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doughphunghus

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Posts posted by doughphunghus

  1. @Valgasm, @X3 Oui, @[email protected], @Rukminesh, @Sedoy Putnik

    All,

    I have a manual "patch" fix for this, since snowberries (the food item, not the terrain based plant)  have been removed from the vanilla game its not (super) easy to patch the mod itself to figure out how to make snowberry tea without snowberries... so this is my temporary solution and I do not know how @ATLA5 would want to fix it ( add snowberries, or use the fix I list below and simply require a secondary mod to run) HOWEVER it *appears* you will not have to start a new game (to get snowberries in your world) as the plants already exist, so we just need to add the snowberry itself  back as a harvestable food item......but as always be sure you are willing to break your game before adding any mods during a game in progress! I'm just trying to help so if it breaks your game too bad, so sad!

     

    WARNING: I have only *very* lightly tested the mod using the cheat menu. I have NOT heavily tested if the "GK Snowberry Returns' mod works (You can harvest snowberries from the snowberry plants, did not test everything else). This workaround appears ( with my very limited testing) to allow the "More Vanilla Food" to load without errors, and I cooked some food and ate it/tested the buffs and it seems to work as advertised.  I checked the lootgroups is using and these appear to be ok with the new changes made to loot but I did not test looting/odds if you can actually loot the food schematics (cannot buy from trader)

     

    1. Download this mod to add snowberries back: https://7daystodiemods.com/gk-snowberry-returns/

    2. Download the "More Vanilla Food' mod from github ( NOTE: There is a More Vanilla Medicine" mod in the same repo. Do not use this in a20!)

    3. Go into the "More Vanilla Food" mod and open the recipes.xml file.

    4. Change  'resourceCropSnowberryPlant' to 'foodCropSnowberry' in the 3 recipes that have 'resourceCropSnowberryPlant' in them as ingredients in all the lines where it references (3 lines)

    5. Manually move both mods to the "Mods" folder in your game.  Not sure what to do/where to put them if you're using the mod launcher

     

    @Davo: ATLA5 lists his discord in the ModInfo.xml file (I have not tried it since the last update).  The last time I contacted him using that he was willing to merge a github pull request to update his mod, so maybe if you have a working version (with your new trader files, etc) he might be willing to merge your code.  If so maybe he'll also update it with my fixes above and simply document that GK Snowberry Returns' mod is required?

  2. 4 hours ago, mr.devolver said:

    I mean we do have that chem station in the game already, but I always found it kinda lacking compared to some other areas of the game

    I agree and I am excited to see what everyone come up with.  The vanilla chem station is very "meh" and useful for only a few things...it needs more recipes!

  3. 3 hours ago, -Holo- said:

    Ah sorry, been on a hiatus from 7days for a while. I think it would be helpful with a detailed guide for the current unity (a20) for the totally unity-inept people likemyself :)

    I've been super busy, but I wrote up this post for adding new sounds, and I really hope I can get a mini tutorial up on how to make small sound mods that are "likely to be compatible with each other".  Anyway, here's the last thing I put together that might be enough to get someone started that covers most bases for making unity sounds.  It appears that A20 Experimental ->  Unity 2020.3.14f1 (but I haven't tested this!)

     

  4. I don't know if people use the in game chat (vs discord) but if you do, make it so the volume of talking generates noise the zeds can "hear".  so if you "whisper" its like stepping on trash, but if you talk normally its more like gunfire.  Basically if you wanted to use in game chat for more "realism" (as you can hear people only when close) then when you're going through a POI together talking loud gets zeds going.  or for single player, you can *literally* talk into your mic and wake up zeds.

     

    also: if you're huddling in the dark in an early game and will die if zeds attack, you have to be quiet (literally) or whisper and hope its not too loud :)

  5. @winkky Yeah I bet its XMl incompatibilities.  The randomizer makes copies of each entity, then essentially has rules on how to randomize each one.  If the entity XML changed from a19 -> a20 then it makes sense that it would have issues.  I'll se if I can generate some more for the latest a20 stable and experimental so maybe you can get some copies that work better, but other than light testing ( load them all up and spawn a few zeds to make sure they at least run around/attack) I can't be sure it will work 100% great in a20 as all the rules (and values) were designed around a20.

