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Camiracundus

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Posts posted by Camiracundus

  1. 21 minutes ago, BFT2020 said:

    yw

     

    easy problem solving on my part so far  😆

    Would you be up for possibly helping with a new issue?

     

    I've tried adding this recipe to the game;

    <append xpath="/recipes">

    <recipe name="Apple Pie" count="1" craft_time="2" craft_area="campfire">
                <ingredient name="Sliced Apples" count="6"/>
                <ingredient name="Flour" count="2"/>
                <ingredient name="foodEgg" count="1"/>
                <ingredient name="resourceAnimalFat" count="1"/>
                <ingredient name="drinkJarBoiledWater" count="1"/>
            </recipe>

    </append>

     

    And it does exist just fine - but I have to search for it manually in order to get it to show up in a campfire. Is there a way to get it to show up automatically along with the already existing recipes such as the boiled eggs and charred meat?

  2. 1 hour ago, BFT2020 said:

    Really need to see your recipe code and probably the item / block files.  Initial thought is a typo somewhere in your recipe file.  Could be an unknown edit you did when making changes (I have done it in the past).

    You were absolutely right about it being a typo. I scoured the code again and noticed the tiniest of tiny typos - a q had snuck into an item name, so instead of "Damascus Knife" it read "Damqascus Knife" - and because I had the text size so small, it didn't pop out easily. I corrected it, double-checked there were no others, and fired up the game - and now it runs perfectly.

     

    Thank you for the help!

  3. 46 minutes ago, BFT2020 said:

    Really need to see your recipe code and probably the item / block files.  Initial thought is a typo somewhere in your recipe file.  Could be an unknown edit you did when making changes (I have done it in the past).

    Thanks for the response! That was my initial thought, too, but I can't spot whatever it is. Here's the items.xml and the recipes.xml; hopefully you'll be able to make more sense of them than I can! I appreciate the help.

     

    I tried to use Pastebin, but the files are too big. I used paste.c instead;

    Recipes.xml - https://paste.c-net.org/CarolLeper

    Items.xml - https://paste.c-net.org/AnyankaSquared

    Blocks.xml - https://paste.c-net.org/GrissomSleaze

     

  4. I've been working on re-doing one of my older farm mods to be functional with A21.

    It worked perfectly earlier; then all I did was remove 2 recipes from recipe.xml and the matching items from items.xml, fix the name of one recipe ingredient to match its Item name, and now it doesn't work anymore. Or at least, that's what I thought I did; I don't recall doing anything else, and I've scoured both documents to see if any of the three things I touched (Spice Seed, Herb Seed, Cabbage) are unchanged, remaining or hiding, but no such luck; and in the rare instances this happens, the console error usually tells me that it cannot parse recipes because there's no item by a certain ingredient name.

    I tried going through process of elimination and had it load perfectly with all but 1 section/line of code (a specific Jar made in a forge) in recipe.xml enabled (I used the <!-- o --> tag), and it worked flawlessly; then I tried simplifying the excluded Jar line that I thought had to be the issue, cause it worked perfectly without it; but when I tried to load again, it spat out the same error.

    So I went back to recipes.xml and disabled the newly written Jar code entirely, and fired up the game, expecting it to work just fine - but it spat out that error again. And it keeps doing it now, even when the recipe.xml document consists only of lines that have already worked just fine during my earlier processes. 

    I'm about to tear my hair out out of frustration with this issue. Hopefully someone here can shed some light on what's going wrong. Thanks in advance! 

     

    I've attached the log from the latest error., but it's this part in particular that pops up the console;

     

    2023-10-27T05:45:53 55.593 ERR XML loader: Loading and parsing 'recipes.xml' failed
    2023-10-27T05:45:53 55.595 EXC Object reference not set to an instance of an object
      at RecipesFromXml+<LoadRecipies>d__1.MoveNext () [0x002be] in <d7dcfa4979674f179c13273f8b30b551>:0 
      at ThreadManager+<CoroutineWrapperWithExceptionCallback>d__51.MoveNext () [0x00044] in <d7dcfa4979674f179c13273f8b30b551>:0 
    UnityEngine.StackTraceUtility:ExtractStringFromException(Object)
    Log:Exception(Exception)
    <>c__DisplayClass52_0:<loadSingleXml>b__2(Exception)
    <CoroutineWrapperWithExceptionCallback>d__51:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)

     

     

    https://pastebin.com/ewESwXZC

     

    Thanks!

