[Mod] Drinks [1.0][drinks]

Chem871
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Re: [Mod] Drinks [1.0][drinks]

by Chem871 » Sun Dec 10, 2017 19:47

Issue is that crop's melon slice is crops:melon_slice, so the drink machine is turning it into drinks:jsb_melon_slice, same with all the vessels.
What is SCP-055 again? I forgot.
 

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Nathan.S
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Re: [Mod] Drinks [1.0][drinks]

by Nathan.S » Mon Dec 11, 2017 03:30

Chibi ghost wrote:
Nathan.S wrote:there is an auto-juicer, place a juice press on top of a barrel, and use papyrus as the container. The press will then put the drink directly into the barrel.

this sounds like lazy me but is there any chance of extending the auto filler into the silos
as well please


That does sound pretty lazy :D
I'll take a look at the code, I'm not sure if it will be easy to implement, and I'm still trying to remember how my code works to allow a person to fill or empty a stack of containers all at once in a barrel or silo, so it will be a while.
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Re: [Mod] Drinks [1.0][drinks]

by Chibi ghost » Mon Dec 11, 2017 10:09

Nathan.S wrote:
Chibi ghost wrote:
Nathan.S wrote:there is an auto-juicer, place a juice press on top of a barrel, and use papyrus as the container. The press will then put the drink directly into the barrel.

this sounds like lazy me but is there any chance of extending the auto filler into the silos
as well please


That does sound pretty lazy :D
I'll take a look at the code, I'm not sure if it will be easy to implement, and I'm still trying to remember how my code works to allow a person to fill or empty a stack of containers all at once in a barrel or silo, so it will be a while.
you're talking to the person who created a auto kitchen in her cellar lazy is what I do
 

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Re: [Mod] Drinks [1.0][drinks]

by Nathan.S » Sat Dec 23, 2017 04:01

Chibi ghost you will be please to learn that I have finished the changes required to be able to use the juice press with the silo. Took me a while because I was stupid and didn't think that the silo, though visually is two nodes tall, actually only exists in the lower node space, once I realized that it was fairly easy, just a lot of copy and paste. I did have some weird problem with coconut juice saying it was strawberry juice when I manually added it to a silo after I had added juice with the press, but I can't figure out why that was happening.
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Re: [Mod] Drinks [1.0][drinks]

by Chibi ghost » Sat Dec 23, 2017 11:38

I am really good at making really simple requests that turn out really really complex
although you could've told me to go away that I would've accepted lol
 

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Re: [Mod] Drinks [1.0][drinks]

by Nathan.S » Sat Dec 23, 2017 14:22

I'm still trying to figure out how to allow players to add or remove a stack of liquids, not sure on the maths though.
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Re: [Mod] Drinks [1.0][drinks]

by Nathan.S » Sat Dec 23, 2017 18:46

Chem871 wrote:Issue is that crop's melon slice is crops:melon_slice, so the drink machine is turning it into drinks:jsb_melon_slice, same with all the vessels.


Should be fixed, please update the mod. Not sure how I missed that before, but I just tried out using both melons and melon slices from the crops mod and both worked fine.
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Re: [Mod] Drinks [1.0][drinks]

by Nathan.S » Sat Dec 23, 2017 21:14

I should know better than to push code this close to a holiday as I won't have time to fix any bugs I may have created, but barrels and silos now are able to be filled and can fill stacks of containers. Took a bunch of head scratching and mistakes, but I think I got all the match working properly and couldn't find any problems with it.
Last edited by Nathan.S on Sun Apr 29, 2018 22:40, edited 1 time in total.
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Re: [Mod] Drinks [1.0][drinks]

by FreeGamers » Thu May 30, 2019 17:53

This is a high-quality mod that fits in perfectly with the game. I've been testing out making a more difficult survival server and this ties in excellently with the mods thirsty and farming_redo for me. It really extends the utility of farming and fruits, which is perfect because having thirsty as a core mechanic in survival is very limiting to specific water items or blocks.

Also, I like that the textures (or the generation of them) that the items use fit in perfect with the rest of the world. My only complaint (and its a reach to even come up with one) is that that purge button is a bit too easy to hit by mistake.

I'll likely use this as a template to extend TenPlus1's "Drinks" mod to tie in with Thirsty. That or this mod will be completely replacing "Drinks'.

Good job Nathan! Thanks!
 

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Re: [Mod] Drinks [1.0][drinks]

by Nathan.S » Sat Jun 01, 2019 02:41

I could see about adding a verification when you click the purge button, not sure how much work that would be to do.
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Re: [Mod] Drinks [1.0][drinks]

by Hugues Ross » Sun Jun 02, 2019 13:28

I grabbed this from ContentDB to try it out, but the mod.conf has 'buket' as a dependency. I assume it's just a typo and that's 'bucket', but I thought I'd point it out so that it could be fixed in the packaged version.
 

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Re: [Mod] Drinks [1.0][drinks]

by Nathan.S » Sun Jun 02, 2019 22:02

Good catch, I've corrected the spelling.
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Re: [Mod] Drinks [1.0][drinks]

by FreeGamers » Sat Jun 15, 2019 05:43

Nathan.S wrote:I could see about adding a verification when you click the purge button, not sure how much work that would be to do.


It would probably require a new sfinv page being written in the source, which sounds a bit too complicated. Would a better solution be a different font color, different placement, or sound effect?

Perhaps even autofilling placed empty containers could be a solution due to the association being created that a button press is only required when a purge is desired (with a water-type sound effect from "default"). This comes to mind from the way the few "trash-can" mods I've seen that only have the "Empty Trash" button on the sfinv page. Of course, that is a bit more simplistic of a mod.
 

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Re: [Mod] Drinks [1.0][drinks]

by FreeGamers » Sun Sep 01, 2019 16:56

A player, "TANK", has found a bug in this mod on my server

Placing an empty bucket into the Silo of Liquid's "Take Liquid" slot will crash the game.
 

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Re: [Mod] Drinks [1.0][drinks]

by Nathan.S » Mon Sep 02, 2019 00:52

Now that's embarrassing, kinda surprised nobody found this bug sooner, though I guess not many people try to take liquids out of empty silos or barrels.

I've fixed the code, just needed to add a check to see if there was anything in the container before trying to take anything out. I'll get it updated on contentDB as soon as I can figure out how to do that.
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Re: [Mod] Drinks [1.0][drinks]

by FreeGamers » Wed Sep 04, 2019 08:09

Thank you Nathan. I'll update to your latest update!
 

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