     

    Also: yeah, Perl was my first "use for work" language, and it is so backwards compatible (and in version 5.x for ... well, its still in 5.x since 1998? ) that I've used it "almost forever" for anything I want to "get dun quick and fast" but its showing its age a lot when you want to do anything "new and cool".

    3 hours ago, TiTANSTORM said:

    I am trying to add specific items to the starter crate. One of the items is the JaxTeller FiberCutter which, when I add the name, the server tosses an error that the item cannot be found. Is it possible to add specific items?

    Mods load in alphabetical order by their top level folder name (that are in the "Mods" folder). My first guess is that the Starter Crate's Mod folder starts with "Doughs..." and JaxTeller's mod starts with "JaxTeller..." so the starter create loads first, and there is not yet a 'JaxTeller FiberCutter' loaded for it to add.  Try renaming the Jaxteller mod folder to load before mine ( e.g. rename the folder "1-JaxTeller..." or a-JaxTeller..." or similar) or make mine load last ( e.g. rename the starter create mod folder "z-Doughs....")

  6. 17 minutes ago, winkky said:

    I didn't read through the whole 12 pages so forgive me if this was already adjusted. In your random entity maker, the AI for chickens is broken. The deer/stags work great. I haven't tested any other entities yet.

    Thanks for the info, I wasn’t aware of that issue.  how it is broken (like what is the chicken doing/not doing?) and what version of the game are you playing it in?
     

    The entity randomizer hopefully will get a “rework” for a20. The first version was a quick and dirty “test run” to see if it was even going to work :) as I wasn’t sure if the game could handle thousands of zombie variants (apparently it can). I hope to either convert it to python (language) or just untangle the code and make it much more user friendly to run.  I’ve seen some other mods that have some “randomness” in them for zeds and I’m hoping to study them to see if I can make the randomization “logic” better.

  7. 20 hours ago, magejosh said:

    Idk if you've fixed this yet, but line 48 of the recipes in You've got mail needs a name update to:

    farmPlotBlockVariantHelper

     

     

    Thanks!  I had no idea about that. I've updated it and pushed a new version to github,

  8. I have heard of the “people seeing different weather” issue, so hopefully that gets fixed. The weather configs are in the “weather.xml” file in the “Config” folder in the games directory. The weather is different in a20, in that it’s broken into seperate sections inside each biome. Usually these sections are named “normal”, “fog”, “rain”, and “storm”.  Not all biomes have all these sections. Likely the best way to “normalize” the weather for everyone is to get rid of all the sections except “normal” in each biome.  Of course, now you’ll never get fog or rain or storms.

     

    I have not heard of another fix for this, so maybe my suggestion is not the best one.

     

    also: the weather sections in the weather.xml file is not “all the settings” there are some glbal

    weather settings you normally cannot get to in the xml.  The xml is to tweak the global weather 

  9. Update: Quick conversions of Khelldons Mods to a20 conversion. They are here: 7D2D-Doughs-Khelldons-Mods-a20

    Modlet: Khelldon-ComplexCobble - Made slightly more difficult.  Added new Lime item (craft only from stone) to make Mortar.  Added Mortar for repairing bricks.

    Modlet: Khelldon-StarterCrate - Made small changes.  More random loot chances, and possibly less items. Removed guaranteed mining helmet

  10. 1 hour ago, magejosh said:

    Not a bad point, @doughphunghus if you are interested I know I can't be the only one using both mods. All else fails i will give it a shot myself and share if i get it working.

    I can’t promise anything on my side (that UI stuff is painful for me :), and I have a busy week) but if you can get it working send me what you have and I’ll see if I can make “compatibility patch” mod to mine to load alongside it. 

  11. Update: Loot re-balancing and Minor fixes. They are here: 7D2D-Doughs-Mods-a20

    Modlet: SousChefOfTheApocalypse - Some loot groups (ovens specifically) were "broken", giving too much loot. Changed "Molding" to "Moldy" for some food.  Molding feels too much like "a mold for" and not "growing mold." Apparently the US and European countries also have different usage for "Mold" and "Mould" and they're almost opposites sometimes. "Moldy" at least looks better to me for now. Sorry non US people, its just how we do it ;)

    Modlet: Nerf-FlashlightsAndLanterns - small loot re-balance

    Modlet: UI-Hide-TheDayAndTime - added internal commented out XML so you can manually put back just the day OR the time if you want. Seems a bit overkill to make more mods just for this.

