight. You should always get at least 1 bone from every kill, imo anyway. I mean there's always a carcass you leave behind after you butcher the animals. Those are bones yet you just leave them behind. That doesn't make sense imo. Breaking those should give a chance at a few bones.
Isn't that part-baked food thing a vanilla issue?
l33tmaan ah I see, that might be it. I'll try to remember that while ingame. Thanks a lot
Pervy_Sage
Really? I always have more bones than I know what to do with. What else do you use them for? Not fertilizer, I hope.
lord_luba
Are you looking at part-baked food? Don't do that.
I think I'm having issues with this mod (maybe a conflict with another one) but it seems the game crashes, when I'm trying to open some recipes.
Any idea, what might be the issue, please?
Running on 64 bit Windows with 20 GB RAM
Game Version: v1.17.9 (Stable)
21.1.2023 15:40:15: Critical error occurred
Loaded Mods: aculinaryartillery@1.0.11, advancedsmithing@1.3.0, animalcages@2.0.6, arrowrecovery@1.0.0, attributer@1.0.3, autosifter@1.1.0, bettercrates@1.5.3, betterruins@0.0.6, brigandinerebalance@1.0.0, extrachests@1.6.2, fireclayfrompanning@1.0.0, justmoreruins@0.4.0, meteoricexpansion@1.2.2, moredrifterloot@1.5.4, moredungeons@0.1.1, MoreTorchHolders@1.0.0, neosadditions@1.0.2-rc.1, nightwatcher@1.3.0, nodrifterthrowing@1.0.0, primitivesurvival@3.1.1, ReducedDrifterGroupsandLightLevelSpawn@1.0.0, rpgitemrarity@1.0.2, rustandrails@1.0.4, riflemod@1.0.0, sod@1.0.0, sortablestorage@1.6.0, game@1.17.9, wildcrafttrees@1.1.4, wildcraft@1.5.1, egocaribautomapmarkers@2.4.0-pre.1, carryon@0.10.3, carryonmore@1.3.1, cuniculture@1.0.1, expandedfoods@1.6.4, extrachutes@1.0.0, farmlanddropssoil@1.4.0, hudclock@2.8.0, kilntimeviewer@1.0.0, prospectorinfo@4.1.2, recyclebags@1.0.1, recycleclothes@1.0.0, stepup@1.2.0, creative@1.17.9, survival@1.17.9, knapster@2.2.1, tradercamps@1.0.4, onestick@1.0.1, ensisswordpack@2.0.0
System.Exception: Can't create itemstack without collectible!
v Vintagestory.API.Common.ItemStack..ctor(CollectibleObject collectible, Int32 stacksize) v VintagestoryApi\Common\Collectible\ItemStack.cs:řádek 186
v Vintagestory.GameContent.CollectibleBehaviorHandbookTextAndExtraInfo.GetHandbookInfo(ItemSlot inSlot, ICoreClientAPI capi, ItemStack[] allStacks, ActionConsumable`1 openDetailPageFor) v VSSurvivalMod\Systems\Handbook\CollectibleBehaviorHandbookTextAndExtraInfo.cs:řádek 926
v Vintagestory.GameContent.GuiHandbookItemStackPage.GetPageText(ICoreClientAPI capi, ItemStack[] allStacks, ActionConsumable`1 openDetailPageFor) v VSSurvivalMod\Systems\Handbook\Gui\GuiHandbookItemStackPage.cs:řádek 110
v Vintagestory.GameContent.GuiDialogHandbook.initDetailGui() v VSSurvivalMod\Systems\Handbook\Gui\GuiDialogHandbook.cs:řádek 268
v Vintagestory.GameContent.GuiDialogHandbook.OpenDetailPageFor(String pageCode) v VSSurvivalMod\Systems\Handbook\Gui\GuiDialogHandbook.cs:řádek 332
v Vintagestory.API.Client.ItemstackTextComponent.OnMouseDown(MouseEvent args) v VintagestoryApi\Client\UI\Elements\Impl\Interactive\Text\Richtext\ItemstackTextComponent.cs:řádek 104
v Vintagestory.API.Client.GuiElementRichtext.OnMouseDownOnElement(ICoreClientAPI api, MouseEvent args) v VintagestoryApi\Client\UI\Elements\Impl\Interactive\Text\GuiElementRichtext.cs:řádek 519
v Vintagestory.API.Client.GuiElement.OnMouseDown(ICoreClientAPI api, MouseEvent mouse) v VintagestoryApi\Client\UI\Elements\Impl\GuiElement.cs:řádek 640
v Vintagestory.API.Client.GuiComposer.OnMouseDown(MouseEvent mouseArgs) v VintagestoryApi\Client\UI\GuiComposer.cs:řádek 459
v Vintagestory.API.Client.GuiDialog.OnMouseDown(MouseEvent args) v VintagestoryApi\Client\UI\Dialog\GuiDialog.cs:řádek 536
v Vintagestory.Client.NoObf.GuiManager.OnMouseDown(MouseEvent args) v VintagestoryLib\Client\Systems\Gui\GuiManager.cs:řádek 394
v Vintagestory.Client.NoObf.ClientMain.OnMouseDown(MouseEvent args) v VintagestoryLib\Client\ClientMain.cs:řádek 2251
v Vintagestory.Client.NoObf.ClientPlatformWindows.Mouse_ButtonDown(Object sender, MouseButtonEventArgs e) v VintagestoryLib\Client\ClientPlatform\Input.cs:řádek 220
v System.EventHandler`1.Invoke(Object sender, TEventArgs e)
v System.EventHandler`1.Invoke(Object sender, TEventArgs e)
v OpenTK.Platform.Windows.WinGLNative.WindowProcedure(IntPtr handle, WindowMessage message, IntPtr wParam, IntPtr lParam) v C:\Users\Nexrem\Desktop\transfer\opentk\src\OpenTK\Platform\Windows\WinGLNative.cs:řádek 792
v OpenTK.Platform.Windows.Functions.DispatchMessage(MSG& msg)
v OpenTK.Platform.Windows.WinGLNative.ProcessEvents() v C:\Users\Nexrem\Desktop\transfer\opentk\src\OpenTK\Platform\Windows\WinGLNative.cs:řádek 1551
v OpenTK.GameWindow.Run(Double updates_per_second, Double frames_per_second) v C:\Users\Nexrem\Desktop\transfer\opentk\src\OpenTK\GameWindow.cs:řádek 369
v Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs)
v Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) v VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:řádek 93
l33tmaan I'm aware of the gelatin. But that needs an alternate way to gather a lot of bones. It wouldn't be possible to make enough because they are also needed for other things
Liefy
I use it in fruit bread or muffins most of the time.
Gelatin is absolutely abyssmal to make, though. And it feels like there's barely anything to use it in after all the work you go through to make it...
Zach2039
Thank you, I'll take a look at that and fix it.
Pervy_Sage
I don't think you can use liquids in pies. However, you can use syrup to make gelatin and use that in pies. It's better than syrup anyway.
It would be great if syrup could be used in pies. It lasts a long time and has great saturation.
Having an issue on our server where oil lamp recipes do not consume the fired bowl when made. I think it has something to due with the fact that is is considered a liquid container, so it returns the container in the crafting grid once the item is made.
i know the picture isnt handy but having only a phone, and a steamdeck, i cant do much better for you as i cant properly copy logs.
i cant seem to join servers running this mod, im on steamdeck (Linux, Proton) and im just getting a "Mapping" Issue? clearing and reloading the mods or anything else for that matter has not seemed to fix it.
I haven't had a chance to use the mod quite yet, but I was reading the forum's list of foods available and I was wondering if you would consider adding sandwiches? (or is there already a mod that does that?) I can't wait to boot up Vintage Story and make all sorts of foods using this mod. I'm so excited!
Sent you the logs via private l33tmaan!
Lexingtondavid
Can you post the crash log here?
Does anyone else have issues with pies? I'm finding my game crashes when I try to place a flax dough pie made from chopped bearded tooth mushrooms and bushmeat, and I'm trying to diagnose while disabling one mod at a time.
l33tmaan
Yea that is a good idea, unprocessed food item turned into Slop for the pigs
Aristine
Nope, nor will it be. Extra nutrients are only gained via the mixing bowl.
Runeguden
All food items you don't need or want? That's a bit intense. Maybe just base, unprocessed food items or something.
I got a suggestion, Perhaps make it so you can mix all food items you dont need nor want anymore in a barrel to make "Slop" that you can feed to pigs
l33tmaan Ahh I see. That doesn't seem to be compatible with dough crafting from immersive crafting, which is why I was having the issue.
Aristine
Yes, it is. They will have extra grain nutrients based on the flour used (ie. flax will have 0 extra nutrients while rice would have 170 or something like that).
Pohl
Yeah, that's an issue with that meal type. I'm going to look at it for ACA soon.
Thranos
I'll look into this when I have access to my computer again.
Is it meant for all breads to have 160 saturation? (caused by assets/game/patches/dough.json) I'm thinking this got overlooked, seeing as how all other bread related items still have relative differences in the saturation based on the grain.
I just cooked up a bunch of salads that stated a very long shelf-life (made with pickled onions/ carrots, aged bushmeat, flax and one or two other random things. I came back ~17 days later and almost all of them had been converted to rot in the pot, but still showed what looks like the original shelf-life (adjusted for it being much colder than 17 days prior). What is the best way I can help troubleshoot this? I have server access if that will help.
It looks like somehow the berries are rotting first. I had transferred some of my previous salads to a crock and two of them now contain 1x rot, along with the other ingredients. The non-rotten salads were made using berries that were more fresh. I'll wait and see if they cause the pots to rot while I'm actively playing or if it only happens when time "catches up"
Small issue-
When I attempt to make Sunflower Candy using honey and sunflower grain, I get sunflower/honey gozinaki instead- regardless of what order I put the sunflower and honey into the mixing bowl, no less.
My poor halva stocks will suffer because of this.
Edit- Also unable to add honey to porridge apparently?
l33tmaan
kitrana
Use a bowl. Or a bucket. Or any liquid container. CTRL+click is your friend.
Tlecuauhtli
I am extremely hesitant to add new foods that are entirely dependent on another mod. I already have a few like that, but I made them a long time ago when this mod was a lot smaller. I might get to Farm to Table eventually, but first I have to get all the new Wildcraft stuff added into this mod and then I need to look at Wildcraft Trees. I only integrate mods that I personally use into Expanded Foods, so I won't even think about it until I start using Farm to Table.
how do you get one litre of a liquid into a single slot of a sauce ppan to cook it with a bone to make pre gelatin?
Ok, what about Tortilla? Has this already been suggested? It would require corn, so Farm To Table Mod would be needed. But there is also flour tortilla, this kind of tortilla is usually used in Burritos and Quesadillas. If this idea is taken in account, I would be happy to share some recipes and the process of making tortillas.
All quiet on the culinary front, for once. I'll have to look into that soy milk issue that RaccoonFury mentioned, but hopefully the ACA update fixed the egg problems. We'll see what the new year brings. Happy holidays, everyone!
Soy Milk: Everything works fine until boiling. The cauldron says it will return 100 soy milk for every unit you put in, but it only returns 1. One full stack of soy beans for 1 milk seems off.
Eggs: You have to hold the ctrl/shift+right click for like 5 full seconds, but it works.
l33tmaan, unfortunately I tried the previous mentioned routine with both buckets and bowls, and later out of desperation, with barrels, pots, and by beating the eggs on the aforementioned containers using left click instead of right.
I cannot stress enough, something is broken with breaking eggs. Or...something isn't broken in this case, that being the eggs. I tested this with no other mods, and I literally sat there and held shift and ctrl for fifteen minutes for each container. It was exhaustive and mind-numbing.
Runehawk waterdrinker
It's bugged with buckets right now, but bowls should work fine.
I also cannot crack an egg. I tried shift, I tried shift Q (my modifier). I even switched it back to ctrl and tried that. I tried each for 15 minutes straight. I tried it on a game with no other mods but Culinary Artillery and Expanded Foods. Cannot crack egg.
waterdrinker You wrote "I press shift". From my experience, it does not work instantly, you have to hold it for a bit (seconds) an then you will see the cracking animation. Maybe the one time it worked for you, you held the keys just long enough.
Just downloaded the newest verison, I am still having issues cracking eggs I had in previous versions. I press shift, control, and right click over a bucket or bowl and nothing happens. Ive tried variations of those keystrokes, trying them in order etc. My egg cracked once but I am unsure what I did that made it crack. Is there some secret I am missing or is this a bug?
HOTFIX RELEASED! If you've downloaded 1.6.4, go download it again or you won't be able to crack eggs!
Updated to 1.6.4! Check the thread for details.
l33tmaan.
It works if I pick up the liquid and shift click into a barrel. but i've only just gotten barrels and this problem was happening with the saucepan. think it's a conflcict?
Weird. For me, the cauldron outputs another cauldron, just with the liquid inside of it. What about if you try putting your broth in a barrel?
l33tmaan.
as an example: I made some bone broth, I used 10 bone, and 10 liters of water and it produced 5liters of bone broth. I take those five L and I cna store them in Item storage, but cant place them in a bucket or bottle or even the saucepan. they jsut behave like an Item with the exception that if I drop them they disapear. I also cant remove them from a cooking pot once put in (has caused a problem where I meesed up a recepie and lost .6l of broth)
Is this because of a conflict you think?
