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I have been working on some food recipes for the crockpot but something is not right.

 

I have copied the preparedfoods.lua and added my own recipes and that seems to work.

However it only works for the first recipe, the second time I try to cook anything (even a normal recipie) within the game

I get the following error and the game crashes:

 

...ommon/dont_starve/data/scripts/components/stewer.lua:90: attempt to perform arithmetic on local 'cooktime' (a nil value)

LUA ERROR stack traceback:
        C:/Program Files/Steam/steamapps/common/dont_starve/data/scripts/components/stewer.lua(90,1) in function 'StartCooking'
        C:/Program Files/Steam/steamapps/common/dont_starve/data/scripts/actions.lua(523,1) in function 'fn'
        C:/Program Files/Steam/steamapps/common/dont_starve/data/scripts/bufferedaction.lua(19,1) in function 'Do'
        C:/Program Files/Steam/steamapps/common/dont_starve/data/scripts/entityscript.lua(942,1) in function 'PerformBufferedAction'
        C:/Program Files/Steam/steamapps/common/dont_starve/data/scripts/stategraphs/SGwilson.lua(1602,1) in function 'ontimeout'
        C:/Program Files/Steam/steamapps/common/dont_starve/data/scripts/stategraph.lua(458,1) in function 'UpdateState'
        C:/Program Files/Steam/steamapps/common/dont_starve/data/scripts/stategraph.lua(515,1) in function 'Update'
        C:/Program Files/Steam/steamapps/common/dont_starve/data/scripts/stategraph.lua(111,1) in function 'Update'
        C:/Program Files/Steam/steamapps/common/dont_starve/data/scripts/update.lua(127,1)
scripts/frontend.lua(712,1) SCRIPT ERROR! Showing error screen    
Force aborting...

 

Each item has a specified cooktime value in the preparedfoods.lua, so I am not sure what needs to be done.

 

Another problem is I'd like to put in some custom descriptions for specific characters, namely WX since he speaks in all capital letters.

I thought it would be as simple as adding

GLOBAL.STRINGS.CHARACTERS.WX78.DESCRIBE.<FOOD>

to the modmain lua, but apparently it isn't. - Fixed

 

 

Lastly - the inventory images aren't appearing in game.

I have the following assets

Asset( "IMAGE", "images/inventoryimages/inventoryimages.tex" ),
Asset( "ATLAS", "images/inventoryimages/inventoryimages.xml" ),

defined in the modmain.lua

 

Any help or advice on any of these problems would be appreciated

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I have been working on some food recipes for the crockpot but something is not right.

 

I have copied the preparedfoods.lua and added my own recipes and that seems to work.

However it only works for the first recipe, the second time I try to cook anything (even a normal recipie) within the game

I get the following error and the game crashes:

 

...ommon/dont_starve/data/scripts/components/stewer.lua:90: attempt to perform arithmetic on local 'cooktime' (a nil value)

LUA ERROR stack traceback:

        C:/Program Files/Steam/steamapps/common/dont_starve/data/scripts/components/stewer.lua(90,1) in function 'StartCooking'

        C:/Program Files/Steam/steamapps/common/dont_starve/data/scripts/actions.lua(523,1) in function 'fn'

        C:/Program Files/Steam/steamapps/common/dont_starve/data/scripts/bufferedaction.lua(19,1) in function 'Do'

        C:/Program Files/Steam/steamapps/common/dont_starve/data/scripts/entityscript.lua(942,1) in function 'PerformBufferedAction'

        C:/Program Files/Steam/steamapps/common/dont_starve/data/scripts/stategraphs/SGwilson.lua(1602,1) in function 'ontimeout'

        C:/Program Files/Steam/steamapps/common/dont_starve/data/scripts/stategraph.lua(458,1) in function 'UpdateState'

        C:/Program Files/Steam/steamapps/common/dont_starve/data/scripts/stategraph.lua(515,1) in function 'Update'

        C:/Program Files/Steam/steamapps/common/dont_starve/data/scripts/stategraph.lua(111,1) in function 'Update'

        C:/Program Files/Steam/steamapps/common/dont_starve/data/scripts/update.lua(127,1)

scripts/frontend.lua(712,1) SCRIPT ERROR! Showing error screen    

Force aborting...

 

Each item has a specified cooktime value in the preparedfoods.lua, so I am not sure what needs to be done.

 

Another problem is I'd like to put in some custom descriptions for specific characters, namely WX since he speaks in all capital letters.

