Mods / A Culinary Artillery 1.0.6

Category: #Crafting #Food #Furniture #Technology
Author: l33tmaan
Side: Both
Created: Sep 19th at 8:25 PM
Last modified: Sep 24th at 12:40 AM
Downloads: 1870
Follow Unfollow 56

All the tools from Expanded Foods, split out into a separate library for general usage! On their own they won't be of much use. You will need another mod, such as Expanded Foods, in order to get any real use out of this. Other modders can feel free to use the stuff from this mod as needed - these are the PEOPLE'S recipes now! 

Special thanks to Vinter Nacht for helping me get this all separated properly! I couldn't have done it without him.


You can find more details on the forum post or in the mod's handbook guide.

Version For Game version Downloads Release date Changelog Download
v1.0.6 931 Sep 24th at 12:40 AM Show ACulinaryArtillery 1.0.6.zip
v1.0.5 398 Sep 20th at 8:45 PM Show ACulinaryArtillery 1.0.5.zip
v1.0.4 369 Sep 19th at 8:27 PM Show ACulinaryArtillery 1.0.4.zip

24 Comments (oldest first | newest first)

💬 CJHKnight2, 22 hours ago

1.17.5 problem with filling small cauldron mold with copper. It gets to 247/250 then goes back to 200/250.

💬 iotid, 4 days ago

Attempting to place water in a (copper, in this case) cauldron, then clicking any slot with water besides the first, causes a client crash. It also seems like it's sticking the bucket used into the cauldron, and promptly crashing anyone else who attempts to interact with it. Breaking and placing the cauldron again is a quick and easy fix, and gives the bucket(s) back, though.

💬 Koal, 5 days ago

putting a 42 stack of bones in a copper cauldron with 6l of water in it caused my game to crash. it has happened twice now. not sure if it is the copper pot (don't have enough extra brass to test) or what that is causing the crash.

💬 headtread, Sep 25th at 1:02 AM

Server's currently on 1.17.3, but that shouldn't have anything to do with it. Furthermore, the mixing bowl works properly in single player creative. It's JUST on this desktop hosted server that it isn't working without me swiping my mouse all over the place. I'm as mystified as you are.

EDIT: It's a host-client issue. The host can turn mixing bowls normally, the clients CAN'T and have to do this crappy pixel hunt. No, I don't know or have any inkling as to why. It just works like that. And the funk of powered mixing bowls acting as an axle (power can go through one end, out the other) remains, if that isn't intended.

EDITEDIT: Made muffins from bone broth'd dough and full slots of dried cranberries. It came out as:
210 base sat
450 fruit +1hp
140 grain
4010 protein
That seems incorrect. Like most the extra fruit was turned to protein because of the bone broth.

💬 l33tmaan, Sep 24th at 3:43 PM

headtread

Here's a link to a video of the mixing bowl working fine for me. I'm not sure what you're talking about?

www.vintagestory.at/forums/topic/10218-a-culinary-artillery-106/?do=findComment&comment=41725

💬 l33tmaan, Sep 24th at 3:37 PM

Really? I'm still testing on 1.17.3, actually. I wonder if that's part of the problem.

💬 rboys2, Sep 24th at 3:23 PM

Might be a 1.17.4 issue actually, because I know models for the Scythe (stored on the ground) and firewood in a oven are currently rotated very weirdly

💬 headtread, Sep 24th at 3:42 AM

Mixing bowls are screwed up and do not function; you have to search around the voxels inbetween the bowl and the edge of surface it's sitting on, IE towards a table lip (tried placing on a solid dirt block; didn't make a difference) to get a fraction of a second of turning before it stops responding and you have to pixel hunt again. The top spoon geometry does not turn properly when right-clicked. Something's obviously not right, has been since the EF-ACA split.

In addition, powered mixing bowls DO work and can not only be powered from either end, but transfer power THROUGH themselves if you use an axle of space between- for example, top down axle-bowl-axle-quern. This is silly and probably an oversight, and probably also not fixable within the mechanical power system without scuttling something else.

Complete modlist should be:
A Culinary Artillery 1.0.4
Alpha Weapon Pack 1.3.1
Anvil Metal Recovery 0.1.18 RC 2
Bullseye 2.4
Carry Capacity 0.6.5
Collaborative Classes 3.0.5
Expanded Foods 1.6.1
From Golden Combs v1.13.5
Meteoric Expansion v1.2.2
Player Corpse v1.4.3
Primitive Survival 3.0.5
Smoke & Powder 1.0.0
Steel Bit 1499

None of these should interfere with the mod, and From Golden Combs was added after the issue had already shown up. This funk is screwy enough that it was EASIER to mix up flour during a heavy temporal storm. It's like the new mixing bowl has its handle/power source in the same place as the powered one; physically below it.