RockSowe
You can't pick it up with a bucket or something?
I'm being unable to pick up any liquids cooked in a saucepan, they jsut stay inside the campfire, and the one time I manadged to it behaved like an item and wouldn't go into any liquid container. This makes it dificut to store them in bottles. I'm sure I'm doing something wrong but if someone could clear that up it would be great!
Thanks Gerste. Much appreciated for the information. Hopefully this helps l33tmaan and a bunch of us steamdeck users who want to play on modded servers. I am one of those weirdos who currently has no working PC, so the steam deck is my only option to play. So many servers seem to use his mods so if this fixes it that would be very exciting.
Sure no problem.
All I did back in the day was changing the way I referenced the dll dependencies i had for the project.
I inclueded the dll files I was dependent on directly in the zipfiles which led incompatibilities. This is the whole change I made, I simply used the libs that came already packaged with the game itself.
However looking at the source code of expanded foods everything seems to be already set up in the same way.
HOWEVER when looking through the .csproj file of expanded foods I found that it has its targetframework explicitly set to netstandard2.0, which might be creating this issue if I am not mistaken. Switching the targetframework to net461 might fix this, but I have no clue if this can be done without issues in the existing codebase. Specialbus l33tmaan
Hi! When trying to click fried breaded riceball in the handbook, the game crashes. Tried several times.
It gives this error, but i dont know how to read them.
l33tmaan - thanks.
Gerste - hey there. Any chance you could share the fix you did to your Pet AI mod to resolve the steamdeck flatpak crash with l33tmaan? :) The exact same missing mapping error occurs with his mod. From what I saw on reddit, they seem to suggest it's a reletively simple fix.
Thank you both for your awesome mods and knowledge :)
Hacinson
You should update A Culinary Artillery.
Specialbus
Maybe? I have no idea how PetAI fixed that issue, though.
l33tmaan i have culinary 1.0.6 so newest for game version 1.17.3
Any chance this mod could be updated so that it works with the steamdeck? The flatpak version of VS crashes upon connecting to any multiplayer servers if this mod is installed. It seems to be caused by the fact that the mod is referencing some external .NET dll's instead of referencing the native DLL's that come bundled in VS. I'm guessing its similar to this forum post (as PetAI also had this problem with the steamdeck linux flatpak but the author fixed it). The post about the PetAI fix is here https://github.com/G3rste/petai/issues/24
Thanks!
Hacinson
Maybe you need to update A Culinary Artillery?
Yanazake
You just wait.
I've had some difficulties trying to make lard before. How can I properly dry it?
l33tmaan
yes i'm just dumb, you need egg mix instead of yolk
however now i get crash when i put water in saucepan with fat in it to make lard.
Hacinson
It sounds like you forgot the egg white. Try using liquid egg instead of egg yolk.
gndrneutralnoun
Eventually, but that takes a lot of time. You can just cook snowberries and mushrooms to make them less harmful.
I am unable to craft soft dough. Version 1.6.1 I add flax flour, 0.1l of water and 0.1l of egg yolk but i cannot mix it in mixing bowl.
Edit: small brain time, you need liquid egg instead of yolk
Are there plans for adding support for the new fruits from Wildcraft Fruit Trees and the new Wildcraft items from the recent update?
Also, on a similar note, do you have any suggestions for turning poisonous foods into edible things? Like snowberries and the like. I feel like I've seen some ways to make them not hurt you, but I'm not sure.
dashr
Resin collection definitely works. It takes a lot longer than birch or maple, but it works. Try a different pine tree?
Foxy_Grandpa
Unfortunately I have no idea why you would be getting that crash log, especially just by trying to save and exit. Are you on Linux or something? Got everything updated? I dunno. :(
Hey there! Love the mod. Quick question though.
I tried to get resin with the spile but for some reason, it won't drop into a bucket or saucepan. I did it within the given months but sadly it didn't do anything. On the other hand, getting sap juice from birch or maple worked just fine. Am I missing something? Any help would be greatly appreciated! :)
I'm currently getting this bug with my current modlist.
It won't necessarily crash, but it's the cause of the game crashing when saving and exiting the world.
On my server, it just refuses to outright start in the first place.
Crash: https://imgur.com/a/ByUwAaQ
Yanazake
No. I do not touch skeps or honey at all. Talk to Vinter about that.
As for the mixing bowl - I assume you're just talking about the small one. I'll remove that flag, thanks for the catch.
Croak90
It works on my machine. What meat are you using?
Did baked meat get removed? I can't place raw meat in an oven despite the guide still listing cooked meat as created by "Baking".
I have a question and a bug to report. Not really a bug, just something strange.
Does this mod buffs skeps to drop a whole lot more honey? I need to configure whatever is doing that to, you know, NOT do that. Just because I have From Golden Combs and want to explore the other beekeeping options, but with skeps dropping 5x as much honeycombs, I kinda don't need to until I fix that.
Finally, the mixing bowl has a light absorption flag in it, making a huge shadowy area when it's put down. It's weird for something so small.
l33tmaan Anything Fried, raw, part-baked, cooked, or charred. Clicking through the menu through links and images causes a crash so long as the item is fried or plant-oil related.
The usual main error code is "Can't create itemstack without collectible!"
Like only part-baked fried food?
I've tested with a bunch of stuff and anything related to oil, Seed-balls, Oil treated meats... etc is the trigger
That's weird. Does that happen with other items in the handbook?
l33tmaan Literally any item. I press H, click the links or logos, and then crash to desktop. I currently have animal cages and Bullseye added. This is also on 1.17.9 w/ 1.1.10 artillery. I can also post a crash log if desired
Ser_Daniel
What are you doing when it crashes? What are you trying to click?
Whenever I try to use the in-game guide for this mod I crash. Any suggestions?
l33tmaan
Ay, that worked thanks!
Pabbley
Try dumping them into a mixing bowl or saucepan's slots.
Hey there! I have buckets left under spiles for far too long and the resin has cured inside, what can i do to get the hardened resin out?
@l33tmaan From the forum post, it seems like the chooped/tenderised versions of foods should have a higher satiety value, but when I for example, chop onions or carrots, the chopped variety has the same satiety as the unchopped variety (100). Is this correct?
l33tmaan
I bet I can, but there won't be full support for whatever new items it adds, I guess. Specially since there is an unofficial update for it.
Yanazake
Can't you use both?
Ah, Now I get why I went for More Animals instead of Creatures and Critters. Support by Expanded Foods.
l33tmaan
Ayy! Updated and the crash is no longer present, great work!
Pabbley
Did you update A Culinary Artillery?
It seems when I tried to crack an egg into a bucket, the game will crash me to desktop(I hear the cracking sound), logging back in the liquid will be inside the bucket.
dehydrated berries... a stack of 16, turned into a stack of four dried berries. is this a bug, or intended?
l33tmaan thats awesome ty for hard work.
Mylith
That will be fixed in the next version of ACA.
Everything worked totally fine until i tried to crack an egg in a bucket. it would crash me but the liquid was in the bucket once i relogged in.
thx for you help
pablo11300
Update A Culinary Artillery.
@l33tmaan hello im crach when uses saucepan ,when i tried Bone Broth
Game Version: v1.17.9 (Stable)
25/10/2022 22:42:57: Critical error occurred in the following mod: aculinaryartillery@1.0.6
Loaded Mods: abandonedkingdom@0.0.3, aculinaryartillery@1.0.6, ancienttools@1.4.8, animalcages@2.0.6, tonwexp@1.1.0, blacksmithname@1.0.5, Ceramos@0.2.3, craftingtable@0.3.0, extraclayforming@1.0.0, fancysky@1.0.5, weaponpackg@1.0.1, gravelsandfix@1.0.2, HangingOilLamps@1.0.1, harptech@0.2.3, hideandfabric@1.2.7, HoneyPress@1.1.1, HumanSkinTones@0.0.3, instruments@1.1.3, justmoreruins@0.3.1, knappingmastery@1.0.1, meteoricexpansion@1.2.2, moreclay@1.0.1, necessaries@1.1.3, primitivesurvival@3.0.5, rackablefirestarter@1.0.0, RangedWeapons@0.4.5, GrindLess@1.1.2, rlmoonsun@0.1.1, rustandrails@1.0.4, sleevesdecor@1.0.2, riflemod@1.0.0, spyglass@0.4.5, survivalcats@1.2.3-rc.2, temperaturescales@1.0.1, locustmod@2.3.6, thecritterpack@0.7.6, tradeomat@1.6.3, visibleore@1.0.1, volumetricshadingcontinued@0.6.6, game@1.17.9, wildcrafttrees@1.0.1, wildcraft@1.4.4, alchemy@1.6.4, Bettermedievalexpansion@3.8.0, 4405@0.6.6, driftersounds@1.0.0, expandedfoods@1.6.3, extrajuice@1.0.1, extraoverlays@1.1.0, foolshat@1.0.0, fromgoldencombs@1.3.15, hudclock@2.8.0, immersivecrafting@1.1.0, medievalexpansion@3.8.1, petai@1.5.5, playercorpse@1.5.0, resmeltableslight@1.0.0, ruinvariants@1.0.0, signals@0.1.1, SimpleMobFootSteps@1.0.3, tabletopgames@1.0.1, thatch@1.0.0, vanvar@2.0.1, creative@1.17.9, vsquest@0.1.0, survival@1.17.9, vsvillage@0.3.0, weaversweed@0.4.17, woodbarrels@1.0.3, woodfp@1.0.0, workbenchexpansion@1.5.1, xrowboat@0.0.5, metalrecovery@0.1.18-rc.2, campaigncartographer@3.0.2, cats@1.5.3, cob@1.5.9, foxtaming@1.2.0, onestick@1.0.1, wolftaming@1.5.4
System.NullReferenceException: La référence d'objet n'est pas définie à une instance d'un objet.
à ACulinaryArtillery.SimmerRecipe.Match(List`1 Inputs)
à ACulinaryArtillery.BlockSaucepan.GetMeltingDuration(IWorldAccessor world, ISlotProvider cookingSlotsProvider, ItemSlot inputSlot)
à Vintagestory.GameContent.BlockEntityFirepit.SetDialogValues(ITreeAttribute dialogTree) dans VSSurvivalMod\BlockEntity\Firepit\BEFirepit.cs:ligne 690
à Vintagestory.GameContent.BlockEntityFirepit.OnSlotModifid(Int32 slotid) dans VSSurvivalMod\BlockEntity\Firepit\BEFirepit.cs:ligne 141
à System.Action`1.Invoke(T obj)
à Vintagestory.API.Common.InventoryBase.DidModifyItemSlot(ItemSlot slot, ItemStack extractedStack) dans VintagestoryApi\Common\Inventory\InventoryBase.cs:ligne 480
à Vintagestory.GameContent.InventorySmelting.DidModifyItemSlot(ItemSlot slot, ItemStack extractedStack) dans VSSurvivalMod\Inventory\InventorySmelting.cs:ligne 116
à Vintagestory.API.Common.ItemSlot.OnItemSlotModified(ItemStack sinkStack) dans VintagestoryApi\Common\Inventory\ItemSlot.cs:ligne 424
à Vintagestory.API.Common.ItemSlot.TryPutInto(ItemSlot sinkSlot, ItemStackMoveOperation& op) dans VintagestoryApi\Common\Inventory\ItemSlot.cs:ligne 222
à Vintagestory.Common.PlayerInventoryManager.TryTransferAway(ItemSlot sourceSlot, ItemStackMoveOperation& op, Boolean onlyPlayerInventory, StringBuilder shiftClickDebugText, Boolean slotNotifyEffect) dans VintagestoryLib\Common\GameContent\Inventory\PlayerInventoryManager.cs:ligne 239
à Vintagestory.API.Common.InventoryBase.ActivateSlot(Int32 slotId, ItemSlot sourceSlot, ItemStackMoveOperation& op) dans VintagestoryApi\Common\Inventory\InventoryBase.cs:ligne 442
à Vintagestory.API.Client.GuiElementItemSlotGridBase.SlotClick(ICoreClientAPI api, Int32 slotId, EnumMouseButton mouseButton, Boolean shiftPressed, Boolean ctrlPressed, Boolean altPressed) dans VintagestoryApi\Client\UI\Elements\Impl\Interactive\Inventory\GuiElementItemSlotGridBase.cs:ligne 975
à Vintagestory.API.Client.GuiElementItemSlotGridBase.OnMouseDownOnElement(ICoreClientAPI api, MouseEvent args) dans VintagestoryApi\Client\UI\Elements\Impl\Interactive\Inventory\GuiElementItemSlotGridBase.cs:ligne 773
à Vintagestory.API.Client.GuiElement.OnMouseDown(ICoreClientAPI api, MouseEvent mouse) dans VintagestoryApi\Client\UI\Elements\Impl\GuiElement.cs:ligne 638
à Vintagestory.API.Client.GuiComposer.OnMouseDown(MouseEvent mouseArgs) dans VintagestoryApi\Client\UI\GuiComposer.cs:ligne 459
à Vintagestory.API.Client.GuiDialog.OnMouseDown(MouseEvent args) dans VintagestoryApi\Client\UI\Dialog\GuiDialog.cs:ligne 536
à Vintagestory.Client.NoObf.GuiManager.OnMouseDown(MouseEvent args) dans VintagestoryLib\Client\Systems\Gui\GuiManager.cs:ligne 394
à Vintagestory.Client.NoObf.ClientMain.OnMouseDown(MouseEvent args) dans VintagestoryLib\Client\ClientMain.cs:ligne 2251
à Vintagestory.Client.NoObf.ClientPlatformWindows.Mouse_ButtonDown(Object sender, MouseButtonEventArgs e) dans VintagestoryLib\Client\ClientPlatform\Input.cs:ligne 220
à System.EventHandler`1.Invoke(Object sender, TEventArgs e)
à System.EventHandler`1.Invoke(Object sender, TEventArgs e)
à OpenTK.Platform.Windows.WinGLNative.WindowProcedure(IntPtr handle, WindowMessage message, IntPtr wParam, IntPtr lParam) dans C:\Users\Nexrem\Desktop\transfer\opentk\src\OpenTK\Platform\Windows\WinGLNative.cs:ligne 792
à OpenTK.Platform.Windows.Functions.DispatchMessage(MSG& msg)
à OpenTK.Platform.Windows.WinGLNative.ProcessEvents() dans C:\Users\Nexrem\Desktop\transfer\opentk\src\OpenTK\Platform\Windows\WinGLNative.cs:ligne 1554
à OpenTK.GameWindow.Run(Double updates_per_second, Double frames_per_second) dans C:\Users\Nexrem\Desktop\transfer\opentk\src\OpenTK\GameWindow.cs:ligne 368
à Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs)
à Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) dans VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:ligne 93
If you said salads or yogurt or something then I would admit fault, but I did nothing that should change vanilla cooking pot meals.
