[A17] Vegetable Garden [8/22/17]

Started by dismar, May 07, 2015, 10:52:34 AM

Previous topic - Next topic

dismar

I think that oats were added in the 3.1a ver of VG but VGwseeds hasn't been updated to 3.1a yet.. work me to death! lol

Tekuromoto

Quote from: dismar on September 13, 2015, 09:32:23 PM
I think that oats were added in the 3.1a ver of VG but VGwseeds hasn't been updated to 3.1a yet.. work me to death! lol
*sound of a whip cracking in the background* And there's no hay seeds either!  ;)

I think for simplicity's sake I'm going to skip seeds this time around, at least until both it and VGwSeeds are both fully updated.

Thanks for your efforts!

FMJ Penguin

Quote from: dismar on September 13, 2015, 04:37:02 PM
Quote from: FMJ Penguin on September 13, 2015, 01:53:02 PM
tx for the update!

small suggestion:
<staticSunShadowHeight>0.3</staticSunShadowHeight>

where at ? :P lots of codes !

Oh sorry....
Ermmm....
Uhhhh.....
Ummm...

Anywhere in your building defs xml's on each building somewhere.

Think something like this should work.
Example:

  <ThingDef ParentName="BuildingBase">
   <DefName>Oven</DefName>
   <label>oven</label>
   <ThingClass>Building_WorkTable_HeatPush</ThingClass>
   <Description>An oven</Description>
   <graphicData>
      <texPath>Things/Building/Tableoven</texPath>
      <graphicClass>Graphic_Single</graphicClass>
      <drawSize>(3,1)</drawSize>
    </graphicData>

   <constructEffect>ConstructMetal</constructEffect>
     <CostList>
           <Steel>60</Steel>
        </CostList>
   <AltitudeLayer>Waist</AltitudeLayer>
   <fillPercent>0.5</fillPercent>
   <useHitPoints>True</useHitPoints>
   <statBases>
     <WorkToMake>2000</WorkToMake>
     <MaxHitPoints>180</MaxHitPoints>
     <Flammability>1.0</Flammability>
   </statBases>
   <Size>(3,1)</Size>
   <DesignationCategory>Production</DesignationCategory>
   <Passability>PassThroughOnly</Passability>
   <pathCost>70</pathCost>
   <hasInteractionCell>True</hasInteractionCell>
   <interactionCellOffset>(0,0,-1)</interactionCellOffset>
   <surfaceType>Item</surfaceType>
   <recipes>

         <li>CraftFlour</li>
         
      </recipes>

   <inspectorTabs>
      <li>ITab_Bills</li>
   </inspectorTabs>
   <building>
     <isMealSource>true</isMealSource>
     <spawnedConceptLearnOpportunity>BillsTab</spawnedConceptLearnOpportunity>
   </building>
   <staticSunShadowHeight>0.3</staticSunShadowHeight>
  </ThingDef>
Bits & bobs: https://www.dropbox.com/sh/buuxpswcu9rzh3o/AABlRN4f2E4UNfDY8a_RoA6Ea?dl=0 All open source so sell it to Adolf for a new pair of sneaks if you like.
"Curious.... How many credit hours does it take tell you can make a comment like that without laughing uncontrollably at yourself?"

Loki88

Quote from: dismar on September 12, 2015, 10:17:01 PM
Quote from: Loki88 on September 12, 2015, 02:32:03 AM
What are the chances of the biogenerator getting an A12 update? It could vadd the opportunity for a new crop (dunno if you're aiming to add more or if you're happy with the current number) sugar beets. They could be made in to bio fuel (biobutanol) or used as critter food, or used to make sugar (who'd a thunk it!)

Either way I already use this mod & gourmet garden religiously   :P

Updated the Biogenerator! lol can use corn now too to make the fuel. And the reason i've not added sugar beets is because Rimbakery has already add those to the game :P  i've just not asked to use i here.

nothing in the recipe def for using corn to make the fuel :(

dismar

#109
Quote from: Loki88 on September 13, 2015, 11:41:34 PM
Quote from: dismar on September 12, 2015, 10:17:01 PM
Quote from: Loki88 on September 12, 2015, 02:32:03 AM
What are the chances of the biogenerator getting an A12 update? It could vadd the opportunity for a new crop (dunno if you're aiming to add more or if you're happy with the current number) sugar beets. They could be made in to bio fuel (biobutanol) or used as critter food, or used to make sugar (who'd a thunk it!)

Either way I already use this mod & gourmet garden religiously   :P

Updated the Biogenerator! lol can use corn now too to make the fuel. And the reason i've not added sugar beets is because Rimbakery has already add those to the game :P  i've just not asked to use i here.

nothing in the recipe def for using corn to make the fuel :(

Thats weird my biodiesel recipe can use either beans or corn...see in the crappy screenshot two things listed? :P

<RecipeDef>
<defName>MakeBioDiesel</defName>
<label>make biodiesel</label>
<description>Make fuel from raw beans.</description>
<jobString>Making fuel.</jobString>
<workSpeedStat>BrewingSpeed</workSpeedStat>
<effectWorking>Cook</effectWorking>
<soundWorking>Recipe_CookMeal</soundWorking>
<allowMixingIngredients>true</allowMixingIngredients>
<workAmount>600</workAmount>
<ingredients>
<li>
<filter>
<thingDefs>
<li>Rawbean</li>
<li>RawCorn</li>
</thingDefs>

