local function ShowProduct(inst) if not inst:HasTag("burnt") then local product = inst.components.stewer.product local recipe = cooking.GetRecipe(inst.prefab, product) if recipe ~= nil then product = recipe.basename or product if recipe.spice ~= nil then inst.AnimState:OverrideSymbol("swap_plate", "plate_food", "plate") inst.AnimState:OverrideSymbol("swap_garnish", "spices", string.lower(recipe.spice)) else inst.AnimState:ClearOverrideSymbol("swap_plate") inst.AnimState:ClearOverrideSymbol("swap_garnish") end else inst.AnimState:ClearOverrideSymbol("swap_plate") inst.AnimState:ClearOverrideSymbol("swap_garnish") end if IsModCookingProduct(inst.prefab, inst.components.stewer.product) then --if IsModCookingProduct(inst.prefab, product) then inst.AnimState:OverrideSymbol("swap_cooked", product, product) else inst.AnimState:OverrideSymbol("swap_cooked", "cook_pot_food", product) end end end
IsModCookingProduct should receive the spiced product name
prefabs/portablespicer line 129
with the suggested fix
Steps to Reproduce
spicing up spice-compatible modded food
spicing up spice-compatible modded food
- 1
A developer has marked this issue as fixed. This means that the issue has been addressed in the current development build and will likely be in the next update.
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