@l33tmaan
just vanilla cooking pot meals, mostly red meat stews with carrots and onion or turnips. I haven't checked out the new version yet, maybe it's fixed. I should be able to test it tonight.
LeftCosine
Use a bottle or bowl.
Struggling to use bone broth or lard for making bread because i can't place more than .060 liters in and the recipe needs at least .1
No. What meal is in your crock pot?
Is it intended that sealed crock pot meals spoil much faster than displayed? For example the tooltip reads "108 days fresh" and the next day it reads102 days instead of 107 days
Use 0.2 L of liquid egg, I'll have it updated in the handbook for 1.6.3.
How do I make scrambled eggs?
Don't look at part-baked items in the handbook. Tyron pls fix
Hello, I just had a hard crash to desktop after reading the handbook entry for oiled rye poultry and clicking on the recipe link for fried rye poultry. The crash is repeatable.
Running on 64 bit Windows with 32 GB RAM
Game Version: v1.17.9 (Stable)
22.10.2022 19:39:02: Critical error occurred
Loaded Mods: aculinaryartillery@1.0.8, driedpeat@1.0.2, GreaterChanceForTerraPretaX10@0.1.0, moreclay@1.0.1, moredrygrass@0.2.0, stacks@1.0.4, game@1.17.9, wildcraft@1.4.4, carrycapacity@0.6.5, expandedfoods@1.6.2, extraoverlays@1.1.1, farmlanddropssoil@1.4.0, medievalexpansion@3.8.1, nobells@1.0.0, prospectorinfo@4.1.2, ssppvv@1.0.3, creative@1.17.9, survival@1.17.9, metalrecovery@0.1.18-rc.2, campaigncartographer@3.0.2, stonepiles@1.0.6
System.Exception: Can't create itemstack without collectible!
bei Vintagestory.API.Common.ItemStack..ctor(CollectibleObject collectible, Int32 stacksize) in VintagestoryApi\Common\Collectible\ItemStack.cs:Zeile 186.
bei Vintagestory.GameContent.CollectibleBehaviorHandbookTextAndExtraInfo.GetHandbookInfo(ItemSlot inSlot, ICoreClientAPI capi, ItemStack[] allStacks, ActionConsumable`1 openDetailPageFor) in VSSurvivalMod\Systems\Handbook\CollectibleBehaviorHandbookTextAndExtraInfo.cs:Zeile 926.
bei Vintagestory.GameContent.GuiHandbookItemStackPage.GetPageText(ICoreClientAPI capi, ItemStack[] allStacks, ActionConsumable`1 openDetailPageFor) in VSSurvivalMod\Systems\Handbook\Gui\GuiHandbookItemStackPage.cs:Zeile 110.
bei Vintagestory.GameContent.GuiDialogHandbook.initDetailGui() in VSSurvivalMod\Systems\Handbook\Gui\GuiDialogHandbook.cs:Zeile 268.
bei Vintagestory.GameContent.GuiDialogHandbook.OpenDetailPageFor(String pageCode) in VSSurvivalMod\Systems\Handbook\Gui\GuiDialogHandbook.cs:Zeile 332.
bei Vintagestory.API.Client.ItemstackTextComponent.OnMouseDown(MouseEvent args) in VintagestoryApi\Client\UI\Elements\Impl\Interactive\Text\Richtext\ItemstackTextComponent.cs:Zeile 104.
bei Vintagestory.API.Client.GuiElementRichtext.OnMouseDownOnElement(ICoreClientAPI api, MouseEvent args) in VintagestoryApi\Client\UI\Elements\Impl\Interactive\Text\GuiElementRichtext.cs:Zeile 519.
bei Vintagestory.API.Client.GuiElement.OnMouseDown(ICoreClientAPI api, MouseEvent mouse) in VintagestoryApi\Client\UI\Elements\Impl\GuiElement.cs:Zeile 640.
bei Vintagestory.API.Client.GuiComposer.OnMouseDown(MouseEvent mouseArgs) in VintagestoryApi\Client\UI\GuiComposer.cs:Zeile 459.
bei Vintagestory.API.Client.GuiDialog.OnMouseDown(MouseEvent args) in VintagestoryApi\Client\UI\Dialog\GuiDialog.cs:Zeile 536.
bei Vintagestory.Client.NoObf.GuiManager.OnMouseDown(MouseEvent args) in VintagestoryLib\Client\Systems\Gui\GuiManager.cs:Zeile 394.
bei Vintagestory.Client.NoObf.ClientMain.OnMouseDown(MouseEvent args) in VintagestoryLib\Client\ClientMain.cs:Zeile 2251.
bei Vintagestory.Client.NoObf.ClientPlatformWindows.Mouse_ButtonDown(Object sender, MouseButtonEventArgs e) in VintagestoryLib\Client\ClientPlatform\Input.cs:Zeile 220.
bei System.EventHandler`1.Invoke(Object sender, TEventArgs e)
bei System.EventHandler`1.Invoke(Object sender, TEventArgs e)
bei 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:Zeile 792.
bei OpenTK.Platform.Windows.Functions.DispatchMessage(MSG& msg)
bei OpenTK.Platform.Windows.WinGLNative.ProcessEvents() in C:\Users\Nexrem\Desktop\transfer\opentk\src\OpenTK\Platform\Windows\WinGLNative.cs:Zeile 1551.
bei OpenTK.GameWindow.Run(Double updates_per_second, Double frames_per_second) in C:\Users\Nexrem\Desktop\transfer\opentk\src\OpenTK\GameWindow.cs:Zeile 369.
bei Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs)
bei Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:Zeile 93.
this is the error i get when trying to full crack an egg into a bucket. the egg so powerful, it destroys the universe
Running on 64 bit Windows with 16 GB RAM
Game Version: v1.17.6 (Stable)
10/19/2022 1:02:45 AM: Critical error occurred in the following mod: aculinaryartillery@1.0.8
Loaded Mods: abandonedkingdom@0.0.3, acorns@0.5.1, aculinaryartillery@1.0.8, APsWolfTweaks@1.0.1, attributer@1.0.3, cralutweaks@1.0.2, dynRet@0.1, rpgitemrarity@1.0.2, tieredsoil@1.0.0, tinytweaks@2.0.0, trollMissing@0.1, game@1.17.6, zoombuttonreborn@1.3.0, alchemy@1.6.4, alloycalculator@1.0.0, captureanimals@2.3.0, carrycapacity@0.6.5, expandedfoods@1.6.2, extraoverlays@1.1.1, harphoh@1.1.0, hudclock@2.8.0, mortaldamage@1.3.2, prospectorinfo@4.1.2, resmeltableslight@1.0.0, roadworks@1.0.8, tabletopgames@1.0.1, creative@1.17.6, vsquest@0.1.0, survival@1.17.6, vsvillage@0.3.0, metalrecovery@0.1.18-rc.2, bullseye@2.4.1
System.NullReferenceException: Object reference not set to an instance of an object.
at ACulinaryArtillery.ItemEggCrack.OnHeldInteractStop(Single secondsUsed, ItemSlot slot, EntityAgent byEntity, BlockSelection blockSel, EntitySelection entitySel)
at Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.HandleHandInteraction(Single dt) in C:\Users\tyron\Documents\vintagestory\game\VintagestoryLib\Client\Systems\Player\MouseInWorldInteractions.cs:line 237
at Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.OnGameTick(Single dt) in C:\Users\tyron\Documents\vintagestory\game\VintagestoryLib\Client\Systems\Player\MouseInWorldInteractions.cs:line 163
at Vintagestory.Common.EventManager.TriggerGameTick(Int64 ellapsedMilliseconds, IWorldAccessor world) in C:\Users\tyron\Documents\vintagestory\game\VintagestoryLib\Common\EventManager.cs:line 105
at Vintagestory.Client.NoObf.ClientMain.MainRenderLoop(Single dt) in C:\Users\tyron\Documents\vintagestory\game\VintagestoryLib\Client\ClientMain.cs:line 1196
at Vintagestory.Client.NoObf.ClientMain.MainGameLoop(Single deltaTime) in C:\Users\tyron\Documents\vintagestory\game\VintagestoryLib\Client\ClientMain.cs:line 1103
at Vintagestory.Client.GuiScreenRunningGame.RenderToPrimary(Single dt) in C:\Users\tyron\Documents\vintagestory\game\VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 123
at Vintagestory.Client.ScreenManager.Render(Single dt) in C:\Users\tyron\Documents\vintagestory\game\VintagestoryLib\Client\ScreenManager.cs:line 669
at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in C:\Users\tyron\Documents\vintagestory\game\VintagestoryLib\Client\ScreenManager.cs:line 613
at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(Object sender, FrameEventArgs e) in C:\Users\tyron\Documents\vintagestory\game\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 C:\Users\tyron\Documents\vintagestory\game\VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 93
Event Log entries containing Vintagestory.exe, the latest 3
Hah! Yeast water uses the old vinegar texture that I removed... I can fix that. Should fix your crashing. Nice mod, you should upload it!
EDIT: Nevermind, I can't fix it if it isn't broken.
so im on 1.17.6 and ive made my first batch of yeast water, but i open up the barrel and it crashes my game, as well as the texture for the yeast water being an unknown texture, the troll face is a personal mod and it is the most goofy lookin' thing ever. but yeah
crash when opening barrel with yeast water. :p
He may say that, and he's not wrong, but we will fix that too. :)
And once we fix it, I might try to do something fancy with it.
That's a uhh... quirk of how we fixed the simmer recipe problem. Don't worry about it.
Oh hey, you can HOLD the bone broth portion now, it's no longer a liquid!
Oh my god, maybe the voices will finally stop!
Hey, just to update you, those strange problems I was having before with this and Wildcraft are completely gone now after downloading the new version. Thanks for the fixes and everything.
Updated to 1.6.2! Check the thread for details.
Server 1.17.4
20:10:12 [Server Warning] barrel recipe file game:recipes/barrel/moreanimals/pickledegg.json make uses of wildcards, but no blocks or item matching those wildcards were found.
And also
Am host for a server I play with my bf and he tried making bone broth and it locked up the server completely. Even when I load in by myself offline it's perpetually frozen, I reloaded mods, I tried in repair mode, and it doesn't even save when I press save and quit. If anyone was able to fix this problem pls lmk @ Pugtail#0279 on discord
(Update): I was able to fix it by removing the mod, reloading, entering the game and removing the bones from the pot, saving and then putting the mod back in and reloading mods. I hope the bone broth and other game breaking bugs get fixed, who knows whats lurking, ready to be cooked and doom your server ouo
That bone broth so loaded it wacks me back to Desktop.
Attempting to make bone broth has officially tanked a world me and my girlfriend were playing on. Added 4L of water, then 4 bones into a saucepan as a client and the server stopped working for both of us. Now nothing seems to be able to get it working again. We're on VS version 1.17.6, Cullinary Artillery version 1.0.6, and Expanded Foods version 1.6.1.
Oh that's even more odd. Thanks for taking the time to check
Damn, the handbook is also giving me dead links. I swear I fixed that. Thanks for letting me know.
I'm also testing with Wildcraft 1.4.3 right now and my dumplings work fine. Very strange that 1.4.4 breaks it. I assume a patch is the cause. I'll fix it.
EDIT: Well, I downloaded WC 1.4.4 and I can still make dumplings without issue...
DOUBLE EDIT: It would also seem that I've excluded most of the mixing bowl output items like fruit bread from the handbook. I remember doing that a long time ago, but I don't remember why...
