Previously reported here with images of the bug, I'll make this one shorter and post a fix to the function for the spicer.
So the bug is that the different stewers (cookpot, portablecookpot, portablespicer) doesn't share the same method to display the food on the swap_cooked symbol, leading to a bug where recipes could be invisible on the Portable Seasoning Station despite being properly added if the product build doesn't exist under the name of the product prefab but only if it's a modded recipe, aka like the game's recipe does it :
The other stewers doesn't cause such a difference for mod recipes and so it works regardless of the recipe build method, this change to the ShowProduct function of the portablespicer would fix it regardless of what, I did verify it on a lot of mods that add recipes and it work in each of them :
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 local build = (recipe ~= nil and recipe.overridebuild) or (IsModCookingProduct(inst.prefab, product) and product) or "cook_pot_food" local overridesymbol = (recipe ~= nil and recipe.overridesymbolname) or product inst.AnimState:OverrideSymbol("swap_cooked", build, overridesymbol) end end
Mods cannot have a single build for all their recipes or it make them invisible on Warly's spicer.
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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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