l33tmaan Posted March 16 Author Report Share Posted March 16 Good news: 1.7.0 will be the biggest update yet! Neutral news: It won't have much new content, but will have a ton of bugfixes, updated compatibility, and general QoL. Bad news: My changelog has 40 entries and I haven't even STARTED on fixing the Wildcraft stuff yet. 2 2 Link to comment Share on other sites More sharing options...
Quiche Posted March 16 Report Share Posted March 16 Exciting news to hear! Good luck with fixing the wildcraft stuff, I'm looking incredibly forward to 1.7.0! Link to comment Share on other sites More sharing options...
Psyborg Posted March 18 Report Share Posted March 18 On 3/16/2024 at 3:01 PM, l33tmaan said: Good news: 1.7.0 will be the biggest update yet! Neutral news: It won't have much new content, but will have a ton of bugfixes, updated compatibility, and general QoL. Bad news: My changelog has 40 entries and I haven't even STARTED on fixing the Wildcraft stuff yet. It's really badly needed. Lots of present recipes don't work and some act... weird. Like this another example of a recipe where ingredients spoil separately (it was pilafs): Link to comment Share on other sites More sharing options...
StatsBloke Posted March 19 Report Share Posted March 19 Under 1.6.8 and 1.19.4, "boiling" as per the handbook (place item to be boiled in cauldron or saucepan) doesn't seem to work. The UI notes what should happen, but the cooking process never starts. Here's an example with balls: Link to comment Share on other sites More sharing options...
Psyborg Posted March 19 Report Share Posted March 19 49 minutes ago, StatsBloke said: Under 1.6.8 and 1.19.4, "boiling" as per the handbook (place item to be boiled in cauldron or saucepan) doesn't seem to work. The UI notes what should happen, but the cooking process never starts. Here's an example with balls: I think you need water for boiling Link to comment Share on other sites More sharing options...
StatsBloke Posted March 19 Report Share Posted March 19 30 minutes ago, Psyborg said: I think you need water for boiling I did wonder, but the fact that it says something will be created made me think that must be correct because it's recognising a recipe Link to comment Share on other sites More sharing options...
Psyborg Posted March 19 Report Share Posted March 19 Yea, but it says "charred". When it's boiled it should say (part-baked) or something similar. I think the mod author used mechanics from baking oven. Some recipes has to be boiled twice: 1st to become part-baked, and then again to become fully baked. I find it really confusing as well... Link to comment Share on other sites More sharing options...
Noiz Makyr Posted March 19 Report Share Posted March 19 On 3/5/2024 at 2:25 PM, l33tmaan said: I'm working on updating to 1.7.0, but if you NEED your pitch glue to work now, throw this file into your Expanded Foods .zip file under assets/game/patches. glue.json 169 B · 196 downloads Hi! You're freaking amazing, just so you know. Unfortunately we added this into our EF mod .zip file both locally and on our server and the glue function still won't work. Can we just add it in straight to the zip file itself or do we have to extract the folder first? Link to comment Share on other sites More sharing options...
l33tmaan Posted March 21 Author Report Share Posted March 21 On 3/19/2024 at 8:12 AM, StatsBloke said: Under 1.6.8 and 1.19.4, "boiling" as per the handbook (place item to be boiled in cauldron or saucepan) doesn't seem to work. The UI notes what should happen, but the cooking process never starts. Here's an example with balls: You're just trying to cook it like normal. You need 0.1 L of oil in order to fry stuff in the cauldron like that. On 3/19/2024 at 1:59 PM, Noiz Makyr said: Hi! You're freaking amazing, just so you know. Unfortunately we added this into our EF mod .zip file both locally and on our server and the glue function still won't work. Can we just add it in straight to the zip file itself or do we have to extract the folder first? You should be able to just add that file to the location I menioned and have it work. It worked for me, but if you have other mods that mess with resin then who knows what might happen. Link to comment Share on other sites More sharing options...
l33tmaan Posted March 21 Author Report Share Posted March 21 Oh, also - I've heard the Herbarium/New Wildcraft stuff is still kind of broken right now. Will y'all be mad if I release 1.7.0 without that compatibility yet? 1 Link to comment Share on other sites More sharing options...
KingsofZephyr88 Posted March 21 Report Share Posted March 21 2 hours ago, l33tmaan said: Oh, also - I've heard the Herbarium/New Wildcraft stuff is still kind of broken right now. Will y'all be mad if I release 1.7.0 without that compatibility yet? I, for one, would be extremely pleased if it meant a sooner release date on 1.7.0. This is hands down my favorite Vintage story mod, you've really knocked it out of the park. 1 Link to comment Share on other sites More sharing options...
Pamela Posted March 21 Report Share Posted March 21 3 hours ago, l33tmaan said: Oh, also - I've heard the Herbarium/New Wildcraft stuff is still kind of broken right now. Will y'all be mad if I release 1.7.0 without that compatibility yet? Not mad, just disappointed....really want my herbal bread and sausage back..... Link to comment Share on other sites More sharing options...