Oh yeah, it's because part-baked items crash the handbook. Hope you guys are okay with that again.
damn, i am unfortunately talking about the items themselves. i'm not sure why they aren't showing up
for example under cooking 102, only the bread and yogurt entries take me to the actual items. the other links for the items don't work at all
on another note I found that wildcraft 1.4.4 is the cause of the dumplings not being able to be made with any of the other ingredients. it would work with just the soft dough to make plain dumplings but wouldn't accept any others.
I see all the items in the handbook just fine. You two must be talking about the recipes with which to make them. If that's the case - no, those do not appear in the handbook. I can't even fathom how we would have to write a custom handbook renderer in order to process all the different ingredient combinations you can use. That's why I wrote 100000 pages of handbook guides.
I'm unable to add anything to dumplings except for salt; not meat chunks, chopped vegetables, nor soybeans. Also what all is there supposed to be in the handbook? Aside from the guides I only see the basic stuff like smashed meat etc. For example is any breaded meat supposed to show up? I saw a screenshot on the forum post with that in it and I can't get it to show.
edit: nevermind, i'm an idiot. the recipes are in fact working. although the items still don't appear in the handbook
So I think I have an issue with this mod, when I go into the handbook most of the recipes don't come up. It doesn't come up when I click on them in the guides, nor when I search them up in blocks and items. I can still craft the food, but it's a bit of a hindrance since I can't see how to craft it. I dont think its another mod, as i disabled all my other mods but EF and ACA and created a new world, but the problem remained. I am playing on v1.17.4 and have the lastest of Both EF and ACA. I havn't seen anyone else mention this so I dont know if it is a bug or if im just being dumb lol.
Updated to 1.6.1! Should fix a few minor issues. Check the thread for details.
Yeah, unfortunately there was some consequences. It seems to crash when expanded foods is not loaded. Wonder what I am missing here.
UPDATE: We've done it boys. No crashing, and it works with EF!
Xamphus
Congratulations! :D
I hope there are no unforseen consequences! Patching can get weird sometimes.
l33tmaan
I think I've done it! Woot! I had to make a patch that had your mod as a dependency, which activates the new bread.json patch and replaces the vanilla patch.
Xamphus
I think your best (or easiest) shot would be to just make a patch under the expandedfoods domain that's also called bread.json. It would overwrite my file entirely, so make sure you're including everything in it.
I get following Error when i start with Bricklayers loaded:
-------------------------------------
20.9.2022 17:54:26 [Error] Patch 0 (target: game:itemtypes/liquid/vinegarportion.json) in bricklayers:patches/survival-itemtypes-liquid-vinegarportion.json failed probably because the syntax of the value is broken: Newtonsoft.Json.JsonReaderException: Unexpected end of content while loading JObject. Path 'tpHandTransform', line 48, position 0.
bei Newtonsoft.Json.Linq.JContainer.ReadTokenFrom(JsonReader reader, JsonLoadSettings options)
bei Newtonsoft.Json.Linq.JObject.Load(JsonReader reader, JsonLoadSettings settings)
bei Newtonsoft.Json.Linq.JToken.ReadFrom(JsonReader reader, JsonLoadSettings settings)
bei Newtonsoft.Json.Linq.JToken.Parse(String json, JsonLoadSettings settings)
bei Vintagestory.ServerMods.NoObf.ModJsonPatchLoader.ApplyPatch(Int32 patchIndex, AssetLocation patchSourcefile, JsonPatch jsonPatch, Int32& applied, Int32& notFound, Int32& errorCount) in C:\Users\Tyron\Documents\vintagestory\game\VSEssentials\Loading\JsonPatchLoader.cs:Zeile 300.
20.9.2022 17:54:26 [Error] Patch 1 (target: game:itemtypes/liquid/vinegarportion.json) in bricklayers:patches/survival-itemtypes-liquid-vinegarportion.json failed probably because the syntax of the value is broken: Newtonsoft.Json.JsonReaderException: Unexpected end of content while loading JObject. Path 'tpHandTransform', line 48, position 0.
bei Newtonsoft.Json.Linq.JContainer.ReadTokenFrom(JsonReader reader, JsonLoadSettings options)
bei Newtonsoft.Json.Linq.JObject.Load(JsonReader reader, JsonLoadSettings settings)
bei Newtonsoft.Json.Linq.JToken.ReadFrom(JsonReader reader, JsonLoadSettings settings)
bei Newtonsoft.Json.Linq.JToken.Parse(String json, JsonLoadSettings settings)
bei Vintagestory.ServerMods.NoObf.ModJsonPatchLoader.ApplyPatch(Int32 patchIndex, AssetLocation patchSourcefile, JsonPatch jsonPatch, Int32& applied, Int32& notFound, Int32& errorCount) in C:\Users\Tyron\Documents\vintagestory\game\VSEssentials\Loading\JsonPatchLoader.cs:Zeile 300.
20.9.2022 17:54:26 [Error] Patch 2 (target: game:itemtypes/liquid/vinegarportion.json) in bricklayers:patches/survival-itemtypes-liquid-vinegarportion.json failed probably because the syntax of the value is broken: Newtonsoft.Json.JsonReaderException: Unexpected end of content while loading JObject. Path 'tpHandTransform', line 48, position 0.
bei Newtonsoft.Json.Linq.JContainer.ReadTokenFrom(JsonReader reader, JsonLoadSettings options)
bei Newtonsoft.Json.Linq.JObject.Load(JsonReader reader, JsonLoadSettings settings)
bei Newtonsoft.Json.Linq.JToken.ReadFrom(JsonReader reader, JsonLoadSettings settings)
bei Newtonsoft.Json.Linq.JToken.Parse(String json, JsonLoadSettings settings)
bei Vintagestory.ServerMods.NoObf.ModJsonPatchLoader.ApplyPatch(Int32 patchIndex, AssetLocation patchSourcefile, JsonPatch jsonPatch, Int32& applied, Int32& notFound, Int32& errorCount) in C:\Users\Tyron\Documents\vintagestory\game\VSEssentials\Loading\JsonPatchLoader.cs:Zeile 300.
-----------------------------
I'm sure there is a way to get it working. I have a few ideas I could try.
Either way, fantastic work on the update! Been excited to hop back into Vintage with your mod, it's a must have.
Xamphus
I asked around and it doesn't look like there is...
raptor shrieks and slam dunks this directly into mod collection
ty for putting so much work into the update, for this and ACA :D
l33tmaan
Is there a way to handle load order for VS modding?
Xamphus
Hey there! I'm not sure, your mod patches the same thing mine does, right? I think yours would just overwrite mine if it was loaded afterwards, but I'm not actually sure about that. I don't know many mods that have had this problem before. :(
l33tmaan Yo! I am the creator of EZBread. I am looking to update my mod in conjunction with yours. However, we both patch the same bread.json file. How should I go about updating my mod? Can I patch a patch, lol?
Updated to 1.6.0! Check the thread for details.
Make sure you go download ACA before you complain stuff doesn't work!
IT'S ALMOST HERE!
Expanded Foods has had its tools split out into A Culinary Artillery, which EF requires in order to work. It's taken a lot of work to get everything separated and functioning properly, but it should help out anyone who wants to use the tools of EF without the actual food or recipes I've added. I'm a bit scared that I've overlooked stuff and that something is horribly broken here, but I haven't had any crashing or weirdness for a while. So if you want to playtest it now, drop by my Patreon and give it a shot: https://www.patreon.com/l33tmaan
I hope I can get some feedback by the end of this weekend. If nothing's broken, I'll have it released on Monday.
In case you aren't following the forums. l33tmaan is working on it and has hope to have it finished at the end of the week.
I reload this page every day hoping for a 1.17 version, or at least a bugfix for the handbook.
🙏day 12 of the update prayer circle🙏
I also hope we get an update! It's one of the must have mods, love it! Thanks for all your work, too! We appreciate it! :)
Yeah, me too!
I can not wait for this to update!
Is there currently an issue with loading Expanded foods with xSkills?
I admit I'm trying to load the newest version of each on a 1.17.0 client, but I'm finding the client closes down with no error message or log message if I try to load them both together. Each is loading successfully alone and with other mods. Just not eachother.
This is one of the best mods out here so also hoping for an update soon
We are hyped for your new release
l33tmaan
So sorry it's taken me so long to get back to you, I took a break from Vintage Story and forgot I'd made that post! If I remember correctly, it was a problem with the herbal dough and sausages specifically, actual vegetables as part of the filling would work fine, including only the vegetables in the filling counting towards nutrition.
I am knee-deep in eggshells right now. Hoping to having something released by the beginning of September.
Can't wait to see the rolling pin leaning against the wall
Yoo, how are the works going? Would love to come back to VS with expanded food installed at the start, ngl ^^
Thank you! It'll be ready, don't worry.
This is one of my favorite mods for this game, thank you for making it and continuing to add to and update it.
No rush, but I eagerly wait the 1.17 update.
Kirona
That's probably because the mod isn't ready for 1.17 yet. My next release will be.
Hi there! I've been trying to update to 1.17.0-rc.3 and it turns out that when this mod is enabled, it generates a HUGE amount of lag for some reason. Using the game's "/debug logticks" command it seems to be that Expanded Foods currently causes a very expensive "sleep" call once a second. This occurs even when no other mods are loaded, on a freshly generated world.
It also makes generating a new world take an absurd amount of time, suggesting that it's occurring during that process as well.
Hi there,
Trying this with 1.7rc3. I crash everytime I'm in creative mode trying to enter anything in the search box. Had the same crash in rc2. I was able to replicated without any other mods, just Expanded Foods. Hope this helps <3
Running on 64 bit Windows with 16 GB RAM
Game Version: v1.17.0-rc.3 (Unstable)
Loaded Mods: betterdrifters@2.1.3, expandedfoods@1.5.5, HangingOilLamps@1.0.1, reducedwolfaggro@1.0.2, game@1.17.0-rc.3, carrycapacity@0.6.5, prospectorinfo@3.2.0, creative@1.17.0-rc.3, survival@1.17.0-rc.3
7/31/2022 2:16:45 PM: Critical error occurred
System.NullReferenceException: Object reference not set to an instance of an object.
at Vintagestory.API.Client.GuiElementItemSlotGridBase.FilterItemsBySearchText(String text, Dictionary`2 searchCache, Dictionary`2 searchCacheNames) in C:\Users\Tyron\Documents\vintagestory\game\VintagestoryApi\Client\UI\Elements\Impl\Interactive\Inventory\GuiElementItemSlotGridBase.cs:line 556
at Vintagestory.Client.NoObf.GuiDialogInventory.OnTextChanged(String text) in C:\Users\Tyron\Documents\vintagestory\game\VintagestoryLib\Client\Systems\Gui\Dialogs\GuiDialogInventory.cs:line 420
at Vintagestory.API.Client.GuiElementEditableTextBase.TextChanged() in C:\Users\Tyron\Documents\vintagestory\game\VintagestoryApi\Client\UI\Elements\Impl\Interactive\Text\GuiElementEditableTextBase.cs:line 266
at Vintagestory.API.Client.GuiElementEditableTextBase.OnKeyPress(ICoreClientAPI api, KeyEvent args) in C:\Users\Tyron\Documents\vintagestory\game\VintagestoryApi\Client\UI\Elements\Impl\Interactive\Text\GuiElementEditableTextBase.cs:line 550
at Vintagestory.API.Client.GuiComposer.OnKeyPress(KeyEvent args) in C:\Users\Tyron\Documents\vintagestory\game\VintagestoryApi\Client\UI\GuiComposer.cs:line 614
at Vintagestory.API.Client.GuiDialog.OnKeyPress(KeyEvent args) in C:\Users\Tyron\Documents\vintagestory\game\VintagestoryApi\Client\UI\Dialog\GuiDialog.cs:line 452
at Vintagestory.Client.NoObf.GuiManager.OnKeyPress(KeyEvent args) in C:\Users\Tyron\Documents\vintagestory\game\VintagestoryLib\Client\Systems\Gui\GuiManager.cs:line 383
at Vintagestory.Client.NoObf.ClientPlatformWindows.game_KeyPress(Object sender, KeyPressEventArgs e) in C:\Users\Tyron\Documents\vintagestory\game\VintagestoryLib\Client\ClientPlatform\Input.cs:line 245
at System.EventHandler`1.Invoke(Object sender, TEventArgs e)
at System.EventHandler`1.Invoke(Object sender, TEventArgs e)
at OpenTK.Platform.Windows.WinGLNative.HandleChar(IntPtr handle, WindowMessage message, IntPtr wParam, IntPtr lParam) in C:\Users\Nexrem\Desktop\transfer\opentk\src\OpenTK\Platform\Windows\WinGLNative.cs:line 411
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 771
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 C:\Users\Tyron\Documents\vintagestory\game\VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 87
-------------------------------
Event Log entries containing Vintagestory.exe, the latest 3
==================================
{ TimeGenerated = 7/28/2022 8:02:00 PM, Site = , Source = Application Hang, Message = The program Vintagestory.exe version 1.17.0.0 stopped interacting with Windows and was closed. To see if more information about the problem is available, check the problem history in the Security and Maintenance control panel.