In addition, display cases can't seem to hold pie slices in what's likely an oversight, and based on previous experience with the mod, fruit dough can't be used to make pie crust in what probably isn't but is still worth mentioning.

Another edit; full cracked eggs provide liquid egg AND yolk, which doesn't seem to be intended.

💬 l33tmaan, Sep 24th at 1:15 AM

.... no they don't. 😢
What other mods do you have installed? Multiple people are telling me that things on the meat hooks look weird, but they look fine to me.

💬 rboys2, Sep 24th at 12:55 AM

Caudrons and saucepans on hooks seem to float one block away in the opposite direction of whichever hook I clicked on

💬 l33tmaan, Sep 24th at 12:40 AM

Updated to 1.0.6 - fixed a few minor bugs and added a couple QoL features. Still working on the saucepan crashing.

💬 l33tmaan, Sep 23rd at 8:02 PM

Right now I have no idea what might even be causing the issue, but I'll take a look at it and see what I can do.

💬 SecretFoxfire, Sep 23rd at 7:31 PM

Looks like this is known, but just to confirm, the game crashes any time I try to add more than one ingredient to the saucepan or cauldrons on a campfire, so most of the recipes for those tools are unusable. Is there an estimate on when that might be fixed? Should I switch to version 1.0.4 for now? Thanks!

💬 Xamphus, Sep 22nd at 1:42 AM

l33tmaan

Bit of a graphical error with the meat hooks, any redmeat, bushmeat, or poultry (not sausages) hung from them render lower than the hook. So they appear to be floating instead of actually hanging on the hook.

💬 Basil117, Sep 21st at 6:32 PM

My friends and I adore Expanded Foods but sadly we're running into a similar problem as Zinc. Whenever anyone tries to make a recipe involving more than one ingredient in a cauldron/small cauldron/saucepan (bone broth, lard, etc) the game will crash the instant the second ingredient is added.

 