LastChime Posted March 21 Report Share Posted March 21 6 hours ago, l33tmaan said: Oh, also - I've heard the Herbarium/New Wildcraft stuff is still kind of broken right now. Will y'all be mad if I release 1.7.0 without that compatibility yet? Not at all, this mod is legendary on it's own. Just maybe toss a note in to preserve your sanity of everybody asking why X doesn't work. We can just while away the temporal storms getting drunk off of dogrose wine and eating juniper pies until it does. Link to comment Share on other sites More sharing options...
StatsBloke Posted March 21 Report Share Posted March 21 7 hours ago, l33tmaan said: You're just trying to cook it like normal. You need 0.1 L of oil in order to fry stuff in the cauldron like that. Thanks, that is logical. I was just confused by the fact that I put the balls in and it brought up the "will create" message, suggesting that it would work. 1 Link to comment Share on other sites More sharing options...
Quiche Posted March 22 Report Share Posted March 22 22 hours ago, l33tmaan said: Oh, also - I've heard the Herbarium/New Wildcraft stuff is still kind of broken right now. Will y'all be mad if I release 1.7.0 without that compatibility yet? Happy to see 1.7.0 regardless of Herbarium/Wildcraft stuff, I know that will come around when you have time for the compatibility stuff. Link to comment Share on other sites More sharing options...
l33tmaan Posted March 22 Author Report Share Posted March 22 16 hours ago, StatsBloke said: Thanks, that is logical. I was just confused by the fact that I put the balls in and it brought up the "will create" message, suggesting that it would work. It would work. You'd just be cooking it like normal, as if you were just using the firepit - you wouldn't be boiling it. Link to comment Share on other sites More sharing options...
StatsBloke Posted March 22 Report Share Posted March 22 38 minutes ago, l33tmaan said: It would work. You'd just be cooking it like normal, as if you were just using the firepit - you wouldn't be boiling it. Well that was actually the point of my original message - it didn't work - the screenshot I posted was showing it not cooking with just the balls. I let the fire burn through several fuel pieces and it stayed cold. Link to comment Share on other sites More sharing options...
l33tmaan Posted March 22 Author Report Share Posted March 22 Oooh! Maybe it only cooks liquids, then. That's how salt water gets turned into the salt crystals. Link to comment Share on other sites More sharing options...
l33tmaan Posted March 25 Author Report Share Posted March 25 1 2 Link to comment Share on other sites More sharing options...
l33tmaan Posted March 31 Author Report Share Posted March 31 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) 2 Link to comment Share on other sites More sharing options...
Jalex Posted April 5 Report Share Posted April 5 Hiya! I wanted to ask how I could increase the Saturation of Sausages and the like in meals, I've poked around the jsons for a bit and could only figure out how to increase their Sat on their own. Also in my game sausages and fruit bread seem to lose their extra nutrition from things added during mixing/kneading after being baked, is that intentional? Thanks in advance ^^ Link to comment Share on other sites More sharing options...
l33tmaan Posted April 5 Author Report Share Posted April 5 9 hours ago, Jalex said: Hiya! I wanted to ask how I could increase the Saturation of Sausages and the like in meals, I've poked around the jsons for a bit and could only figure out how to increase their Sat on their own. Also in my game sausages and fruit bread seem to lose their extra nutrition from things added during mixing/kneading after being baked, is that intentional? Thanks in advance ^^ You can add `nutritionPropsWhenInMeal` in the attributes area. Check out some of the other foods for an example. Also, NO they should not be losing extra nutrition! Your sausage should be REALLY good in meals and you shouldn't need to increase it! Did this only start happening recently? Link to comment Share on other sites More sharing options...
Jalex Posted April 5 Report Share Posted April 5 Just now, l33tmaan said: You can add `nutritionPropsWhenInMeal` in the attributes area. Check out some of the other foods for an example. Also, NO they should not be losing extra nutrition! Your sausage should be REALLY good in meals and you shouldn't need to increase it! Did this only start happening recently? I only started playing again recently with a pretty huge modlist,it might be because of that. it was happening before your most recent update tho, can't say about earlier than that. What logs would help here? I'm sorta new to posting here, sorry Also thank you for the advice! I'll see if it works as a quick hotfix. Link to comment Share on other sites More sharing options...
Jalex Posted April 7 Report Share Posted April 7 (edited) On 4/5/2024 at 8:10 PM, l33tmaan said: You can add `nutritionPropsWhenInMeal` in the attributes area. Check out some of the other foods for an example. Also, NO they should not be losing extra nutrition! Your sausage should be REALLY good in meals and you shouldn't need to increase it! Did this only start happening recently? I found the cause! It's the Ovens from Decor Bazaar that do it, which also explains why fried foods keep their extra nutrition! So nothing to worry about on your end! Guess I'm gonna have to keep those as decorations . Edited April 7 by Jalex 1 Link to comment Share on other sites More sharing options...
Seana Posted April 8 Report Share Posted April 8 i wanted to know if there was a french patche avalaible Link to comment Share on other sites More sharing options...
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