Process ID: 33a4
Start Time: 01d8a2f7620a8bba
Termination Time: 5
Application Path: F:\VintageStory\Vintagestory\Vintagestory.exe
Report Id: deb90ca2-f8f9-45c6-958e-d1bf4fb73b00
Faulting package full name:
Faulting package-relative application ID:
Hang type: Unknown
}
--------------
{ TimeGenerated = 7/28/2022 7:57:45 PM, Site = , Source = .NET Runtime, Message = Application: Vintagestory.exe
Framework Version: v4.0.30319
Description: The process was terminated due to an unhandled exception.
Exception Info: exception code c0020001, exception address 00007FFA7D6D4FD9
Stack:
}
--------------
{ TimeGenerated = 7/28/2022 7:27:41 PM, Site = , Source = Windows Error Reporting, Message = Fault bucket 1564822719469394024, type 4
Event Name: APPCRASH
Response: Not available
Cab Id: 0
Problem signature:
P1: Vintagestory.exe
P2: 1.17.0.0
P3: 62e01e15
P4: KERNELBASE.dll
P5: 10.0.19041.1826
P6: 299341e8
P7: c0020001
P8: 0000000000034fd9
P9:
P10:
Attached files:
\\?\C:\ProgramData\Microsoft\Windows\WER\Temp\WER112.tmp.WERInternalMetadata.xml
These files may be available here:
\\?\C:\ProgramData\Microsoft\Windows\WER\ReportArchive\AppCrash_Vintagestory.exe_eeeb793279d7b4dd45258acac65cbdad18fe40_30d1a8e0_dc88074c-e17f-4353-90b2-d24a028cdb4a
Analysis symbol:
Rechecking for solution: 0
Report Id: 0372abfa-31ec-42e4-ba23-2cd5d961d3d1
Report Status: 268566528
Hashed bucket: 44f6f07a613f428295b75df8fa6f1868
Cab Guid: 0 }
Cthuloid9
Does that happen if you just mix veggies and something else in a herbal pie crust? What about regular pie crusts? Now I'm wondering if the veggies aren't being added to any kind of pie's nutrition.
There seems to be some kind of issue with herbal dough and herbal sausages in pies, as those will add listed veggie sat to a pie, but either it doesn't add the sat at all, or for some reason it doesn't add to nutrition. (Or this is intentional to make herbs not too ridiculously good and I'm dumb.) For example ive been eating nothing but pies with 3 herb herbal sausages and fruit as filling and 5 herb herbal dough, which in the info has more veggie sat than anything else, but my veggie nutrition is dropping.
I'm getting the same bug as SashiSummers was, except it seems to happen with any of the part-baked whole mushrooms.
Happy 30k downloads!
Yeah, I don't know what that error is at this point. I've just reported it as a vanilla bug.
Whenever I try to access the handbook information for the mushroom Bearded Tooth (Charred), I crash and get this error log. I'm not sure how to compress it so it's not taking up so much space on the page. I can edit it if someone tells me how, I'm not versed in HTML xD
Running on 64 bit Windows with 16 GB RAM
Game Version: v1.16.5 (Stable)
Loaded Mods: armordurability2@1.0.0, weaponpacka@1.2.4, ancienttools@1.4.4, animalcages@2.0.6, tonwexp@1.0.9, cheaperarmor@2.0.2, armorrepair@1.0.3, backpackpack@1.0.3, weaponpackbeta@1.0.0, betterdrifters@2.1.3, blacksmithname@1.0.5, cottagewindows@1.0.8, cralutweaks@1.0.1, expandedfoods@1.5.5, foundrymod@1.0.0, fulldrop@1.0.0, weaponpackg@1.0.0, hideandfabric@1.2.2, HumanSkinTones@0.0.1, instruments@1.1.2, reducedarmornegatives@1.0.2, moreclasses@1.2.4, moredrifterloot@1.5.4, orepulverizer@1.1.1, primitivesurvival@2.9.5, reducedwolfaggro@1.0.2, rustandrails@1.0.0, speararrowheadbits@1.1.0, usefulscrap@2.0.2, game@1.16.5, vshud@2.0.31, zeekea@1.6.1, alchemy@1.6.3, lichen@1.6.1, medievalexpansion@3.7.1, outlawmod@1.1.4, petai@1.4.4, playercorpse@1.3.2, primitivetools@1.3.1, SimpleMobFootSteps@1.0.3, snowballmod@1.0.0, creative@1.16.5, survival@1.16.5, xrowboat@0.0.3, metalrecovery@0.1.17, commandablelocust@1.3.0, foxtaming@1.0.0-pre.1, wildcraft@1.2.3, wolftaming@1.4.2
7/15/2022 8:52:14 PM: Critical error occurred
System.Exception: Can't create itemstack without item!
at Vintagestory.API.Common.ItemStack..ctor(Item item, Int32 stacksize)
at Vintagestory.GameContent.CollectibleBehaviorHandbookTextAndExtraInfo.GetHandbookInfo(ItemSlot inSlot, ICoreClientAPI capi, ItemStack[] allStacks, ActionConsumable`1 openDetailPageFor)
at Vintagestory.GameContent.GuiHandbookItemStackPage.GetPageText(ICoreClientAPI capi, ItemStack[] allStacks, ActionConsumable`1 openDetailPageFor)
at Vintagestory.GameContent.GuiDialogHandbook.initDetailGui()
at Vintagestory.GameContent.GuiDialogHandbook.OpenDetailPageFor(String pageCode)
at Vintagestory.API.Client.ItemstackTextComponent.OnMouseDown(MouseEvent args)
at Vintagestory.API.Client.GuiElementRichtext.OnMouseDownOnElement(ICoreClientAPI api, MouseEvent args)
at Vintagestory.API.Client.GuiElement.OnMouseDown(ICoreClientAPI api, MouseEvent mouse)
at Vintagestory.API.Client.GuiComposer.OnMouseDown(MouseEvent mouseArgs)
at Vintagestory.API.Client.GuiDialog.OnMouseDown(MouseEvent args)
at Vintagestory.Client.NoObf.GuiManager.OnMouseDown(MouseEvent args)
at Vintagestory.Client.NoObf.ClientMain.OnMouseDown(MouseEvent args)
at Vintagestory.Client.NoObf.ClientPlatformWindows.Mouse_ButtonDown(Object sender, MouseButtonEventArgs e)
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 1551
at OpenTK.GameWindow.Run(Double updates_per_second, Double frames_per_second) in C:\Users\Nexrem\Desktop\transfer\opentk\src\OpenTK\GameWindow.cs:line 369
at _7zNxEbLnuy6Bq08TdMSIu9ZbrKf._vvUTh6X5xLRNnjtX2xSE7z8yMeh(_SUsdg1ytavxaRcNNkhfDrODGhGP , String[] )
at _yA4PJazdKq1OMm8H6js6v5AhQB._vvUTh6X5xLRNnjtX2xSE7z8yMeh(ThreadStart )
-------------------------------
Event Log entries containing Vintagestory.exe, the latest 3
==================================
{ TimeGenerated = 7/14/2022 9:20:27 PM, Site = , Source = Application Hang, Message = The program Vintagestory.exe version 1.16.5.0 stopped interacting with Windows and was closed. To see if more information about the problem is available, check the problem history in the Security and Maintenance control panel.
Process ID: 2ab0
Start Time: 01d897d91ef5d6ee
Termination Time: 192
Application Path: D:\Games\Vintagestory\Vintagestory.exe
Report Id: 15566292-09b6-4c1f-82c4-705c6804b31a
Faulting package full name:
Faulting package-relative application ID:
Hang type: Unknown
}
--------------
{ TimeGenerated = 7/14/2022 7:26:14 PM, Site = , Source = Application Hang, Message = The program Vintagestory.exe version 1.16.5.0 stopped interacting with Windows and was closed. To see if more information about the problem is available, check the problem history in the Security and Maintenance control panel.
Process ID: 4fdc
Start Time: 01d897d6eca05672
Termination Time: 307
Application Path: D:\Games\Vintagestory\Vintagestory.exe
Report Id: a292834c-d131-4cf0-a56e-6395357f1e37
Faulting package full name:
Faulting package-relative application ID:
Hang type: Unknown
}
--------------
{ TimeGenerated = 7/14/2022 2:24:52 PM, Site = , Source = Application Hang, Message = The program Vintagestory.exe version 1.16.5.0 stopped interacting with Windows and was closed. To see if more information about the problem is available, check the problem history in the Security and Maintenance control panel.
Process ID: b008
Start Time: 01d8979f382c06e5
Termination Time: 20
Application Path: D:\Games\Vintagestory\Vintagestory.exe
Report Id: 8c1f7ed6-a609-4236-832c-57f90dc8d40d
Faulting package full name:
Faulting package-relative application ID:
Hang type: Unknown
}
Updated to 1.5.5! Check the thread for details.
Updated to 1.5.4! Check the thread for details.
BlueFuryDragon
I know it's been a while, but I finally got around to testing this and I can add meat & berries to pies just fine?
Awesome work man I know this was blood sweat and tears to get done, I really think I speak for everyone when I say we appreciate you and your tremendous efforts.
It only took six months, but this is FINALLY updated to 1.5.3! Check the thread for details.
I remember that you used to be able to put more than one type of ingredients in pies, but in this version I can one use one just like vanilla (1.5.1 pre-11) 1.16.5.
BlueFuryDragon
You use 3 berries per 0.1 L of vinegar to make more vinegar. Otherwise you should just let wine rot, or you can seal it in a barrel. To be explicit: the berry recipe is only for when you already have vinegar.
I still can't get vinegar. I don't understand the instructions. I tried a full barrel of berries and all it did was turn to rot... Someone please break this down for me.
Updated to 1.5.3-pre.11! Check the thread for details.
I'm reposting this from the forums to get more feedback:
Basically, Vinter Nacht had the idea to split Expanded Foods out into several mods that utilize a core mod as a dependency for the rest. Basically, there would be something like 'Expanded Foods - Core' mod which just contains the tools like the mixing bowl, saucepan, meat hooks, all that stuff, and then a 'Expanded Foods - Recipes' mod that actually adds in food and recipes that utilize the core mod. I like the idea, but I want to hear from people on a few things
Feel free to add anything else that might help, but I think this is the bare minimum I'd like to know about before getting too deep in the reeds.
Oh no! Thanks for the catch, I didn't know people actually cooked those!
Good Morning, I have noticed that Cattail Roots in the Clay oven render below the oven
Updated to 1.5.3-pre.10! Check the thread for details.
So I made the small cauldron and I can't get in to fill. It gets to 248 units at the highest and then drops down to 207 units. If I hold it it just keeps bouncing between those numbers, never filling. I'm on 1.16.4 with a lot of different mods. Not sure what to do about this but it other that try with the larger one.
Oranje Try a saucepan or bucket instead.
I made one of those Spile thingies, plugged it into a Pine tree (even scratched up the area i put it in) then placed a barrel underneath it to collect sap, but it doesnt seem to produce anything.
On your screenshot of it, you have a clay pan like thing underneath it, but i am not sure if thats a special item, or if i am simply doing something wrong.
Updated to 1.5.3-pre.9! Check the thread for details.
Bardock You smith it.
Hai been learining the mod and come across i think might be a bug, the Spile does not seem to be craftable and i can not find any infomation about it unless i am blind. the guide book says it is made from "Metal" and obtained from breaking its self. I have been stumped on this for almost 3 days now and such can not get maple or birch sap.
l33tmaan
Would it be possible for you to include the Acorn Mod in your mod? It hasn't been updated for a long time and seems to be causing problems with 1.6.5. But I'd like to use it again with your mod, I've already written to the author but haven't gotten an answer yet.
The mod author got in touch, unfortunately his upload didn't bring any improvement, maybe he can do something with the crash log I sent him
That's not anything I changed. Perhaps it's a vanilla change to the way item transition works? I'm not sure.
I'm on 1.16.4, I also have a lot of other mods installed. But it used to be, with this modd you could prolong the decay of meat by rolling it first, then wait a bit and make chunks. Has this changed, because now I swear the food deteriorates faster? I love this mod, but I'm not liking this, I've had things spoil right after I cut them up after rolling.
So I just took chicken out to prepare it, with 2.1 days left to it. I smashed it and cut it up 5% spoiled. :(
Here's to another 20k!
Congratulations on getting 20K downloads, well done! <3
Updated to 1.5.3-pre.8! The bottle issues should be fixed now! Check the thread for details.
Its caused by the more crops mod. I figured it out.
Nothing to do with your mod. But the logs I provided below might help with other issues. :)
Thanks again for making this wonderful mod.
Is that a handbook error?
Here are errors I am getting I don't know if its wildcraft or your mod. Here are the two logs both from client-main.
https://pastebin.com/xNCnELWm
pastebin.com/qJqh4kTe
Updated to 1.5.3-pre.7! Now with Acorns and Primitive Survival compatibility working again! Check the thread for details.
