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I really like Gastronomi's ordering because running a restaurant in a peripheral world is really fun
The exception occurred in the DiningSpot. get_SispensableDef() method of the Gastronomi module, which was not implemented (NotImplementedDException).
-The KemomiFoodUtility module called this unimplemented method when searching for food sources, resulting in a chain error.
-This may be due to incompatible module versions (such as incorrect adaptation of methods after updating Gastronomi or Kemomi modules) or incorrect module loading order.
The error started from the food search logic of the KemomiFoodUtility module, calling the unimplemented methods of the Gastronomi module layer by layer, and ultimately triggered an exception during AI task allocation (ThinkNode-Priority).
-Involving modules: Gastronomy、Kemomimi、Vanilla Expanded Framework (VFECore)、 There may be patch conflicts (such as Harmony patch order issues) with webpage links, etc.
But yeah. Welcome to the world of mods. Fixing a single mod conflict is easily a day's work too. Unfortunately, I can no longer afford these days.
I switched to the vanilla expanded version and half the nutrient of meals. that causes guests to order 2 meals per stay and I observed them ordering 2 different kinds of food, like grilled kabobs and bread (VGP). I'm positive that meal variety is is still properly supported.
@Orion
It's not a bug but I noticed guests staying at the tavern outside of the shifts. Meaning, they come to the table, sit down, order something or just wait for a waiter, but noone is completing the order because the tavern closed shortly after they sit down. I drafted those pawns to get them off the "eating at tavern" loop.
I renamed my restaurant to tavern btw.
Add an option in settings for the RESTAURANT TO CLOSE AUTOMATICALLY IF THE REGISTER IS UNMANNED. PLEASE.
With lots of mods installed, it is nearly impossible to get a pawn to follow orders and man the cash register. They're constantly wandering off and/or ignoring patrons even if they're there, especially when the ticks start to drop as the colony grows in size.
This would be mitigated slightly if you could just skip the "shift" approach and have the restaurant automatically open when there's staff there, and automatically closed when not. It would greatly cut down on the number of dissatisfied customers.
Also, the storefront and restaurant mods need to be kept more separate. Basically both break if you try to run a store and a restaurant off of one cash register. Not sure if that's a bug with this mod or a conflict with other mods.
the vanilla expanded crew made their own version of "variety matters" now. Do you know if patreon's bevahiour will carry over? I'm not far enough into a playthrough to actually test it and the VE version feels differently from the original.