I thought it would be as simple as adding

GLOBAL.STRINGS.CHARACTERS.WX78.DESCRIBE.<FOOD>

to the modmain lua, but apparently it isn't.

 

 

Lastly - the inventory images aren't appearing in game.

I have the following assets

Asset( "IMAGE", "images/inventoryimages/inventoryimages.tex" ),

Asset( "ATLAS", "images/inventoryimages/inventoryimages.xml" ),

defined in the modmain.lua

 

Any help or advice on any of these problems would be appreciated

http://forums.kleientertainment.com/files/file/511-example-cookpot-fix/

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Ok - I added the cookpotfix.lua but the game still crashes out with the following error.

...ommon/dont_starve/data/scripts/components/stewer.lua:90: attempt to perform arithmetic on local 'cooktime' (a nil value)

 

Also the example you pointed to shows a single food item with it's own prefab.

I'm not using a prefab file for each item, I'm using a preparedfoods.lua

 

local foods=

{

surf_n_turf =

    {

        test = function(cooker, names, tags) return tags.fish and (tags.meat and tags.meat >=1.0) and tags.veggie end,

        priority = 2,

        foodtype = "MEAT",

        health = TUNING.HEALING_MED,

        hunger = TUNING.CALORIES_SMALL*5,

        perishtime = TUNING.PERISH_MED,

        sanity = TUNING.SANITY_TINY,

        cooktime = 2,

    },

      

omelette =

    {

        test = function(cooker, names, tags) return tags.egg and tags.veggie and tags.dairy and not tags.fruit and not tags.inedible end,

        priority = 5,

        foodtype = "MEAT",

        health = TUNING.HEALING_LARGE,

        hunger = TUNING.CALORIES_LARGE,

        perishtime = TUNING.PERISH_MED,

        sanity = TUNING.SANITY_TINY,

        cooktime = 0.5,

    },

   

}

for k,v in pairs(foods) do

    v.name = k

    v.weight = v.weight or 1

    v.priority = v.priority or 0

end

return foods   

(although there is actually 20 recipes not just 2)

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In addition I used a single inventoryimage.tex and inventoryimage.xml

IMAGE.TEX

 

inventoryimages_zpsff6cdf43.png?t=139884

 

IMAGE.XML

<Atlas>
<Texture filename="inventoryimages.tex" />
 <Elements>
  <Element name="sausage_gravy.tex" u1="0.001953125" u2="0.123046875" v1="0.75390625" v2="0.99609375" />
  <Element name="mushroomburger.tex" u1="0.126953125" u2="0.248046875" v1="0.75390625" v2="0.99609375" />
  <Element name="surf_n_turf.tex" u1="0.251953125" u2="0.373046875" v1="0.75390625" v2="0.99609375" />
  <Element name="sticky_bun.tex" u1="0.376953125" u2="0.498046875" v1="0.75390625" v2="0.99609375" />
  <Element name="mushroom_stew.tex" u1="0.501953125" u2="0.623046875" v1="0.75390625" v2="0.99609375" />
  <Element name="nut_butter.tex" u1="0.626953125" u2="0.748046875" v1="0.75390625" v2="0.99609375" />
  <Element name="cheese_log.tex" u1="0.751953125" u2="0.873046875" v1="0.75390625" v2="0.99609375" />
  <Element name="nana_bread.tex" u1="0.876953125" u2="0.998046875" v1="0.75390625" v2="0.99609375" />

  <Element name="chowder.tex" u1="0.001953125" u2="0.123046875" v1="0.50390625" v2="0.74609375" />
  <Element name="gumbo.tex" u1="0.126953125" u2="0.248046875" v1="0.50390625" v2="0.74609375" />
  <Element name="sweet_n_sour.tex" u1="0.251953125" u2="0.373046875" v1="0.50390625" v2="0.74609375" />
  <Element name="beefalo_wings.tex" u1="0.376953125" u2="0.498046875" v1="0.50390625" v2="0.74609375" />
  <Element name="candied_fruit.tex" u1="0.501953125" u2="0.623046875" v1="0.50390625" v2="0.74609375" />
  <Element name="candied_nut.tex" u1="0.626953125" u2="0.748046875" v1="0.50390625" v2="0.74609375" />
  <Element name="mushroom_medley.tex" u1="0.751953125" u2="0.873046875" v1="0.50390625" v2="0.74609375" />
  <Element name="mushroom_malody.tex" u1="0.876953125" u2="0.998046875" v1="0.50390625" v2="0.74609375" />

  <Element name="omelette.tex" u1="0.001953125" u2="0.123046875" v1="0.25390625" v2="0.49609375" />
  <Element name="mushy_eggs.tex" u1="0.126953125" u2="0.248046875" v1="0.25390625" v2="0.49609375" />
  <Element name="mush_mellon.tex" u1="0.251953125" u2="0.373046875" v1="0.25390625" v2="0.49609375" />
  <Element name="cold_cuts.tex" u1="0.376953125" u2="0.498046875" v1="0.25390625" v2="0.49609375" />
 </Elements>
</Atlas>

 

So I'm not really sure where to begin trying to adapt.