Updated to 1.5.3-pre.6! I hope this fixes the saucepan/cauldron crashing! Check the thread for details.
game client crashes when interacting with a filled saucepan or cauldron on a server (cooked bonebroth in saucepan then tried to open the campfire and it crashed / placed a cauldron under a spile and put resin in it then it crashed / picked up the now invisible cauldron with resin and destroyed my character - instant crash on join )
this is the error thats now happening on join
05.04.2022 20:27:46: Critical error occurred
System.NullReferenceException: Der Objektverweis wurde nicht auf eine Objektinstanz festgelegt.
bei ExpandedFoods.BlockSaucepan.GenRightMesh(ICoreClientAPI capi, ItemStack contentStack, BlockPos forBlockPos, Boolean isSealed)
bei ExpandedFoods.BlockSaucepan.OnBeforeRender(ICoreClientAPI capi, ItemStack itemstack, EnumItemRenderTarget target, ItemRenderInfo& renderinfo)
bei Vintagestory.Client.NoObf.InventoryItemRenderer.GetItemStackRenderInfo(ClientMain game, ItemSlot inSlot, EnumItemRenderTarget target, Single dt)
bei Vintagestory.GameContent.EntityShapeRenderer.RenderHeldItem(Single dt, Boolean isShadowPass, Boolean right)
bei Vintagestory.GameContent.EntityShapeRenderer.DoRender3DOpaque(Single dt, Boolean isShadowPass)
bei Vintagestory.Client.NoObf.SystemRenderEntities.OnRenderFrameShadows(Single dt)
bei Vintagestory.Client.NoObf.ClientEventManager.TriggerRenderStage(EnumRenderStage stage, Single dt)
bei Vintagestory.Client.NoObf.ClientMain.TriggerRenderStage(EnumRenderStage stage, Single dt)
bei Vintagestory.Client.NoObf.ClientMain.MainRenderLoop(Single dt)
bei Vintagestory.Client.NoObf.ClientMain.MainGameLoop(Single deltaTime)
bei _4Bi1AGVssrIO0El8b8ygdS9FIfm._o5h005s1ovnxSPPqKWgI4tZUoCh(Single )
bei _lAuHsYOBOAjBMdATFXwLUtH7N00._JvY4M2412YZu1OS3Ull8wgZBu1j(Single )
bei _lAuHsYOBOAjBMdATFXwLUtH7N00._KmBeEx15nyyLrVqNDW6geSArpNr(Single )
bei Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(Object sender, FrameEventArgs e)
bei System.EventHandler`1.Invoke(Object sender, TEventArgs e
bei OpenTK.GameWindow.RaiseRenderFrame(Double elapsed, Double& timestamp) in C:\Users\Nexrem\Desktop\transfer\opentk\src\OpenTK\GameWindow.cs:Zeile 479.
bei OpenTK.GameWindow.DispatchRenderFrame() in C:\Users\Nexrem\Desktop\transfer\opentk\src\OpenTK\GameWindow.cs:Zeile 454.
bei OpenTK.GameWindow.Run(Double updates_per_second, Double frames_per_second) in C:\Users\Nexrem\Desktop\transfer\opentk\src\OpenTK\GameWindow.cs:Zeile 375.
bei _TRhArnJABwZoV9Vt7Ld2l65Xzgg._mhlr8s7wtMvxaJGpVy2Ag90jUBK(_3HJA5NvAIx31LXjscc3HGjXaR6q , String[] )
bei _q0zAVOrWbMX04rMA9G3HIFVuGjA._mhlr8s7wtMvxaJGpVy2Ag90jUBK(ThreadStart )
Updated to 1.5.3-pre.5! Check the thread for details.
OH MY GOD! I WON?!?! I AM NEVER FIRST AT ANYTHING!!!!!
OH MY GOD I HAVE EVERYTHING TO MAKE MINI CAULDRONS EXCEPT AN ACTUAL RECIPE!??!
HOW ARE YOU THE FIRST PERSON TO TELL ME THIS?
Thank you. :)
Hey, l33tmaan...
Yea, there isn't a "Mini Cauldron" recipee in game.
I downloaded the 1.16.4 archive full. Extracted it to it's very own folder, made a Data folder, created a shortcut and appended to the target --dataPath="My Data folder location", excecuted the shortcut, downloaded "ExpandedFoods 1.5.3-pre.4.zip" to my Data/Mods folder and created a new world.
I then found some clay, found the Large Hook, Bottle, Bottle X4, Cauldron, Saucepan molds, but not a Small Cauldron Mold.
I then looked into Data\Cache\unpack\ExpandedFoods 1.5.3-pre.4.zip\assets\expandedfoods\recipes\clayforming. Again, bighookmold.json, bottle.json, bottle4.json, cauldronmoldrecipe.json and saucepan.json molds, but not a Small Cauldron Mold.
So, maybe I am a n00b...but I can't figure out how to make a Mini Cauldron in Survival.
I am hoping this is just an oversight and I have not completely lost my mind.
"I may be crazy...Oh, but it just may be a lunatic you're looking for" - Billy Joel - Glass Houses - You May Be Right - 1980
Ghost54
You just need to put about half a stack's worth of flax into the fruit press and press it into bucket.
Oh ok, another noob question but I can't seem to turn the wet flax mash into flax oil. I've left it pressed in the fruit press for 4 ingame hours and nothing has changed, am I doing someting wrong? Or is it 4 real time hours?
The screwpress was replaced by the fruitpress, they both work near identically other than that you need to place a container in the bottom slot of the fruitpress to store the output.
I cannot seem to find the screwpress recepie ingame, is it not in the game? Does the fruitpress do the same thing? This may be a dumb noob thing but I thought I'd ask just incase.
You should be able to make the small cauldron mold out of clay. As for the iron/steel cauldrons... yeah, I made those without realizing there's no way to get them in-game currently. I should probably disable them for now, but they look nice...
Am I just a n00b, or is there no way to make a small cauldron mold and cast iron, meteoric iron and steel versions of the cauldrons in survival? Yes, I know I can get them from creative.
I looked at SuperFuel, but the fix to client crashes while cooking iron in a crucible is to not cook iron in a crucible. 0.o
[edit]
Also, client crash looking at help screen for Breaded Flax Bush Meat
at OpenTK.Platform.Windows.WinGLNative.ProcessEvents() in C:\Users\Nexrem\Desktop\transfer\opentk\src\OpenTK\Platform\Windows\WinGLNative.cs:line 1551
at OpenTK.GameWindow.Run(Double updates_per_second, Double frames_per_second) in C:\Users\Nexrem\Desktop\transfer\opentk\src\OpenTK\GameWindow.cs:line 369
Who is Nexrem?
I have the full crash text if you want.
Updated to 1.5.3-pre.4! I believe all of the crashing has been taken care of, just a few more things to take care of before a real release gets out. Let me know if you find anything weird! Check the thread for details.
Thanks for all the great, and hard work you have been and are putting into this mod. I greatly look forward to the finished product....well, at least until another major realease changes everthing again hahaha. Keep up the great work at your own pace and we will enjoy the fruits of your labor!
Updated to 1.5.3-pre.3! This is still a WIP pre-release that needs a few bugs ironed out, but most of the core functionality has been updated to 1.16. Check the thread for details.
I have seen More Crops & Creatures and Critters, and they terrify me. Wildcraft already took me about a month or two to get compatible with Expanded Foods, and that just added a few berries and cabbage. I MIGHT do it some day, but I've got way more to do besides that... like actually fixing the mod.
I know you have a ton on your list as it is but I was simply wondering, have you seen the more crops mod to consider adding it to your compatability list? They have done it for a few things (so has Creatures and Critters, can almost make a gumbo lol). I know you tend to have Wild craft compatability. Food for thought (pun intended) but still looking forward to any release to add to 16's foods. This mod beside Xskills is like our largest desires for our server when we play lol
It has been painfully long since I've uploaded anything here. Even if it's just a draft version so people can play on 1.16, I'll get it out as soon as I can squash the pie-crashing bug.
im runing into a bug where the oven and other cooking items are not working for me aswell
Hi I am unable to interact with any of the special fooditems that this mod gives like the saucepan, mixing bowl and screwpress. is it something I am doing wrong or is there a bug? no matter what I do I find myself unable to open them or add items. they are just there nonfunctioning. It also stoppes the oven from vanilla game to work. I Checked and when I disabled this mod the oven worked again.
I've got a new, mostly working pre-release up on the forums again. It should be less likely to annihiliate your game!
I have a weird bug where when using this mod, I can't interact with the Clay oven or screw press. I can build, pickup, and place them. But I can't add firewood to them, or light them. I tested on a map without any mods, and with just this mod, and it seems to be coming from this mod.
I've got a pre-release version up on the forums right now, for anyone brave enough to test it out. There's still some major issues (mostly with the bottle and boiling recpes), but it's somewhat playable.
Version 1.5.0 Making boiled eggs isn't working. IDK if it's been fixed by 1.5.2?
I was unable to use dried berries in meat stews even though the forum homepage said it was possible.
Probably figured this out already, but the parts of this mod involving fluids aren't working on 1.16 yet.
Dang shame, because I love the crap outta this mod.
This is what I got when I made Rice and Beans, or Pilaf.
7.1.2022 10:14:07 [Error] Missing mapping for texture code riceandbeans during shape tesselation of block game:claypot-cooked using shape game:block/clay/pot-opened-empty, or one of its alternates
7.1.2022 10:14:07 [Error] Missing mapping for texture code riceandbeans during shape tesselation of block game:claypot-cooked using shape game:block/clay/pot-opened-empty, or one of its alternates
7.1.2022 10:14:07 [Error] Missing mapping for texture code riceandbeans during shape tesselation of block game:claypot-cooked using shape game:block/clay/pot-opened-empty, or one of its alternates
7.1.2022 10:14:07 [Error] Missing mapping for texture code riceandbeans during shape tesselation of block game:claypot-cooked using shape game:block/clay/pot-opened-empty, or one of its alternates
7.1.2022 10:14:07 [Error] Missing mapping for texture code riceandbeans during shape tesselation of block game:claypot-cooked using shape game:block/clay/pot-opened-empty, or one of its alternates
7.1.2022 10:14:07 [Error] Missing mapping for texture code riceandbeans during shape tesselation of block game:claypot-cooked using shape game:block/clay/pot-opened-empty, or one of its alternates
7.1.2022 10:14:07 [Error] Missing mapping for texture code riceandbeans during shape tesselation of block game:claypot-cooked using shape game:block/clay/pot-opened-empty, or one of its alternates
7.1.2022 10:14:07 [Error] Missing mapping for texture code riceandbeans during shape tesselation of block game:claypot-cooked using shape game:block/clay/pot-opened-empty, or one of its alternates
7.1.2022 10:14:07 [Error] Missing mapping for texture code riceandbeans during shape tesselation of block game:claypot-cooked using shape game:block/clay/pot-opened-empty, or one of its alternates
7.1.2022 10:14:07 [Error] Missing mapping for texture code riceandbeans during shape tesselation of block game:claypot-cooked using shape game:block/clay/pot-opened-empty, or one of its alternates
Tested with only Expanded Foods 1.5.2 and Game version: 1.15.10, but I already had the problem the version before EF 1.5.1.
Edit: now that I think about it, it started with the addition of bottle racks and Bellpepper integration, so two version prior. EF 1.5.0
The Log entry changes with what meal I make, even Au Gratin which I believe has changes from EF has no texture (White with a red ?)
'Salads' has an invisible base texture, while for example the breaded cutlet is visible.
All of them? Huh?? Do your logs report any errors?
@l33tmaan
Playing in VS 1.15.10 and tested with only Expanded Foods 1.5.2
For some reason, all the Foods made in the Cooking Pot are missing their textures.
Creating a new world also doesn't change anything, as I usually test Mod updates in a newly created world.
Updated to 1.5.2! Check the thread for details.
Aescula
Does it do that when you make fresh dough and try?
Looks like berry breads have a graphical glitch. Once mixed, they appear as transparent, with only the bits of berry showing through. At least for cranberry-rye dough (dough *was* mixed pre-1.5 so maybe that's the issue?)
Finally updated to 1.5.0! Check the thread for details.
List of similar errors in server-main.txt:
[Warning] Failed resolving a blocks itemdrop or smeltedstack with code expandedfoods:acornpasta-cooked in saucepan
[Warning] Failed resolving a blocks itemdrop or smeltedstack with code expandedfoods:tea-herb in saucepan
[Warning] Failed resolving a blocks itemdrop or smeltedstack with code expandedfoods:acornportion in mixing recipe expandedfoods:recipes/mixing/yogurtmeal.json
[Error] Grid Recipe with output Item code expandedfoods:acornhardtack-spelt-raw contains an ingredient that cannot be resolved: Item code acorns:flour-acorn
Yes, I'll be updating for 1.15.10 with a whole bunch of new stuff and the crash should be fixed, as well. I'm working on compatibility with Wildcraft right now, and after I do that and finish updating Primitive Survival new meats I should be able to release an update. It'll certainly be this month!
This mod is great, waiting for the Update ;)
I was going to report that putting liquids into the mixing bowl seems to crash the game but others are ahead of me on reporting that. Eagerly awaiting the newest update to the mod~
Is this going to be updated for 1.15.9 anytime soon?
I am also seeing the crash with the mixing bowl when trying to mix dough with berries. Some times it crashes when you put any ingredients in, sometimes only once full. I was never able to make anything with the mixing bowl.