    Modlet: Doughs-YouveGotMail - Serious loot re-balance. Loot contents and items seems to be "better" now.  You should no longer be opening a mailbox and getting 10 items on day 1.  Hopefully book loot is working now (didn't test too much though so any feedback is welcome). I want items to "be found occasionally" even on day 1 but not "every time I open something" or "never can find".  Note: Not using "loot scaling templates" because I don't want you to miss an item ( like  book) and not be able to get it just because you're out of the "stone age".  I'll likely add this looting effect later once I make "new" a20 updates for this (more items, things to do, recipes, etc)

     

    Update: Quick conversions of Khelldons Mods that require low a20 conversion effort. They are here: 7D2D-Doughs-Khelldons-Mods-a20

    Modlet: Khelldon-BiggerBuckAndDoe

    Modlet: Khelldon-BiggerChickenAndBunny

    Modlet: Khelldon-GetHorny

     

  12. On 1/5/2022 at 9:29 AM, magejosh said:

    Yeah that's because they are in the container and that makes them first in order of operations to check if they are selected to fill the count called for by the container. Then it moves on to the groups, because most of them are an unlisted perfect split probability balance that then calls on it's own list with weighted probability up to its count list, except when items are now throwing that balance off with their specific probability. Many of those lootgroups listed in the lootcontainers are in fact lists of more finely detailed lootgroups. Easiest fix is just finding a common item from the a19 container and seeing what group its in now and which one is the right fit if multiple is called on by the blocks you want it calling on. 

    I think I found another wrinkle, based on what I'm seeing...

    It *appears* that a loot group has a "count" attribute that defaults? to "all" (maybe, not sure).  Anyway, if a lootgroup has 3 lootgroups inside it, it *seems* that the lootgroup says "therefore there will be 1 from each lootgroup put into the container.", so in game you open it and you get 3 items, one from each lootgroup.  like "its forced" as if probabilities are not used?  I'm sure they are but there's some trick to it.  Anyway, I'm noticing that yeah as you said the "lootcontainers are now lootgroups with lootgroups" in the new code (so use existing lootgroup probabilities) but I'm noticing the 'total number of items in a container" appears to be set by this "count" property on the toplevel (likely all of them( lootgroup.  So to get the "old school feel" you might also have to be more careful what lootgroup you put new items/groups in.  Most of my "You've got mail" mod has custom lootgroups, and I was missing this count on them so every one would just dump its contents (like 4 boxes and 3 letters in a mailbox) in weird ways.  Once I acced counts ( and "force_prob = true like you mentioned" it appear to be working like teh old days... perhaps too well actually... I need to test more....

     

    Anyway: thanks for the info! I hadn't really looked too hard at it and didn't notice all the little differences until you mentioned them!

  13. On 1/4/2022 at 3:49 PM, paulj_3 said:

    A working Darker Inside will be great - but especially if it could be modified to recognise "underground" or "bunker"

    I'm sort of positive ( thought I do not know) that the game doesn't know you're "underground", it just knows "elevation" and "enclosed", and "enclosed" is just " inside a box of blocks (essentially).  So I'm not sure how you'd change the darkness based on being in a cave/underground and make it a different darkness when inside a building on the surface.  They (currently, with XML) appear to be equivalent. There is an "elevation" statistic but you can be at bedrock and "outdoors' if you're in a canyon.  maybe C# coding could do something interesting...

     

    The only "fix" I know of today  is "inside = total darkness, lights needed".  it does look a little washed out when inside a building and sun is in the windows though as I believe when this occurs you can be inside (total darkness) and look out through an open door and the "sunny outside" looks all dark until you step outside.  I think its because teh game says "if inside, use this darkness spectrum on the players eyes" vs "illuminate all blocks in the area properly according to illumination".  I'm probably wrong about this and its "both" as I've seem some videos about voxel games and lighting and it seems the lighting may be calculated in weird ways because they're voxels and just "surfaces".  Another VERY high possibility is that my PC is so old and janky that IF I could turn my graphics up to Ultra suddenly it would work perfectly (light wise).

     

    Anyway, I'll put the idea on the back burner if I can get into C# modding for this game as there's another thing they used to? have which is "temperature changes based on elevation" and I think that's a neat idea.  higher you go (mountains), the colder it gets, etc.  but I feel being "underground" needs to have some special work as.. temp should change but get warmer after going down about 20 blocks... or something, but in desert I imagine it should be cooler... so in my opinion,,, making underground base should be the "encouraged" one to use, temperature wise.  When underground you're shielded from the environment... but maybe "too far underground" and its just hot.