Running on 64 bit Windows with 16 GB RAM
Game Version: v1.17.3 (Stable)
9/21/2022 2:25:30 PM: Critical error occurred in the following mod: aculinaryartillery@1.0.5
Loaded Mods: aculinaryartillery@1.0.5, game@1.17.3, expandedfoods@1.6.0, creative@1.17.3, survival@1.17.3
System.NullReferenceException: Object reference not set to an instance of an object.
at ACulinaryArtillery.SimmerRecipe.Match(List`1 Inputs)
at ACulinaryArtillery.BlockSaucepan.GetMeltingDuration(IWorldAccessor world, ISlotProvider cookingSlotsProvider, ItemSlot inputSlot)
at Vintagestory.GameContent.BlockEntityFirepit.SetDialogValues(ITreeAttribute dialogTree) in VSSurvivalMod\BlockEntity\Firepit\BEFirepit.cs:line 690
at Vintagestory.GameContent.BlockEntityFirepit.OnSlotModifid(Int32 slotid) in VSSurvivalMod\BlockEntity\Firepit\BEFirepit.cs:line 141
at System.Action`1.Invoke(T obj)
at Vintagestory.API.Common.InventoryBase.DidModifyItemSlot(ItemSlot slot, ItemStack extractedStack) in VintagestoryApi\Common\Inventory\InventoryBase.cs:line 480
at Vintagestory.GameContent.InventorySmelting.DidModifyItemSlot(ItemSlot slot, ItemStack extractedStack) in VSSurvivalMod\Inventory\InventorySmelting.cs:line 116
at Vintagestory.API.Common.ItemSlot.OnItemSlotModified(ItemStack sinkStack) in VintagestoryApi\Common\Inventory\ItemSlot.cs:line 418
at Vintagestory.GameContent.ItemSlotWatertight.ActivateSlotLeftClick(ItemSlot sourceSlot, ItemStackMoveOperation& op) in VSSurvivalMod\Inventory\ItemSlotWatertight.cs:line 103
at Vintagestory.API.Common.InventoryBase.ActivateSlot(Int32 slotId, ItemSlot sourceSlot, ItemStackMoveOperation& op) in VintagestoryApi\Common\Inventory\InventoryBase.cs:line 448
at Vintagestory.API.Client.GuiElementItemSlotGridBase.SlotClick(ICoreClientAPI api, Int32 slotId, EnumMouseButton mouseButton, Boolean shiftPressed, Boolean ctrlPressed, Boolean altPressed) in VintagestoryApi\Client\UI\Elements\Impl\Interactive\Inventory\GuiElementItemSlotGridBase.cs:line 979
at Vintagestory.API.Client.GuiElementItemSlotGridBase.OnMouseDownOnElement(ICoreClientAPI api, MouseEvent args) in VintagestoryApi\Client\UI\Elements\Impl\Interactive\Inventory\GuiElementItemSlotGridBase.cs:line 772
at Vintagestory.API.Client.GuiElement.OnMouseDown(ICoreClientAPI api, MouseEvent mouse) in VintagestoryApi\Client\UI\Elements\Impl\GuiElement.cs:line 638
at Vintagestory.API.Client.GuiComposer.OnMouseDown(MouseEvent mouseArgs) in VintagestoryApi\Client\UI\GuiComposer.cs:line 459
at Vintagestory.API.Client.GuiDialog.OnMouseDown(MouseEvent args) in VintagestoryApi\Client\UI\Dialog\GuiDialog.cs:line 536
at Vintagestory.Client.NoObf.GuiManager.OnMouseDown(MouseEvent args) in VintagestoryLib\Client\Systems\Gui\GuiManager.cs:line 394
at Vintagestory.Client.NoObf.ClientMain.OnMouseDown(MouseEvent args) in VintagestoryLib\Client\ClientMain.cs:line 2251
at Vintagestory.Client.NoObf.ClientPlatformWindows.Mouse_ButtonDown(Object sender, MouseButtonEventArgs e) in VintagestoryLib\Client\ClientPlatform\Input.cs:line 220
at System.EventHandler`1.Invoke(Object sender, TEventArgs e)
at System.EventHandler`1.Invoke(Object sender, TEventArgs e)
at OpenTK.Platform.Windows.WinGLNative.WindowProcedure(IntPtr handle, WindowMessage message, IntPtr wParam, IntPtr lParam) in C:\Users\Nexrem\Desktop\transfer\opentk\src\OpenTK\Platform\Windows\WinGLNative.cs:line 792
at OpenTK.Platform.Windows.Functions.DispatchMessage(MSG& msg)
at OpenTK.Platform.Windows.WinGLNative.ProcessEvents() in C:\Users\Nexrem\Desktop\transfer\opentk\src\OpenTK\Platform\Windows\WinGLNative.cs:line 1554
at OpenTK.GameWindow.Run(Double updates_per_second, Double frames_per_second) in C:\Users\Nexrem\Desktop\transfer\opentk\src\OpenTK\GameWindow.cs:line 368
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs)
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 93

💬 l33tmaan, Sep 21st at 2:26 PM

I didn't actually include remaps.json in the 1.0.5 release. Oopsie.

💬 l33tmaan, Sep 20th at 8:47 PM

Updated to 1.0.5, this should hopefully correct some minor bugs and allow you to remap Expanded Foods blocks into ACA blocks. Whoops.

💬 Vinter_Nacht, Sep 20th at 5:33 AM

@Zinc - This is quite interesting. I just tested this with the most recent releases, and I cannot reproduce this error.  I don't like saying "It works on my machine", but that seems to be where we are at the moment.  I'll keep looking into it to see if I can reproduce it.

💬 Zinc, Sep 20th at 2:47 AM

Hi l33tmaan, you're awesome and amazing but Im afraid I have to bring a crash log to you.  It seems that when you put more than 10L of water in a cauldron it crashes.  This only happens when you have both EF and CA installed, CA by itself doesn't crash when adding more water but it's also not trying to make salt.  Good luck and again, you're awesome and amazing!