Running on 64 bit Windows with 16 GB RAM
Version: v1.15.9 (Stable)2021-11-21 4:25:02 PM: Critical error occurred
System.InvalidOperationException: Collection was modified; enumeration operation may not execute.
at System.ThrowHelper.ThrowInvalidOperationException(ExceptionResource resource)
at System.Collections.Generic.Dictionary`2.ValueCollection.Enumerator.MoveNext()
at Vintagestory.API.Client.GuiDialog.OnMouseUp(MouseEvent args)
at Vintagestory.Client.NoObf.GuiManager.OnMouseUp(MouseEvent args)
at Vintagestory.Client.NoObf.ClientMain.OnMouseUp(MouseEvent args)
at Vintagestory.Client.NoObf.ClientPlatformWindows.Mouse_ButtonUp(Object sender, MouseButtonEventArgs e)
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)
at OpenTK.Platform.Windows.Functions.DispatchMessage(MSG& msg)
at OpenTK.Platform.Windows.WinGLNative.ProcessEvents()
at OpenTK.GameWindow.Run(Double updates_per_second, Double frames_per_second)
at _M48MnHH5BAvHUzcYoEuchRW0acb._e0atQ8VmmvgBK7zb3Yh4iDqOiHY(_UGHNIsOGTJBe1BTRXYmLwHTbmS , String[] )
at _xNqQDGqRsRSMIeuzt2MHKQHDzSd._e0atQ8VmmvgBK7zb3Yh4iDqOiHY(ThreadStart )
-------------------------------
Is there any way to get hardened pine resin (obtained by a spile in a pine tree) out of the bucket? Playing on a MP server, it tends to harden in the bucket before you can get to it
Putting something into the mixing bowl crashes the game. Here's a log:
Running on 64 bit Windows with 24 GB RAM
Version: v1.15.9 (Stable)11/8/2021 8:20:48 AM: Critical error occurred
System.InvalidOperationException: Collection was modified; enumeration operation may not execute.
at System.ThrowHelper.ThrowInvalidOperationException(ExceptionResource resource)
at System.Collections.Generic.Dictionary`2.ValueCollection.Enumerator.MoveNext()
at Vintagestory.API.Client.GuiDialog.OnMouseUp(MouseEvent args)
at Vintagestory.Client.NoObf.GuiManager.OnMouseUp(MouseEvent args)
at Vintagestory.Client.NoObf.ClientMain.OnMouseUp(MouseEvent args)
at Vintagestory.Client.NoObf.ClientPlatformWindows.Mouse_ButtonUp(Object sender, MouseButtonEventArgs e)
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)
at OpenTK.Platform.Windows.Functions.DispatchMessage(MSG& msg)
at OpenTK.Platform.Windows.WinGLNative.ProcessEvents()
at OpenTK.GameWindow.Run(Double updates_per_second, Double frames_per_second)
at _M48MnHH5BAvHUzcYoEuchRW0acb._e0atQ8VmmvgBK7zb3Yh4iDqOiHY(_UGHNIsOGTJBe1BTRXYmLwHTbmS , String[] )
at _xNqQDGqRsRSMIeuzt2MHKQHDzSd._e0atQ8VmmvgBK7zb3Yh4iDqOiHY(ThreadStart )
-------------------------------
what is particularly odd is that it was working fine before i tried to put lard into it
Updated to 1.4.4! Check the thread for details.
Updated to 1.4.3! Check the thread for details.
@Moonmonk - I use XSkills.
@mainspirit - It crashes? I'll get that fixed, thanks.
Anyone know a way to increase the satiety cap for the player so all these delicious new meals don't go to waste?
when viewing the recipe, it crashes client
pickled pepper,sweet pepper
Maybe I write incomprehensibly, I don't know English, I use a translator.
Ask again how much you will need. A little lower, I threw off the report at the departure of the client.
Running on 64 bit Windows with 16 GB RAM
Version: v1.15.5 (Stable)9/5/2021 9:01:29 AM: Critical error occurred
System.Exception: Unable to add color map game:environment/watertint to texture atlas, likely out of texture space. You will have to increase maxTextureAtlasWidth/maxTextureAtlasHeight in the clientsettings.json, i'm afraid
at Vintagestory.Client.NoObf.ClientWorldMap.LoadColorMaps()
at Vintagestory.Client.NoObf.ClientWorldMap.BlockTexturesLoaded()
at Vintagestory.Client.NoObf.ClientMain.OnServerBlocksItemsReceivedStep3B(Action onCompleted, Int32 blockCount)
at Vintagestory.Client.NoObf.ClientMain.ExecuteMainThreadTasks(Single deltaTime)
at _TKxd5zsRGjdjjLt43mszZSMKrNM._ra0MgpFbqkfgNETNlZ5CppyVnhE(Single )
at _Wwq7msw90Af4XU7mxkxAUKyrS5B._iIGaTXNE8VYTpgEu9zjpAQyJSxd(Single )
at _Wwq7msw90Af4XU7mxkxAUKyrS5B._vCB99EztL7cSfmplK8tyTwrQQxC(Single )
at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(Object sender, FrameEventArgs e)
at System.EventHandler`1.Invoke(Object sender, TEventArgs e)
at OpenTK.GameWindow.RaiseRenderFrame(Double elapsed, Double& timestamp)
at OpenTK.GameWindow.DispatchRenderFrame()
at OpenTK.GameWindow.Run(Double updates_per_second, Double frames_per_second)
at _q065sSmA3CNgGuKTGnlAjR4ljPw._WkSl7yfiyr5DwPiSMvTudNAhp6(_t3ILnyYBq5OoYhhBY3JeTWgFmJDA , String[] )
at _DBu5wiQWRAHGS5G2jiCKymvQ9yE._WkSl7yfiyr5DwPiSMvTudNAhp6(ThreadStart )
-------------------------------
Event Log entries containing Vintagestory.exe, the latest 3
==================================
{ TimeGenerated = 8/30/2021 8:28:04 PM, Site = , Source = Windows Error Reporting, Message = Fault bucket 1595511639881848120, type 4
Event Name: APPCRASH
Response: Not available
Cab Id: 0
Problem signature:
P1: Vintagestory.exe
P2: 1.15.5.0
P3: 61123ac1
P4: KERNELBASE.dll
P5: 10.0.19041.1151
P6: 891df6d3
P7: c000041d
P8: 0000000000034ed9
P9:
P10:
Attached files:
\\?\C:\ProgramData\Microsoft\Windows\WER\Temp\WER88A1.tmp.WERInternalMetadata.xml
These files may be available here:
\\?\C:\ProgramData\Microsoft\Windows\WER\ReportArchive\AppCrash_Vintagestory.exe_9f598ac8a93a6ee7a9b47e719e99c912ff82abf_23fa4891_19f3ddb3-7a12-4e5e-9919-4626b5a644c3
Analysis symbol:
Rechecking for solution: 0
Report Id: 929b41f2-bf75-4732-a20b-65bda7bd7373
Report Status: 268435456
Hashed bucket: 5b6fbac911fb84519624656212289538
Cab Guid: 0 }
--------------
{ TimeGenerated = 8/30/2021 8:28:03 PM, Site = , Source = Windows Error Reporting, Message = Fault bucket 1308234530184273593, type 4
Event Name: APPCRASH
Response: Not available
Cab Id: 0
Problem signature:
P1: Vintagestory.exe
P2: 1.15.5.0
P3: 61123ac1
P4: KERNELBASE.dll
P5: 10.0.19041.1151
P6: 891df6d3
P7: c0020001
P8: 0000000000034ed9
P9:
P10:
Attached files:
\\?\C:\ProgramData\Microsoft\Windows\WER\Temp\WER83A0.tmp.WERInternalMetadata.xml
These files may be available here:
\\?\C:\ProgramData\Microsoft\Windows\WER\ReportArchive\AppCrash_Vintagestory.exe_7b25d616dcc58f727aef5bd7f69ccb3052cda0a5_23fa4891_04efe308-e72f-4484-b5a1-2db735e24751
Analysis symbol:
Rechecking for solution: 0
Report Id: ec20acae-3bb3-4576-b3a4-ee75ea090e12
Report Status: 268435456
Hashed bucket: a9517b37b4ed682e3227c85fb6889eb9
Cab Guid: 0 }
--------------
{ TimeGenerated = 8/30/2021 8:28:03 PM, Site = , Source = Windows Error Reporting, Message = Fault bucket , type 0
Event Name: APPCRASH
Response: Not available
Cab Id: 0
Problem signature:
P1: Vintagestory.exe
P2: 1.15.5.0
P3: 61123ac1
P4: KERNELBASE.dll
P5: 10.0.19041.1151
P6: 891df6d3
P7: c000041d
P8: 0000000000034ed9
P9:
P10:
Attached files:
These files may be available here:
\\?\C:\ProgramData\Microsoft\Windows\WER\ReportQueue\AppCrash_Vintagestory.exe_9f598ac8a93a6ee7a9b47e719e99c912ff82abf_23fa4891_19f3ddb3-7a12-4e5e-9919-4626b5a644c3
Analysis symbol:
Rechecking for solution: 0
Report Id: 929b41f2-bf75-4732-a20b-65bda7bd7373
Report Status: 4
Hashed bucket:
Cab Guid: 0 }
I just put out a hotfix that corrected hardtack trying to make itself twice. If you've updated to 1.4.2, redownload it!
Updated to 1.4.2! Check the thread for details.
@mainspirit Pepper? What pepper? Bell peppers? I thought those weren't in the game yet?
The client crashes after accessing the recipe with pepper: pickled pepper,sweet pepper.
Running on 64 bit Windows with 12 GB RAM
Version: v1.15.5 (Stable)28.08.2021 16:25:47: Critical error occurred
System.Exception: Can't create itemstack without item!
в Vintagestory.API.Common.ItemStack..ctor(Item item, Int32 stacksize)
в Vintagestory.API.Common.CollectibleObject.GetHandbookInfo(ItemSlot inSlot, ICoreClientAPI capi, ItemStack[] allStacks, ActionConsumable`1 openDetailPageFor)
в Vintagestory.API.Client.GuiHandbookItemStackPage.GetPageText(ICoreClientAPI capi, ItemStack[] allStacks, ActionConsumable`1 openDetailPageFor)
в Vintagestory.GameContent.GuiDialogHandbook.initDetailGui()
в Vintagestory.API.Client.GuiElementHandbookList.OnMouseUpOnElement(ICoreClientAPI api, MouseEvent args)
в Vintagestory.API.Client.GuiElement.OnMouseUp(ICoreClientAPI api, MouseEvent args)
в Vintagestory.API.Client.GuiComposer.OnMouseUp(MouseEvent mouse)
в Vintagestory.API.Client.GuiDialog.OnMouseUp(MouseEvent args)
в Vintagestory.Client.NoObf.GuiManager.OnMouseUp(MouseEvent args)
в Vintagestory.Client.NoObf.ClientMain.OnMouseUp(MouseEvent args)
в Vintagestory.Client.NoObf.ClientPlatformWindows.Mouse_ButtonUp(Object sender, MouseButtonEventArgs e)
в System.EventHandler`1.Invoke(Object sender, TEventArgs e)
в System.EventHandler`1.Invoke(Object sender, TEventArgs e)
в OpenTK.Platform.Windows.WinGLNative.WindowProcedure(IntPtr handle, WindowMessage message, IntPtr wParam, IntPtr lParam)
в OpenTK.Platform.Windows.Functions.DispatchMessage(MSG& msg)
в OpenTK.Platform.Windows.WinGLNative.ProcessEvents()
в OpenTK.GameWindow.Run(Double updates_per_second, Double frames_per_second)
в _q065sSmA3CNgGuKTGnlAjR4ljPw._WkSl7yfiyr5DwPiSMvTudNAhp6(_t3ILnyYBq5OoYhhBY3JeTWgFmJDA , String[] )
в _DBu5wiQWRAHGS5G2jiCKymvQ9yE._WkSl7yfiyr5DwPiSMvTudNAhp6(ThreadStart )
-------------------------------
Event Log entries containing Vintagestory.exe, the latest 3
==================================
{ TimeGenerated = 20.06.2021 16:28:38, Site = , Source = Application Error, Message = Имя сбойного приложения: Vintagestory.exe, версия: 1.14.10.0, метка времени: 0x6079b344
Имя сбойного модуля: ntdll.dll, версия: 10.0.19041.1023, метка времени: 0x7977b9de
Код исключения: 0xc0000005
Смещение ошибки: 0x0000000000063416
Идентификатор сбойного процесса: 0x3f98
Время запуска сбойного приложения: 0x01d765d816f279b2
Путь сбойного приложения: D:\GAMES\Vintagestory\Vintagestory.exe
Путь сбойного модуля: C:\WINDOWS\SYSTEM32\ntdll.dll
Идентификатор отчета: dcf92197-b1df-42d7-a668-f01a10cc479f
Полное имя сбойного пакета:
Код приложения, связанного со сбойным пакетом: }
--------------
{ TimeGenerated = 20.06.2021 16:28:37, Site = , Source = .NET Runtime, Message = Приложение: Vintagestory.exe
Версия платформы: v4.0.30319
Описание. Процесс был завершен из-за необработанного исключения.
