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Messages - dismar

#181
Outdated / Re: [A17] Vegetable Garden [7/3/17]
July 22, 2017, 12:30:45 PM
Quote from: Cayprol on July 22, 2017, 08:49:07 AM
Hi, I recently came across your mod and made a few short runs out of it.
Thank you very much for the effort.

Just want to report sort of a bug I found.
The item Bread has two spoil time.
I think that's because in Items_meals.xml, Bread is inheriting VG_MealRottable which already uses class CompProperties_Rottable for allowing rotten , but adding another will simply add one more line of spoil time.
thanks
#182
Outdated / Re: [A17] Vegetable Garden [7/3/17]
July 13, 2017, 09:26:04 AM
Why do you need a useless coffee bean? It's not useful or used in anything
#183
Outdated / Re: [A17] Vegetable Garden [7/3/17]
July 06, 2017, 06:00:30 PM
Quote from: Canute on July 06, 2017, 05:03:47 PM
I just notice, fruits got a nutri. of 0.12.
Is this a special reason for this number ? 
You will have alot overflow when you cook with fruits since most recipes are a based on the 0.05 value.
If this intend, forget this post, if not why not change fruits to 0.2 or 0.1 and adjust the harvest yield.

fruits have had a nut of .12 since like alpha 11.
#184
Outdated / Re: [A17] Vegetable Garden [6/28/17]
July 03, 2017, 08:44:32 PM
Quote from: faltonico on July 03, 2017, 08:39:01 PM
Thanks for the update!

Quote from: dismar on July 03, 2017, 08:01:53 PM
Quote from: moonra on July 02, 2017, 10:36:25 PM
I really like this mod but, man, it's pretty annoying that all I get from cargo pods now is a bunch of useless Polenta or some candy, is there any way to remove the food from this mod from the "loot table" for the cargo pods?

I've been digging around and pretty much no. the loot from those pods are random from any item in the game tho they are weighted more for leathers cloth / food. but just glancing at the code it could be and item from the resource pool. hard coded in the game.

so if your game has it turned on. you will get some random thing in your pod.
What i have noticed is that it looks as if the amount of stuff dropped depends on the value of the stuff, is there a hard coded value in silver? i have yet to receive an advanced power arm on one of those (lots of wooden crap though xD )

I believe it's like the raid system. Based on the wealth.

So your not going to get a bunch of plasteel at the start. More likely a bunch of leather or food. But later in the game i've seen gold and plasteel and costly things like that.

#185
Outdated / Re: [A17] Vegetable Garden [7/3/17]
July 03, 2017, 08:29:56 PM
I have spent all day writing patch's so that no vanilla table coding is over written in my mod. I also wrote a patch for anyone using Expanded crops. If anyone has a mod that needs a patch for mine let me know. I have around 6 or 7 already.

Thanks!

7/3/17
- meat pie added to oven and campfire
- barrels code by cupro ~ updated (errors gone)
- all vanilla tables patched out of the mod.
- Expanded crops patch.
- passive cooler "stuffed" any wood.
#186
Outdated / Re: [A17] Vegetable Garden [6/28/17]
July 03, 2017, 08:01:53 PM
Quote from: moonra on July 02, 2017, 10:36:25 PM
I really like this mod but, man, it's pretty annoying that all I get from cargo pods now is a bunch of useless Polenta or some candy, is there any way to remove the food from this mod from the "loot table" for the cargo pods?

I've been digging around and pretty much no. the loot from those pods are random from any item in the game tho they are weighted more for leathers cloth / food. but just glancing at the code it could be and item from the resource pool. hard coded in the game.

so if your game has it turned on. you will get some random thing in your pod.
#187
Hello T, I wrote a little extended patch for the fueled stove in that rare case two people wanna use link-able Facilities. can be expanded to other things as well.

D

[attachment deleted by admin due to age]
#188
Outdated / Re: [A17] Vegetable Garden [6/28/17]
June 28, 2017, 07:43:26 PM
6/28/17 Build 9
- Small code issue fixed.

6/28/17 Build 8
- Mead patch added.
- alcohol barrels have better descriptions.

6/26/17 Build 8
- sushi recipe updated.
- added cupro's newest coding for alcohol barrels (fixes hauling issues)
#189
Outdated / Re: [A16-A17] BaconBits' Mods ~ 06/15/17
June 28, 2017, 07:08:34 PM
Oh Bacon no need for a separate version for my Vegetable Garden. I have a patch that automatically adds silage if your mod is loaded with mine.


Cheers.
#190
Outdated / Re: [A17] Vegetable Garden [6/25/17]
June 28, 2017, 12:05:14 PM
Quote from: Jedi0n on June 28, 2017, 12:01:42 PM
Quote from: dismar on May 07, 2015, 10:52:34 AM
dismar Mods

Change log : Moved to About folder in MOD.