  5. Still no luck; the Apple no longer shows up under the Food/Cooking Trader category, but the new ZTTest category is always missing. I've thought about what the reason could be, and can't think of one; the syntax/coding is correct as it's not throwing out any errors, but it just won't implement it properly.

    I may need to simple add it all into the Food/Cooking category and then increase the min/max stock count and refresh count instead; that, I can do. 

  6. 4 minutes ago, poly said:

    Just change it to:
     

    <property name="Group" value="Food/Cooking,ZTTest"/>


    It should appear in both group (when in stock)

    The problem would then be that the items show up under both the Food/Cooking and ZTTest  categories at the trader when they're only supposed to show up in one; can I remove the Food/Cooking tag from them without them also dissapearing from cooking (campfire)?

  7. 16 minutes ago, poly said:

    The only thing I can see from your code which might be causing the category issue is the items.xml part..

    Make sure the append is to the specific item block.

     

    For example
     

    <append xpath="/items">
    	<item name="Apple">
        	<property name="Group" value="ZTTest"/> 
    	</item>
    </append>


    And not:
     

      <append xpath="/items">
         <property name="Group" value="ZTTest"/> 
        </append>   


    The above will place a random property outside of an item block


    I see what you mean. Now my concern is, that most of the these food items already have the 

     

    <property name="Group" value="Food/Cooking"/>

     

    Can I add the ZTTest group to that as well, or do I need to remove it? And if I need to remove it, my worry is that it'll prevent the items from showing up properly elsewhere. Do you have any insight on this?

    I appreciate your help!

  8. Hi again,

    I went into devmode and refreshed his inventory, and the items showed up - but under the Food/Cooking category instead of their own category (which didn't show up, either). So something somewhere is not quite right; I've posted the coding below so you can look over it. 

     

    traders.xml

    <insertAfter xpath="/traders/trader_item_groups/trader_item_group[@name='foodSupplies']">
            <trader_item_group name="ZTTest">
                <item name="Apple" count="1,10"/>
            </trader_item_group>    
        </insertAfter>
        
        <insertBefore xpath="/traders/trader_info[@id='1']/trader_items/item[@group='modAllT1SecretStash']">
            <item group="ZTTest" count="4,8"/>
        </insertBefore>

     

    Ui_display

    <insertAfter xpath="/ui_display_info/trader_category_display/trader_category[@name='TCArmor']">
            <trader_category name="ZTTest" icon="ui_game_symbol_spatula" display_name="ZTTest" />
        </insertAfter>

     

    items.xml

        <append xpath="/items">
         <property name="Group" value="ZTTest"/> 
        </append>    

     

    So the Apple does show up in-game but not in its own category, which is preferable; if I add all of the crops into the normal food/cooking category, there's a pretty big chance they'll drown out the vanilla games items in there.. unless there's a better quick fix of simply increasing the number of items in the Food/Cooking category that the traders can display? That's also an option, but a new category would be best, to help users distinguish what's from the mod and what's not.

  9. 18 hours ago, poly said:

    The bulk of the code is within traders.xml, with a small edit to ui_display.xml and a quick check through items.xml

    First of all you'll need to create a new item group for your new resources in traders.xml

     

    For example

    	<insertAfter xpath="/traders/trader_item_groups/trader_item_group[@name='foodSupplies']">
    		<trader_item_group name="new_group">
    			<item name="your_resource"/>
    		</trader_item_group>
    	</insertAfter>


    Then you will have to add this new group to specific traders, starting at line 1269 in traders.xml

    	<insertBefore xpath="/traders/trader_info[@id='1']/trader_items/item[@group='modAllT1SecretStash']">
    		<item group="new_group" count="4,8"/>
    	</insertBefore>


    This will place your new category one place before the secret stash at trader with id 1 (Joel).

    Next, in ui_display.xml

    	<insertAfter xpath="/ui_display_info/trader_category_display/trader_category[@name='TCArmor']">
    		<trader_category name="new_group" icon="ui_game_symbol_chemistry" display_name="new group" />
    	</insertAfter>


    This adds your new group to traders so that an icon and category is displayed.
    Without this, your items will still appear in the trader, but won't have their own category.

    The last thing you need to do is go through items.xml and make sure the group for the specific items matches your group name, ie "new_group" in the above example.

    <property name="Group" value="new_group"/>

    I'm not sure that this is entirely necessary but I like to keep things grouped

    Not tested but should work.