  14. @magejoshwell.... I've been trying to figure out the ingredients mod changes to make it work and its not been easy.  Basically: This is one of my first mods and I fought and fought to make it work and now I have no idea how I was able to pull it off :)  Anyway, here's what I have so far, which might work for you?  its not symmetrical and I cannot got the grey backgrounds to work well at all...and there's a weird line going through the middle I don't know where its coming from...sigh... but anyway, here's what to do to my mod that might work for you (and ignore my notes, I gave up trying to use math to get things nice):

     

    controls.xml:

    <configs>
      <!-- Remove existing ingredient_row definition.  3 rectangles -->
      <remove xpath="/controls/ingredient_row" />
    
      <!-- Add new ingredient_row definition.  2 rectangles (removed last one which is a column to the right), 1/2 the width, text made smaller, etc. -->
      <append xpath="/controls">
        <ingredient_row>
    
          <!-- wanted = width 807
          ORIGINAL width 158+65+2 (border) = 225
          225+158 = 383. 383x2 = 603
          
          -->
          <!-- ORIGINAL width 158+65+2 (border) = 225 , which is about 447/2 !
          SO: 807/2 = 403 (rounded up .5)
          -->
          <rect name="row" width="403" height="50" controller="IngredientEntry">
            <!-- ORIGINAL width 65 (icon) -->
            <rect depth="2" width="65" height="48">
              <!-- These 2 lines are the icon grey background -->
              <sprite depth="2" name="backgroundMain" sprite="menu_empty3px" pos="-3,2" width="71" height="53" color="[black]" type="sliced" fillcenter="false" />
              <sprite color="[lightGrey]" type="sliced" />
    
              <!-- This line is the actual icon  -->
              <sprite depth="2" name="icon" width="56" height="40" atlas="ItemIconAtlas" sprite="{itemicon}" color="{itemicontint}" pos="30,-20" pivot="center" foregroundlayer="true"/>
            </rect>
            <!-- ORIGINAL width 158 (icon descripion) 
            ORIGINAL width 158+65+2 (border) = 225
            SO: 404-65 = 339
            NOTE: 2 places to change below!
            -->
            <rect depth="2" width="336" height="48" pos="68,0">
              <!-- These 2 lines are the item text grey background -->
              <sprite depth="2" name="backgroundMain" sprite="menu_empty3px" pos="-3,2" width="255" height="53" color="[black]" type="sliced" fillcenter="false" />
             <!--  <sprite color="[lightGrey]" type="sliced" /> -->
              <!-- This line is teh actual item text-->
              <label depth="3" name="name" pos="80,-20" width="157" height="26" font_size="19" color="[labelColor]" justify="left" pivot="center" text="{itemname} {haveneedcount}"/>
            </rect>
          </rect>
        </ingredient_row>
       </append>
     </configs>

     

     

    windows.xml:

    <configs>
    
    <!-- NEW LINE: widens crafting info panel-->
    <set xpath="/windows/window[@name='craftingInfoPanel']/@width">807</set> <!-- was 603 -->
    
    <!-- NEW LINE: widens crafting info panel-->
    <set xpath="/windows/window[@name='craftingInfoPanel']/rect[@name='contentCraftingInfo']/sprite[@name='backgroundMain']/@width">807</set> <!-- was 603 -->
    
      <!-- Remove existing ingredients rect.  Only 1 column, 5 fixed visible ingredients -->
      <remove xpath="/windows/window[@name='craftingInfoPanel']/rect[@name='contentCraftingInfo']/rect[@name='ingredients']" />
    
      <!-- Add new ingredients rect.  2 columns, 10 fixed visible ingredients -->
      <insertAfter xpath="/windows/window[@name='craftingInfoPanel']/rect[@name='contentCraftingInfo']/rect[@name='description']" >
        <!-- ORIGINAL width="447" -->
        <rect depth="1" pos="153,-95" name="ingredients" width="807" height="264" visible="{showingredients}">
          
          <!-- ORIGINAL width="450" cell_width=227-->
          <grid rows="5" cols="2" width="800" height="231" cell_height="50" cell_width="336" repeat_content="true" controller="IngredientList" arrangement="vertical">
            <ingredient_row/>
          </grid>
        </rect>
    
      </insertAfter>
    </configs>

     

    here's what it looks like for me:

     

    Screenshot from 2022-01-08 18-54-54.png

  15. On 1/5/2022 at 7:09 AM, magejosh said:

    Possibly make them into entities that dont move or interact at all, then you can use the size scale property on their entityclasses entry. Then just make a spawner block and make that found item that, so you place it and it gives the preview of the spawner block which you can use the mannequin block to create i think so you can see facing and then place the block and the tiny version will spawn into that space.

    edit- maybe even use the umazombie template for this so you can use the player archetypes and make action figures out of each of those.