It's hard to follow your update methods. It may seem easy to you and is understandable. Many developers early on don't realize how confusion is off putting to many. Please for the love of all, set up a Github (or if you're intuitive and brave enough an SVN repository!!!) so we can all get your latest updates with ease! Thank you for the great work here otherwise!

nope
#191
Outdated / Re: [A17] Vegetable Garden [6/25/17]
June 27, 2017, 01:44:13 AM
Quote from: dburgdorf on June 27, 2017, 01:28:04 AM
Quote from: jts1702 on June 26, 2017, 09:41:03 PM
Ahh - I use the fishing spot from Basic Bridges, which offer large and small fish, eel, and squid.
Any way to get compatibility for that?

I'll be updating "Basic Bridges" soon, and I should be able to set it to use the sushi recipe from "Vegetable Garden" instead of its own sushi recipe, if "Vegetable Garden" is present in the mod list. A simple patch should be sufficient for the purpose. ;)

Ah see I didn't even know dburgdorf had fishing lot alone recipes for it! I was just re-adding my very old Sushi recipes from like alpha 11ish for cuproPanda! which all the art is credited to him.
#192
Outdated / Re: [A17] Vegetable Garden [6/25/17]
June 27, 2017, 01:22:27 AM
Quote from: jts1702 on June 26, 2017, 09:41:03 PM
Quote from: dismar on June 26, 2017, 04:18:50 PM
Quote from: jts1702 on June 26, 2017, 04:15:23 PM
New sushi: Your recipes for vegetarian and normal makimono are the same - the regular ones offer no fish.

You have to load the fishing mod to get fish.
Ahh - I use the fishing spot from Basic Bridges, which offer large and small fish, eel, and squid.
Any way to get compatibility for that?


(Aside: can't all mod makers standardize? So far I've already got two kinds of "cheese" - one from VG and one from Medieval. Would love to have only one)

Really most modders never talk to each other. And if you want to work nicely with each other a patch would have to be wrote. I spent three weeks writing patches to get mods to work nicely with mine or add features. There just a lot of mods out there...
#193
Outdated / Re: [A17] Vegetable Garden [6/25/17]
June 26, 2017, 04:18:50 PM
Quote from: jts1702 on June 26, 2017, 04:15:23 PM
New sushi: Your recipes for vegetarian and normal makimono are the same - the regular ones offer no fish.

You have to load the fishing mod to get fish.
#194
Outdated / Re: [A17] Vegetable Garden [6/25/17]
June 25, 2017, 10:27:06 PM
This might not be save friendly! Backup and be warned!
Build 8 now on the forums!! Steam uploads tomorrow.

Lots of patching!
-Cuprodrinks will merge the coffees together now. His grow in the wild, mine are grown. Only one type of coffee bean. His coffee is brewed at the electric stove and mine at a prep table or campfire. If both mods are loaded.

-Animal Feed Trough if loaded now adds Silage to it's list.

-Fishing Industry Added a new sushi recipe and adds fish to the other sushi recipes.

-Fallout patch added the vegetables and fruits to my recipes.

6/25/17 Build 8
- Sushi fully added (recipe, patches, items)
- Compost Starter, added animal feed
- tribal medicine kit recipe adjusted.
- Fallout Patch added.

6/23/17
- Sushi added. 3 types.
- Patch added for Fishing Industry.

6/17/17
- Salt issues fixed.
- Patch added for Animal Feed Trough.

6/10/17
- coffee reworked to work with cuprodrinks
- patch removes planting of cupro coffee trees
- old rawwcoffee replaced with coffee beans.

6/6/17 Build 7
- Recipe work around fixes game breaking bug.
- Always on sunlamps added.
- Electric research for the fertilizer machine.

6/5/17 Build 6
- Recipe fix

6/4/17 Build 5
- bulk bandage recipe
- olives fixed.
- fixed bases for sunlamps etc.

6/3/17 Build 5
- Chinese lang. added
- Plasteel Thread added
- Research for advanced cloths added
- Recipes changed for advanced cloths
- Glitterworld medicine and research added
- Ambrosia research and sowing added
- Immature art work for over 17 plants added
- Vastly reduced the steel used at the canned table
- Salt moved to resource cat. issue with recipes

5/30/17 Build 5
- Spelling error
- herb med kit now tribal med kit. crafting spot / drug lab.
#195
Outdated / Re: [A17] Vegetable Garden [5/28/17]
June 25, 2017, 12:59:12 PM
Quote from: Vane on June 25, 2017, 12:53:38 PM
Can't seem to find the download for A17?

The big "Download version 5.4" link on the main page is a17