    The only thing that may throw out errors is the same name somewhere else in your code

     

    Forgot to mention, you will need to add a new line of code for each trader, trader ID's are 6 (Bob), 2 (Jen), 7 (Hugh) and 8 (Rekt). Otherwise the above code will only show in trader 1 (Joel).


    Hey! Thanks for your input; it doesn't work, though :( There's no errors or warnings loading in, but there's still no new category at the traders 😕 Do you have any other suggestions?

  10. Hi everyone. I was wondering if anyone knows if it's possible/how to add new categories to the traders? 
    I work on a mod that has a ton of fruits, vegetables, resources etc, that I'd like to make buyable from the Traders; and while I could easily add them into the existing categories (which I have done with seeds), I'd prefer to make an all-new category so I don't end up making it nearly impossible to find the existing crop items (potatoes, pumpkins, blueberries etc) because there's a much higher likelihood of some of mine showing up instead (10:1 ratio, likely).

     

    I imagine it would need to be done through the traders.xml and the windows + uidisplay xmls, but I'm not sure on much more than that.    

  11. 2 hours ago, ozmods said:

    appreciate your work cobbler, spendinng time with family should be your first priority, because it's time you wont easily get back. so whenever you have time to update your mod isfine,

     

    i can tell you it does work, however cupboards do not open, so you will need to address that, in time, but all the best for 2022.

    cheers


    If you want to get them to work, go into the Blocks.xml and find the cabinets; change the LootList on each to a different value.

    I did;

    "<property name="LootList" value="17" />     to     <property name="LootList" value="cupboard" />   


    This gives the cabinets/sinks/other blocks that you give that LootList value the ability to open/close. I went with cupboard as the value as it gives them 18 slots. If you'd prefer a larger number of slots, you could use "playerStorage" for 48 slot, or even "storageCrate" for 72 slots. 

    The reason they broke in A20 is because the developers moved away from using numbers as IDs for loot containers; I had to fix this in one of my own mods, so I applied the same to Ztensity's, and it works perfectly. 

    To Ztensity;

    I hope you've had a wonderful start to 2022, and I can't wait to see where you take this mod - it's one of my all-time favorites, and a must-have in my opinion... just because you're in apocalypse, doesn't mean you can't trick out your base to look really nice and comfortable! 😂

    I hope you don't mind me helping anyone who'd like the containers fixed ASAP instead of waiting for your update/A20 patch by commenting above as I did  :)

     

  12. 11 minutes ago, BFT2020 said:

    Sorry, I missed that.  Meatloaf and Cheese pizza should be name not group (I am assuming that you defined Meatload and Cheese Pizza in the items.xml file.

     

    so 

            <item name="Meatloaf" count="1" prob="0.1"/>  

     

    That did it; it works now! Thank you so much for your help; I can't believe I couldn't figure that out on my own, so I really appreciate your assistance 🤗 Now I know what I did wrong, so setting up the rest of the items/categories/locations should be fairly easy 😄

  13. This is what the A19 coding looked like; I grabbed a snippet of the "Oven/stove" section and removed a lot of items except 2 as I don't imagine the examples need to be super long.

    <!-- Oven -->
        <append xpath="/lootcontainers/lootcontainer[@id='11']">    
            <item group="Meatloaf" count="1" prob="0.1"/>    
            <item group="Cheese Pizza" count="1" prob="0.02"/>
        </append>

    For A20, I changed it to the following;

    <!-- Oven -->
        <append xpath="/lootcontainers/lootcontainer[@name='groupOven01']">    
            <item group="Meatloaf" count="1" prob="0.1"/>    
            <item group="Cheese Pizza" count="1" prob="0.02"/>
        </append>

    For this, I get a yellow error labeled: WRN XML Patch for "loot.xml" from mod "FoodStuff" did not apply: <append xpath="//lootcontainers/lootcontainer[@name='groupOven01']"  

  14. 3 hours ago, BFT2020 said:

    Did your mod use IDs for loot containers?  That was probably the biggest change to loot.xml and number one reason Alpha 19 mods don’t work.  Loot containers are now referenced by name (ignore the ID variable)

    Hi! 

     

    Yes, they did, which is indeed why it doesn't work anymore. I'd love it set up better this time, using groups instead of individual locations with items if that makes sense? 