Running on 64 bit Windows with 32 GB RAM
Game Version: v1.17.3 (Stable)
9/19/2022 9:41:10 PM: Critical error occurred in the following mod: aculinaryartillery@1.0.4
Loaded Mods: aculinaryartillery@1.0.4, game@1.17.3, expandedfoods@1.6.0, creative@1.17.3, survival@1.17.3
System.NullReferenceException: Object reference not set to an instance of an object.
at ACulinaryArtillery.SimmerRecipe.Match(List`1 Inputs)
at ACulinaryArtillery.BlockSaucepan.GetMeltingDuration(IWorldAccessor world, ISlotProvider cookingSlotsProvider, ItemSlot inputSlot)
at Vintagestory.GameContent.BlockEntityFirepit.SetDialogValues(ITreeAttribute dialogTree) in VSSurvivalMod\BlockEntity\Firepit\BEFirepit.cs:line 690
at Vintagestory.GameContent.BlockEntityFirepit.OnSlotModifid(Int32 slotid) in VSSurvivalMod\BlockEntity\Firepit\BEFirepit.cs:line 141
at System.Action`1.Invoke(T obj)
at Vintagestory.API.Common.InventoryBase.DidModifyItemSlot(ItemSlot slot, ItemStack extractedStack) in VintagestoryApi\Common\Inventory\InventoryBase.cs:line 480
at Vintagestory.GameContent.InventorySmelting.DidModifyItemSlot(ItemSlot slot, ItemStack extractedStack) in VSSurvivalMod\Inventory\InventorySmelting.cs:line 116
at Vintagestory.API.Common.ItemSlot.MarkDirty() in VintagestoryApi\Common\Inventory\ItemSlot.cs:line 443
at Vintagestory.GameContent.ItemSlotWatertight.ActivateSlotLeftClick(ItemSlot sourceSlot, ItemStackMoveOperation& op) in VSSurvivalMod\Inventory\ItemSlotWatertight.cs:line 63
at Vintagestory.API.Common.InventoryBase.ActivateSlot(Int32 slotId, ItemSlot sourceSlot, ItemStackMoveOperation& op) in VintagestoryApi\Common\Inventory\InventoryBase.cs:line 448
at Vintagestory.API.Client.GuiElementItemSlotGridBase.SlotClick(ICoreClientAPI api, Int32 slotId, EnumMouseButton mouseButton, Boolean shiftPressed, Boolean ctrlPressed, Boolean altPressed) in VintagestoryApi\Client\UI\Elements\Impl\Interactive\Inventory\GuiElementItemSlotGridBase.cs:line 979
at Vintagestory.API.Client.GuiElementItemSlotGridBase.OnMouseDownOnElement(ICoreClientAPI api, MouseEvent args) in VintagestoryApi\Client\UI\Elements\Impl\Interactive\Inventory\GuiElementItemSlotGridBase.cs:line 772
at Vintagestory.API.Client.GuiElement.OnMouseDown(ICoreClientAPI api, MouseEvent mouse) in VintagestoryApi\Client\UI\Elements\Impl\GuiElement.cs:line 638
at Vintagestory.API.Client.GuiComposer.OnMouseDown(MouseEvent mouseArgs) in VintagestoryApi\Client\UI\GuiComposer.cs:line 459
at Vintagestory.API.Client.GuiDialog.OnMouseDown(MouseEvent args) in VintagestoryApi\Client\UI\Dialog\GuiDialog.cs:line 536
at Vintagestory.Client.NoObf.GuiManager.OnMouseDown(MouseEvent args) in VintagestoryLib\Client\Systems\Gui\GuiManager.cs:line 394
at Vintagestory.Client.NoObf.ClientMain.OnMouseDown(MouseEvent args) in VintagestoryLib\Client\ClientMain.cs:line 2251
at Vintagestory.Client.NoObf.ClientPlatformWindows.Mouse_ButtonDown(Object sender, MouseButtonEventArgs e) in VintagestoryLib\Client\ClientPlatform\Input.cs:line 220
at System.EventHandler`1.Invoke(Object sender, TEventArgs e)
at System.EventHandler`1.Invoke(Object sender, TEventArgs e)
at OpenTK.Platform.Windows.WinGLNative.WindowProcedure(IntPtr handle, WindowMessage message, IntPtr wParam, IntPtr lParam) in C:\Users\Nexrem\Desktop\transfer\opentk\src\OpenTK\Platform\Windows\WinGLNative.cs:line 792
at OpenTK.Platform.Windows.Functions.DispatchMessage(MSG& msg)
at OpenTK.Platform.Windows.WinGLNative.ProcessEvents() in C:\Users\Nexrem\Desktop\transfer\opentk\src\OpenTK\Platform\Windows\WinGLNative.cs:line 1554
at OpenTK.GameWindow.Run(Double updates_per_second, Double frames_per_second) in C:\Users\Nexrem\Desktop\transfer\opentk\src\OpenTK\GameWindow.cs:line 368
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs)
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 93

💬 actuallyasriel, Sep 20th at 12:52 AM

IKUZOOOOOOO

💬 l33tmaan, Sep 19th at 8:38 PM

No Cral, I'm doing that later.

💬 Craluminum, Sep 19th at 8:35 PM

Have you really made "egg breaking" as CollectibleBehavior?

💬 l33tmaan, Sep 19th at 8:28 PM

COME ON, CRAL, I HAVEN'T EVEN UPLOADED ANYTHING YET

💬 Craluminum, Sep 19th at 8:27 PM

Source link doesn't work

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