     

    Also, while i know this isn't your problem to deal with I'm at the point where i have to admit i may not have enough understanding to fix this particular issue. I've got the UI add 5 recipe slots mod installed and a larger backpack mod. I setup the inspect panel to match the width of the new backpack size, but i keep struggling to fix the layout of the ingredients list to match the new size of 807 for the backpack window. 251570_20220105065427_1.thumb.png.810f6a3879979dabfc58295ddda30414.png

     

    Any help or guidance would be greatly appreciated.

    @magejoshI'm having trouble replicating this issue.  can you link to the backpack mod (or the XML you're using) you're trying to make this work with?  I tried Khaines 96 slot backpack mod and it fit pretty well, and then I changed the width on it to 807 and nothing changed. It looks like your mod is making it wider than the 96 "modded" one I tried, and the "ingredients" are working but the "background" to them (the grey part with black lines that makes it look like a nice table) is not expanding properly.

  16. 2 hours ago, noname835 said:

    Mod Doughs-UI-Hide-TheDayAndTime

     

    Hello.

     

    Excuse me if I have not read all the pages, but I am not an English speaker.
    I've been looking for a mod for a long time to stop showing days in the game.
    Your mod is fantastic, but I want to let the hours and mintutes show.
    What should I change in your file please?
    Thanks in advance.
    <configs>
      <!--
      Remove the day and time from under the compass
      Cannot make blank or a space :(
      Make it an arrow pointing to the compass....Its ugly, but it works for now.
      -->
      <set xpath="/windows/window[@name='windowCompass']/sprite[@pos='240,-60']/label/@text">^</set>
    
      <!-- This wipes out the map bottom left hand corner navigation data
      AND also seems to trigger it all to work properly!? otherwise you can still see the map kinda
      -->
      <set xpath="/windows/window[@name='mapArea']/panel[@name='content']/panel[@name='mapView']/rect[@name='content']/sprite[@name='dayTimeIcon']/@color">[transparent]</set>
      <setattribute xpath="/windows/window[@name='mapArea']/panel[@name='content']/panel[@name='mapView']/rect[@name='content']/label[@name='dayTimeLabel']" name="color">[transparent]</setattribute>
    </configs>

     

    @noname835 I'm going to make a **guess** as I cannot test right now, but I believe you should change this line:

    <set xpath="/windows/window[@name='windowCompass']/sprite[@pos='240,-60']/label/@text">^</set>

    to this:

    <set xpath="/windows/window[@name='windowCompass']/sprite[@pos='240,-60']/label/@text">{timetitle}: {time}</set>

     

    If this does not work, let me know!

  17. 1 hour ago, magejosh said:

    Possibly make them into entities that dont move or interact at all, then you can use the size scale property on their entityclasses entry.

    interesting. I had not thought of that.  I haven't messed with the limits of how small something can get....... I'll see if this works.  Even if they're "kinda big" (not literal action figure size) it would still be neat.  I know there was a mod that had the "put an immovable zombie down as a trophy" so maybe I can pull from that one.

     

    1 hour ago, magejosh said:

    I've got the UI add 5 recipe slots mod installed and a larger backpack mod.

    Yeah, the add 5 slots mod was a struggle for me.  I don't know how people are making the nice UI's (I would love to know how they're doing it) but I was literally making a change, loading the game, shutting it down, making a change, reloading... ugh... That mod has several things you have to mess with to make it even look remotely "normal".  I can't promise anything but I'll see if I can make it (or make a second one) compatible with the larger backpack. What is the larger backpack mod you are using?

     

    1 hour ago, magejosh said:

    You've got mail is awesome.

    Thanks!