     

    But despite my attempt at simply changing my old layout to the new container names instead of IDs, I'm still not having any luck 😕

     

    Any chance you could help me by throwing out a quick example on how it should be set up now? 

  15. Hi ya'll, thanks for looking 😊

    I've got a mod where the loot.xml broke upon the A20 update; and now, I can't get it to work again. 

    I have a lot of food/drink items in my mod that I'd like scattered around the different loot options such as fridges, cupboards, trash, grills, ovens, etc.

    As an example, I'd like some of my caffeine drinks I've made to be lootable from the Coffee makers, but no matter how I set it up, I can't get it to work. It feels like I'm missing something obvious, but for the life of me, I can't figure out what 😅

     

    Would anyone be able to post an example of how it should be set up using the new lootgroups/probability templates to help me out, applying the item "Latte" to the Coffee makers, and/or help me figure out where I went wrong? 

     

    Hopefully someone can help me. Thanks in advance ☺️

  16. Just now, pipermac said:

    Further developed?  Kind of... Lol.. My original plan was to do more of what you are doing.... But the more I got into the code the more I realized it was a mess,  phredd realized that too as he stated it was a proof of concept.   There is a lot that needs to actually be fixed in the mod.  I am surprised you want to add crops and recipes...... I personally think there is too many 😁

     

    Haha I love the gathering, farming and cooking aspect of it as much as the rest of it - we built a huge farm with orchards and rows upon rows of plants for farming, even got the livestock going (mainly the cows, pigs and chickens).  I can't add in new prefabs to save my life though, I've never figured out how, so I'm piggybacking off the existing ones at the moment. 

  17. 2 minutes ago, pipermac said:

    Hey,  just to let you know that I am currently rebuilding the farmlife mod.  Farm life revisited.   If your interested in joining the development of it let me know.   Are you working on the farm life mod or the farm life expanded?

     

    Hi! I'm adding more stuff to the FarmLife Expanded (by Phredd). I did take a look at your current revisited version and tried it out, but I decided to stay with the current version that I have as it's more developed (for now, at least, you're doing great work! ;) )

     

    I wouldn't mind collaborating with you on further developing it! My "specialty" (aka all I've figured out how to do on my own so far, lmbo) is adding new food/crop items and recipes. Over the past 2 days, I've added the following list of items to the FarmLife Expanded mod that me and my friends use;

     

    Rum + Licorice Rum 

    3 types of Romkugler (sprinkles, chocolate sprinkles, coconut) (a type of dessert popular here)

    9 different Food Dye colors (for more interesting baking combos)

    Chocolate Batter and Dessert Creme (for cakes, donuts and muffins!)

    Chocolate Sprinkles, rainbow sprinkles

    Grated coconut (for one of the romkuglers :') )

    A Kinder Milk Slice (by popular request from one of the players in my server)

    Salted + Buttered popcorn

    Sliced Watermelon + Honey Melon

    Powdered Sugar and Vanilla Sugar

    Chocolate drops (for making chocolatey desserts)

    Blueberry muffin

    Chocolate Glazed Donut

    Chocolate Muffin

    Creme Filled Donut

    Normal Donut

    Melted Chocolate

    Basic Muffin

    Peach Muffin

    Pink Glazed Donut

    Plum Filled Donut

    Plum Muffin

    Strawberry Filled Donut

    Strawberry Jam

    Rasperry Jam

    Plum Jam

    Cherry Jam

     

    And more crops/spices piggybacking off the already-existing crop blocks from the mod; e.g. kiwis are gotten from the Avocado trees, blackberries from the raspberry lattices, etc. 

    Apricot 

    Asparagus 

    Cardamom 

    Cauliflower 

    Cayenne Pepper 

    Curry Powder 

    Eggplant 

    Grapefruit

    Honey Melon

    Kale

    Kiwi

    Mango

    Nutmeg

    Paprika

    Peach

    Peas (wanted fresh, not the canned ones)

    Peppermint

    Plum

    Pomegranate

    Sesame Seeds

    Starfruit

    Stripped Corn (for pieces of corn instead of using whole corn cobs for stuff)

    Vanilla roots

    Watermelon

     

    I also added Raw Shrimp (harvested along with the Salmon from the Salmon Ponds) and a recipe of Fried Shrimp - this was the first experiment I made. Along with a more simplified fried egg recipe.

     

    I've got like 20 new recipes to work on tomorrow, too; I'm doing a bit of a Bakers/Sweets pack right now :)

     

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