Сведения об исключении: код исключения c0000005, адрес исключения 00007FFD43233416
}
--------------
{ TimeGenerated = 06.06.2021 14:08:02, Site = , Source = Application Error, Message = Имя сбойного приложения: Vintagestory.exe, версия: 1.14.10.0, метка времени: 0x6079b344
Имя сбойного модуля: ntdll.dll, версия: 10.0.19041.964, метка времени: 0xbd2c3c23
Код исключения: 0xc0000005
Смещение ошибки: 0x0000000000063416
Идентификатор сбойного процесса: 0xf74
Время запуска сбойного приложения: 0x01d75abb0ab7184c
Путь сбойного приложения: D:\GAMES\Vintagestory\Vintagestory.exe
Путь сбойного модуля: C:\WINDOWS\SYSTEM32\ntdll.dll
Идентификатор отчета: ed9f2074-23d5-4548-9be1-90e96889408e
Полное имя сбойного пакета:
Код приложения, связанного со сбойным пакетом: }
Currently v.1.15.5.
Update. As of the 1.4.1 mod update, the mod works again! :D
Cheers for the help.
Updated to 1.4.1! Check the thread for details.
@JamminBT What version of the game are you on?
Hi again. Thank you for the fast response :D.
All worlds I have attempted have been freshly generated, no existing worlds used. I always make a kind of 'throw away' world to test if mods work before doing an upgrade on older worlds. This is also the only error I get. For some reason my copy of the game doesn't like saucepans XD
Cheers
BT
@JamminBT That's a new error. Are you upgrading in a pre-existing world? Try running your world in repair mode and deleting any saucepans near you.
Hi there. Love the mod and its additions! Unfortunately, I've been having some trouble actually getting the game to run with the mod installed since the 1.15 release. I have tried uninstalling and reinstalling, same problem. The game always crashes on world generation and gives the following message and crash log:
Running on 64 bit Windows with 8 GB RAM
Version: v1.15.5 (Stable)14/08/2021 14:43:12: Critical error occurred
System.MissingFieldException: Field not found: 'Vintagestory.API.Common.CollectibleObject.Attributes'.
at ExpandedFoods.BlockSaucepan.OnLoaded(ICoreAPI api)
at Vintagestory.Client.NoObf.ClientMain.OnServerBlocksItemsReceivedStep5(Action onCompleted)
at Vintagestory.Client.NoObf.ClientMain.ExecuteMainThreadTasks(Single deltaTime)
at _TKxd5zsRGjdjjLt43mszZSMKrNM._ra0MgpFbqkfgNETNlZ5CppyVnhE(Single )
at _Wwq7msw90Af4XU7mxkxAUKyrS5B._iIGaTXNE8VYTpgEu9zjpAQyJSxd(Single )
at _Wwq7msw90Af4XU7mxkxAUKyrS5B._vCB99EztL7cSfmplK8tyTwrQQxC(Single )
at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(Object sender, FrameEventArgs e)
at System.EventHandler`1.Invoke(Object sender, TEventArgs e)
at OpenTK.GameWindow.RaiseRenderFrame(Double elapsed, Double& timestamp)
at OpenTK.GameWindow.DispatchRenderFrame()
at OpenTK.GameWindow.Run(Double updates_per_second, Double frames_per_second)
at _q065sSmA3CNgGuKTGnlAjR4ljPw._WkSl7yfiyr5DwPiSMvTudNAhp6(_t3ILnyYBq5OoYhhBY3JeTWgFmJDA , String[] )
at _DBu5wiQWRAHGS5G2jiCKymvQ9yE._WkSl7yfiyr5DwPiSMvTudNAhp6(ThreadStart )
-------------------------------
Anybody have any idea what is going wrong? I'm not much of a computer whiz so I can't 'translate' the error. Thanks in advance :D
BT.
FINALLY updated to 1.4.0! Check the thread for details.
THIS MOD HAS BEEN HEAVILY OVERHAULED SINCE PRE 1.4.0 RELEASES. YOUR COOKED VEGETABLES WILL NOT PORT OVER! EAT THEM WHILE YOU CAN!
AND DON'T FORGET TO BACKUP YOUR GAME BEFORE UPDATING!
I've steadily been working on updating Expanded Foods, no need to worry! I think at this rate, I might be able to have a release out before the end of the month. I've had to update a LOT of stuff.
Any plans to bring this up to 1.15.1?
I have tried older versions but it just keeps crashing during world creation.
Updated to 1.3.14! Check the thread for details.
Updated to 1.3.13! Check the thread for details.
Hm singleplayer it Works now again for Me with the new Version but my Server cant handle the Versions after 1.2.4
I tried to change alot of mods here and there to check if they not work togather but found nothing and sadly the console says nothin
But as soon as i change it back to 1.2.4 it works again. Strange if i find out what it is i write it down here.
Updated to 1.3.12! Check the thread for details.
@I33tmaan Game has been crashing when water from a bucket is put in the sauce pot on a fire.
@I33tmaan You're a lifesaver, without the mod Vintage story feels like it's missing something
The meatball issue's been fixed. You can find the patch on the forums.
@Ashtal that's a bit baffling. Do you get any errors from your server-main.txt?
@l33tmaan Yes, it just doesn`t work with it installed, even when I only have Expanded Foods, Acorns, Primitive Survival & the Wild Farming mods installed
@Ashtal But you can make meatballs when you DON'T have the compatibility library installed??
When I have compatibility lib installed (no matter which version), the recipes for the normal (redmeat, bushmeat and poultry) meatballs is missing.
@Taikirou I'm gonna need more info than that, dude. What are you doing when the crash happens?
Still get Crashes when i put this Mod and its 100% this Mod.
If u need any info just Tell Me.
Updated to 1.3.11! Check the thread for details.
Updated to 1.3.10! Check the thread for details.
Thanks for the catch, I'll need to add an exception for saguaro. Cactus juice actually isn't very edible.
Cactus syrup will be in 1.3.10, though!
EDIT: I released a quick patch on the forums.
Hello I have a little problem here, so i wanted to create sagurao juice on our server and everthing crashed.So i decided to dig a little bit.
Server Log points to
System.Exception: Can't create itemstack without item!
w Vintagestory.API.Common.ItemStack..ctor(Item item, Int32 stacksize)
w ExpandedFoods.BEScrewPress.releasePressure()
w ExpandedFoods.BEScrewPress.OnGameTick(Single dt)
I have created server localy, placed press added some sagurao, and speedup time. And it crashed again (v1.3.5, and 1.3.9)
So i did a mod with patch to override press function. That was overkill but pretty educational in mod creation.
Applied patch on server and client. took down press with saguaro fruit in it. and told everybody on server to just not do it.
Everything worked.
But thats not a proper fix. I so i wanted to give it a blind shot. no expectation for it to work.
I opened zip, modified
\assets\expandedfoods\itemtypes\liquid\fruitjuice.json
added saguaro to variantgroups in line 6. and apparently everything worked. On server and client side.
😃
Updated to 1.3.9! Check the thread for details.
Updated to 1.3.8! Check the thread for details.
It's just a bowl. 6 is already too much, IMO.
Could you please allow the mixing bowl to accept more than max 6 in a stack? Its really tidious when you make large portions of berry bread or muffins
I forgot to mention that bottles operate similarly to CarryCapacity - you can only drink from them if you aren't looking at another block. Sorry!
@SquidNeko: from their forum thread
Latest update broke all bottles on my server. They all went questionmark.
Refilling new bottles seems fine. But all i had before just went questionmark box.
I'm certain its an unintended feature, but you can cook unfired clay items in the saucepan. This includes a full stack of shingles. Makes it pretty convenient to just set it and forget it. Unintentional kiln mod.
Updated to 1.3.7! Check the thread for details.
Updated to 1.3.6! Check the thread for details.
I definitely plan to add compatibility for it in the future!
Any chance we could see support for plants expanded? Forwhatever reason I really wanna make a miner's lettuce salad! Thanks!
I don't make cured meat, so I haven't considered it yet. I'll put it on the to-do list.
I am using version 1.3.4 How do I use the mixing bowl with work with cured meat? I am in winter now and everything is pickled or cured. It doesnt seem to be a option. I cant make a salad. Trying to make what someone posted that lasts 20ish years. It doesnt recognize the sausage and sage. I tried adding flax oil and i cant get it out or move it.
Updated to 1.3.5! Check the thread for details.
EDIT: I goofed, anyone who downloaded it before should do so again. My bad!
Updated to 1.3.4! Check the thread for details.
Updated to 1.3.3! Check the thread for details.
Halva, Gozinaki
Updated to 1.3.2! Check the thread for details.
Ok thanks for the help love the mod.
Thanks for catching that, you can find it under assets/expandedfoods/blocktypes/bottle.json. It's under the nutritionPropsByType section.
The milk bottle nutrition value is set to protein when i assume it's met to be dairy if it's met to be that way can you give me the path its json so i can patch it myself
Updated to 1.3.1! Check the thread for details.
I also get the double smithing and double knapping recipes. My game also crashes when I load into my multiplayer server but it fixes itself if I load a single player world first before I join. I have reinstalled both mods but I still get the issue.
Hi. After switching to new version all the stakes from Primitive Survival turned into various types of meat rack(at least 10 different textures of it). When trying to craft a stake - crash.
Switched back to 1.2.4 and now when planting Soybean and Rye(I.ve tried Flax, Rye, Soybean, Rice as of now), I get this:
https://ibb.co/rwpNpPR
When L-click on the block game crashes.
Worth mentioning that I have many mods installed but I got this weird situation after 1.3.0 mod update.
Not sure where to look for the issue
Cheers
EDIT: Carrot, Turnip, Spelt, Onion, Parsnip and Pumpkin are fine, like Rice and Flax.
Reinstalled Compatibility Lib, didn't helped. Crash log may have some hints but I don't have the knowledge to know what to look for.
Reinstalled VS, to 1.4.9rc. Issue still persists.
Oh, great, I thought that was just happening to me. I wonder why it's doing that...
Hey, like youre work. Nice, but since I updated my game with v1.3.0 all recepies are showed twice. Two flint knifes, two flint axes and so on, same with clay. I reinstalled v1.2.4, and it works fine. And back up to v1.3.0 again and there is doubble of everything.
Updated to 1.3.0! Check the thread for details. At least read the changelog before downloading!
It works fine for me... I'm not sure what to tell you. I'm pretty sure the chopped vegetables never had the shapeless function, so it shouldn't be doing that no matter which release you're using. Maybe update Wild Farming?
Oh, it seems that is not a vanilla problem, but i still have that strange thing where no mater where i put the knife or a vegetable, it still gives me chopped version, not the seed one.
Sorry for bothering you, awesome mod nevertheless, have a nice day!
Are you sure that's vanilla? Because I'm 99% sure that's a feature of Wild Farming. I'm looking at the recipe files for it right now. I also don't have this issue - putting a Knife next to carrots results in chopped carrots, but putting 2 carrots anywhere EXCEPT directly to the right of my knife results in carrot seeds.
Hey, i've found a little problem with the chopping vegetables part of the mod.
In vanilla survival book there is an entry that if you combine 2 turnips/carrots/parsnis/etc. and a knife, you should get seeds out of it, but the mod forces the recipe to turn into chopper vegetable, is there anything you can do to fix it?
And different placements of the knive sadly do not help.
Thank you in advance!
Same message, sorry. :(
@Tyron, I tried, but on some of them I got this error:
"Cannot save release, there already exists a release with this mod id and version - please ensure a unique modid and avoid uploading of duplicate version numbers."
I'm not going back and changing the mod ID on my old releases, so I guess it's not a huge deal. If you could update the system so it checks for different filenames, that would be ideal for me. Well, not anymore, since I only plan on doing one release moving forward, but it would fix the old versions.
hey, if you press save once on each release it'll update the missing version column
Yes, it is. I've decided to just do one release from now on.
@l33tmaan Is the newest version 1.2.3 for modded too?
Updated to 1.2.3! Check the thread for details.
That is fine :) in the future I imagine you will get more awesome things to help you improve mods. I still love your mod :)
Currently, no. Only meals can give multiple saturation values right now. Sorry. :(
Could you make it so the berry breads give fruit and grain as a nutrient? The breads that take two fruits to craft could give extra fruit nutrients but the same amount of grain as standard bread/bread made with single berry. I noticed that I use a single berry to make bread but it gives me no fruit as a nutrient :(.
Other then that this is such a solid well crafted mod. Thank you so much for making it.
Yeah, cattail flour from their roots can be used for bread. You might even just google it. Maybe you even could do syrup and sugar from them, but idk exactly
People can eat cattails like that...? Alright, I'll put it on the list. Can cattail flour be used for bread?
Sweet, I'll look into it.
CompatibilityLib was updated, so now you could do only one file with all patches for acorns and primitive survival without so many "Error Grid recipe" and etc.
You know, there ARE shapes for sliced bread already in the game files. I really hope it gets implemented into the base game at some point. Good idea!
It can be spread on bread, used in baked goods, or eat like honey
I like that idea, Craluminum, but I'm not sure what maple syrup could be used for besides porridges and... jams, maybe? And that maple taffy. I can still do it, but it'll be a low priority while I work on other items.
Honestly, I'm hoping 1.15 will release soon so I can play around with whatever new cooking mechanics they introduce!
Oh I see compatability lib support yay!
So you are doing away with the "Just primitive survival support then?
I thought I uplodaded them both together - I'm still getting used to this interface. Vanilla's up now.
Thanks, Lich! That's what I like to hear. People go wild for this food stuff.
This has been our tiny MP server's favorite mod. Keep it up!