</filter>
<count>15</count>
</li>
</ingredients>
<fixedIngredientFilter>
<thingDefs>
<li>Rawbean</li>
<li>RawCorn</li>
</thingDefs>
</fixedIngredientFilter>
<products>
<BioDiesel>5</BioDiesel>
</products>
<workSkill>Cooking</workSkill>
</RecipeDef>


[attachment deleted due to age]

Loki88

Quote from: dismar on September 14, 2015, 12:31:45 AM
Quote from: Loki88 on September 13, 2015, 11:41:34 PM
Quote from: dismar on September 12, 2015, 10:17:01 PM
Quote from: Loki88 on September 12, 2015, 02:32:03 AM
What are the chances of the biogenerator getting an A12 update? It could vadd the opportunity for a new crop (dunno if you're aiming to add more or if you're happy with the current number) sugar beets. They could be made in to bio fuel (biobutanol) or used as critter food, or used to make sugar (who'd a thunk it!)

Either way I already use this mod & gourmet garden religiously   :P

Updated the Biogenerator! lol can use corn now too to make the fuel. And the reason i've not added sugar beets is because Rimbakery has already add those to the game :P  i've just not asked to use i here.

nothing in the recipe def for using corn to make the fuel :(

Thats weird my biodiesel recipe can use either beans or corn...see in the crappy screenshot two things listed? :P

<RecipeDef>
<defName>MakeBioDiesel</defName>
<label>make biodiesel</label>
<description>Make fuel from raw beans.</description>
<jobString>Making fuel.</jobString>
<workSpeedStat>BrewingSpeed</workSpeedStat>
<effectWorking>Cook</effectWorking>
<soundWorking>Recipe_CookMeal</soundWorking>
<allowMixingIngredients>true</allowMixingIngredients>
<workAmount>600</workAmount>
<ingredients>
<li>
<filter>
<thingDefs>
<li>Rawbean</li>
<li>RawCorn</li>
</thingDefs>

</filter>
<count>15</count>
</li>
</ingredients>
<fixedIngredientFilter>
<thingDefs>
<li>Rawbean</li>
<li>RawCorn</li>
</thingDefs>
</fixedIngredientFilter>
<products>
<BioDiesel>5</BioDiesel>
</products>
<workSkill>Cooking</workSkill>
</RecipeDef>


Just redownloaded from the orginal post and it's not in the recipe def :( Is that the only 2 places in the recipe I have to add it to get it to work?

dismar

Hmm was a weird thing with dropbox. I uploaded the new file, changed it on the main page, and download it myself. All the changes/fixes are in it now.

And yea that's how the recipe should look

Loki88

Quote from: dismar on September 14, 2015, 01:31:03 AM
Hmm was a weird thing with dropbox. I uploaded the new file, changed it on the main page, and download it myself. All the changes/fixes are in it now.

And yea that's how the recipe should look

Thank you for all your hard work! And sorry for being such a pain in the butt :(

Sinitell

I'm sorry if this has been asked already and I missed it (I'm very tired) but is the gourmet garden updated to alpha 12 as well?

dismar

Quote from: Sinitell on September 14, 2015, 08:26:12 AM
I'm sorry if this has been asked already and I missed it (I'm very tired) but is the gourmet garden updated to alpha 12 as well?

link added to front page!

Tekuromoto

#115
Hi dismar, me again. :P

I'm having a problem with the definition of some of the items in VG (and maybe GG?). So far I've found that wheat, sugar cane, and flour are being treated as meals; that is, they get stored in the zone I have set for "meals only" and not in the zone set for "raw foods".

In the drop down storage zone list where you can customize the items stored, I can't find wheat, sugar cane, or flour in any category.

If you can point me in the right direction in regards to editing the xml (assuming it's that simple) I'd be happy to do the legwork and send you the updated file, but I'm still pretty new to parsing xml.  :o

dismar

Yea I'll move it after work today just simply a tag change

Tekuromoto

Quote from: dismar on September 16, 2015, 12:43:46 PM
Yea I'll move it after work today just simply a tag change
I've poked around a bit and I think I've got a handle on it: while most of the stuff from plants is "RawFoodBase", some things (wheat, flour, sugarcane, sugar, cocoa, tea, mushrooms, maybe others?) are all PlantProductBase.

It also seems a lot of the item defs are scattered amongst multiple files; wouldn't it be easier to have them all in one file, or is there a convention that needs to be followed? Like I said I'm a total novice with xml so I may be totally off the mark, but it seems like you should be able to have one or at most two files in each defs subdirectory: one for the plants to plant, one for the resources from the plants, one for the recipes on the new crafting stations (or maybe one per station?)

dismar

Nah they just are pretty messy at the moment lol
And all you need to do is go In to the catagory Def files and change cooking things root Def up one to like rawfood base or something like that.

Sinitell

Quote from: dismar on September 14, 2015, 09:45:04 PM
Quote from: Sinitell on September 14, 2015, 08:26:12 AM
I'm sorry if this has been asked already and I missed it (I'm very tired) but is the gourmet garden updated to alpha 12 as well?

link added to front page!

Thank you very much. =D