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-Icon set
-Research Books added
As for the Mushroom tree it is a copyright asset of the Ideo dlc. And why I added the recipe to convert Garden Bamboo to wood.
All special woods in any of my mods can be changed to vanilla wood.
Also I am not sure about the Androids as can goods are classified as meals and food with nutrition, there is nothing special about them other than not spoiling.
Here we go:
The problem with the unconsumed cans is caused by the Android Tiers mod. (It's my fault, don't worry.)
The mushroom tree isn't a problem; it was just a suggestion for adding it to the "More Trees" mod, since it's a tree that can't be used in vanilla. And it's a really useful item for getting wood during really long toxic rains. I've had two years of toxic rains and not even the trees survived, haha.
Regarding Mad Alkemyst's comment: don't worry, bro. You don't offend me at all. As I said at the beginning, it wasn't my intention to change anything about the VGP mods. I'm just commenting on what's already been said. :D
The mushroom tree is from Ideology and not to do with my mod. You can always tell what something is from by looking at the "Origen" at the bottom of the item description. My items will have the name of the Garden mod there.
Not trying to call you out, sorry if it seems that way. Just trying to be helpful. I have over 200 mods and sometimes it's difficult finding where a specific *thing* comes from.
Much joy to all
Regarding the note about the berries and trees:
https://prnt.sc/eg_DNzAVrblx
That's the photo of the mushroom tree.
And regarding the berries, I must be mistaken because I swore they were listed as plantations in older versions of the mod. But I must have been mistaken.
Thank you for reading me and taking the time to answer me. As I said, I'm not looking for things to be solved or added, it was just to comment on it :3
I don't have a mushroom tree. And berries are locked behind research in my main mod.
Are they missing to grow? Or in a recipe?
Hello! First of all: I've been following your mod since rimworld didn't have a DLC. You're a great guy, and I'm so grateful for these wonderful VGP mods.
Second: I wanted to thank you and congratulate you for continuing to provide support and answering comments after so much time and practically no longer providing content for VGP mods. That's something worthy of respect. It shows that even though many of the shortcomings that led to the creation of these mods have been fixed, and you no longer have any reason to stay here, you are still here to support players and update your mods.
Now, while I haven't praised you enough for your excellent work, I must mention two things:
The first is that, for some reason unknown to me, the cans of vegetables and fruit don't increase the caravans' food supply. It seems they don't consume them. I don't know if this has to do with one of my mods, such as vehicles, or if it's a flaw in the mod itself.
Second: Your other mod that adds more crops, specifically the one that adds more trees, is missing a few that were recently added by dlc. It's probably because you're working on other projects. But, for example, the mushroom tree isn't among them, and I haven't seen the berrys. I remember they were there before. I don't know if you removed them or if it's a mistake on my part due to the mods.
I'm not looking for you to fix these problems; I just wanted to know if they were my mistakes or something else. Excellent work again, and see you soon :3
HELP XD
You just need to edit your Processor Framework patches so it's customized for this mod.
I don't use most of the VPE stuff so you'd have to report things that would need changed
-Canned items are made to be meals so that pawns will eat them first before raw food.
-And they are also ingredients.
-It's more of a game code thing then anything. It was changed a few versions ago when Meals was changed.
-It not really an issue as they show up in Ingredients and can be turned off in pawn food prefs. nowadays.
A lot of the game code has changed over the years some of the things in the mod is from the older systems but still work today.
But please let me know if you feel differently still on these they are easily changed.
Monkey Magic you can friend me here or in Discord if you wanna discuss things :)
It's not hard for me to look into maybe tomorrow?
They require 2 nutrition (40 items) work amount 13, and produces 40 cans. The "AteRawFood" debuff and expiry are removed in the process.
Simple meals x4 has the same nutrition, work amount 20 (just cooking), and a short expiry. This is fine, these are meals, cans are storage. If eaten cans provide 0.05 nutrition compared with the simple meal's 0.90 nutrition. Cans should be considered ingredients.
The problem is, the canned meal .
Canned meal requires 5 nutrition (so 100 items) work amount 17, provides 0.75 nutrition, and produces 7 meals with no expiry date. Essentially, cheap packet survival meals with little effort, and greater reward.
Packet survival meal x4 requires 2.4 nutrition, work amount 24, provides 0.90 nutrition per meal. Cooking this twice would equate to 8 meals, 4.8 nutrition, but a whopping 48 work amount.
I would suggest increasing the canned meal work amount to maybe 35 for balance.
I have found no bugs in the day of testing I have done.
Errors may happen as other mods are updated. And features for new version ie.. new coding may not be there as the coding changes can be missed.
Please let me know if you find core coding that needs updating in my mod and I'll put it in!
[Job Splitter] Patch operation Verse.PatchOperationFindMod(VGP Garden Canning) failed
file: D:\SteamLibrary\steamapps\workshop\content\294100\1211661009\Common\Patches\Mods\VGP Garden Canning.xml
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) Verse.Log:Verse.Log.Error_Patch2 (string)
Also for the garden tools
file: D:\steam\steamapps\workshop\content\294100\1211661009\Common\Patches\Mods\VGP Garden Canning.xml
I had to go back here and read the changelog to find out why I couldn't build canning factories. Other players might have to ask.
-Recipe work amount adjusted for hand canning
-Steel used on the work table greatly lowered
(Cooking skill of 10 will now use slightly less then one steel per meal recipe)
-Overhauled the coding
-Removed coding for old canning factory
-Added a place hold to old canning factory to avoid game breaks
-Added new canning factory the uses Processor Framework by Syr
-Updated coding for new work table.
-Spelling corrections
-Description updates
https://steamcommunity.com/sharedfiles/filedetails/?id=2633514537
Does not require Processor Framework mod to work but you will not have the Canning Factory without it.
The old coding from 1.0 is buggy and consumed ALOT of resources in your game even if you didn't have the factory built.
Syr new framework mod allow you to choose what ingredients go into the recipes at the factory now.
Though i'm still not allowing "special meats" as they are buggy in other recipes. I may revisit that in the Canned Meals.
It's from the factory. Finished canned meals don't have ingredient info on them.
The canning table has ingredient info on it.
-Updated coding for 1.3 and DLC
Note use at your own risk, As unstable receives updates I will follow with updates as I can. All my mods will be pushed up over the next week and monitored till full release. I try and find all the coding and feature updates in the coding be will miss some. As just last weekend I found a coding change from 1.2... lol Please leave feed back if you find something not working in 1.3 correctly.
7/8
-Coding Assembled to 1.3