    1 hour ago, magejosh said:

    However i have noticed that a20 shifted to putting items mostly in lootgroups only and lootgroups in lootcontainers. It might be that you just need to make lootgroups for the items and add those lootgroups to the lootcontainers. You can create more modular control over random counts and probabilies that way as well. And if after listing prob=".05" or whatever it is if you add in force_prob="true" that will help make it actually use your listed probability.

    Thanks again!  I will definitely try this.  I really wanted to get this working normally again. I really wish TFP added just a smidge of documentation in the loot.xml to explain what changed and how to convert to their new system, but I didn't examine too closely, just tried to merge it in with some of their named loot probabilities.  I have been testing in a game with a lot of other peoples mods and it appears several mods are also "broken" like mine.  waaaaaay too much loot (and repetitive loot, same stuff in every similar container) in everything.

  18. 52 minutes ago, Mahnogard said:

    I do find it interesting, it sounds like a fun challenge! There are some things I would excel at. Like the storage thing. I don't use regular storage boxes past like day 2, and all of my storage cabinets / racks go in normal places. Picture of my current kitchen attached. LOL I've been building my own houses from scratch so renovating one would be no problem. I'll keep this in mind for down the road. 

    20220104193757_1.jpg

    That's really nice. I've never done a "rebuild/refurbish" before as usually I'm thinking "build horde base must survive ASAP" so its always intrigued me to take it a bit slower, or at least "go the distance" and make the base a "looks nice" part of the game. I never have a "home" as when I'm done I usually have a mishmashed up POI that looks like the last hour of a garage sale (I don't do symmetrical from scratch builds anymore).  usually I drop a mailbox down as a "itz dun!" moment ;)

  19. 8 hours ago, Mahnogard said:
    8 hours ago, Mahnogard said:

    I have an idea for a "restoration" playthrough where I rebuild a neighborhood, maybe an entire town

    I had one I was thinking about, you might find it interesting.

     

    1. make the game super hard (chose your difficulty, whatever it needs to be). You can also do a random gen map, but this might make step 2 weird as spawning in TFP maps seems done nicely. I also suggest loading up the “furnishing” mods that add clear glass and nice doors and lights/decor.

    2. Then, when you spawn, the first house you see (you have to walk on the road to find any structures) you have to live in for at least 1 horde. You cannot leave it until it’s been “refurbished” and you just try to live in it “as if it were real” meaning: all chests have to go in normal places (not on ceilings or in floors) campfire has to go in a real

    place (not on wood floor) etc. the refurbishing has to be complete (painting, windows put back) etc. you cannot upgrade everything past it’s natural “house” state (no steel floors, etc). Basically “you thought you could rebuild and live but the zeds caused you to realize you had to leave”

    3. Once you complete #2, you are free to play the game as you want, but you are trying to get to the next “thing to “win” which is…

    4. Find poi “skyscraper 4” (or whatever that one is called) and completely rebuild it. It’s the one that’s basically a construction site. You have to rebuild “nicely”.  You are allowed to not use it as a horde base (can live next to it).  Wherever you live, you also have to rebuild and furnish. Rebuilding the skyscraper requires you (mostly) to build around the steel skeleton. You have to finish it up by taking down the crane and the fences and redo the grounds, etc.

    5. After the skyscraper is rebuilt, make a horde base out of it. Try to make it “real” meaning no kill pits etc.  let the zeds come in through the doors and run up the stairs to get to you, etc. use traps as much as possible.  Note: you’re allowed to build the traps and stuff in as you rebuild, or after your choice.

     

    Then continue playing as you want. Challenge completed!

  20. On 12/31/2021 at 1:33 PM, unholyjoe said:

    my bad and i am looking at the icon... BFT shut up... my glasses are as old as i am :) my fingers dont type what i mean anymore. :(

     

    and stay off my lawn

    foodBaconAndEggs.png

    Maybe rename it in localization to “Egg and bacons”? Then it would make sense to take only take 1 egg in the recipe :)

     

    I feel this being the beginning of a wonderful mod. ….. ummmm … “50 shades of Bacon”  All it contains is 50 recipes for egg and bacons. 1 egg, 1 bacon. 1 egg 2 bacons (etc). And icons for each one showing the *exact* number of bacon strips.

     

    you could argue making a copy of the egg and doing the same, but that’s crazy talk. Nobody eats 50 eggs and 1 piece of bacon.

     

    #SurvivalRealism

     

    (I know nobody calls them bacons. I’m just enjoying the word)

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