 

Thanks

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In addition I used a single inventoryimage.tex and inventoryimage.xml

IMAGE.TEX

 

inventoryimages_zpsff6cdf43.png?t=139884

 

IMAGE.XML

<Atlas>

<Texture filename="inventoryimages.tex" />

 <Elements>

  <Element name="sausage_gravy.tex" u1="0.001953125" u2="0.123046875" v1="0.75390625" v2="0.99609375" />

  <Element name="mushroomburger.tex" u1="0.126953125" u2="0.248046875" v1="0.75390625" v2="0.99609375" />

  <Element name="surf_n_turf.tex" u1="0.251953125" u2="0.373046875" v1="0.75390625" v2="0.99609375" />

  <Element name="sticky_bun.tex" u1="0.376953125" u2="0.498046875" v1="0.75390625" v2="0.99609375" />

  <Element name="mushroom_stew.tex" u1="0.501953125" u2="0.623046875" v1="0.75390625" v2="0.99609375" />

  <Element name="nut_butter.tex" u1="0.626953125" u2="0.748046875" v1="0.75390625" v2="0.99609375" />

  <Element name="cheese_log.tex" u1="0.751953125" u2="0.873046875" v1="0.75390625" v2="0.99609375" />

  <Element name="nana_bread.tex" u1="0.876953125" u2="0.998046875" v1="0.75390625" v2="0.99609375" />

  <Element name="chowder.tex" u1="0.001953125" u2="0.123046875" v1="0.50390625" v2="0.74609375" />

  <Element name="gumbo.tex" u1="0.126953125" u2="0.248046875" v1="0.50390625" v2="0.74609375" />

  <Element name="sweet_n_sour.tex" u1="0.251953125" u2="0.373046875" v1="0.50390625" v2="0.74609375" />

  <Element name="beefalo_wings.tex" u1="0.376953125" u2="0.498046875" v1="0.50390625" v2="0.74609375" />

  <Element name="candied_fruit.tex" u1="0.501953125" u2="0.623046875" v1="0.50390625" v2="0.74609375" />

  <Element name="candied_nut.tex" u1="0.626953125" u2="0.748046875" v1="0.50390625" v2="0.74609375" />

  <Element name="mushroom_medley.tex" u1="0.751953125" u2="0.873046875" v1="0.50390625" v2="0.74609375" />

  <Element name="mushroom_malody.tex" u1="0.876953125" u2="0.998046875" v1="0.50390625" v2="0.74609375" />

  <Element name="omelette.tex" u1="0.001953125" u2="0.123046875" v1="0.25390625" v2="0.49609375" />

  <Element name="mushy_eggs.tex" u1="0.126953125" u2="0.248046875" v1="0.25390625" v2="0.49609375" />

  <Element name="mush_mellon.tex" u1="0.251953125" u2="0.373046875" v1="0.25390625" v2="0.49609375" />

  <Element name="cold_cuts.tex" u1="0.376953125" u2="0.498046875" v1="0.25390625" v2="0.49609375" />

 </Elements>

</Atlas>

 

So I'm not really sure where to begin trying to adapt.

 

Thanks

The point of this was that you can't copy preparedfoods.lua, you add new recipe in modmain file like in example I linked, there is also link to a thread that explains adding new food, you just need to follow the tutorial and it will all work.

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The point of this was that you can't copy preparedfoods.lua, you add new recipe in modmain file like in example I linked, there is also link to a thread that explains adding new food, you just need to follow the tutorial and it will all work.

 

....

CRAP

That would have been good to know before hand.

 

So I need to make  a separate prefab.lua file for every single food item? Or is it possible to create a single lua with all the foods in it?

The example shows only 1 food so it isn't clear if it is possible to do more than one at once.

 

Same goes for the inventory images and animation, is it necessary to break it out into 20 different image files?

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You can define multiple prefabs per file by returning multiple prefabs from a prefab file. Note that preparedfoods.lua doesn't actually define the prefabs; that is done in prefabs/preparedfoods.lua, so see that file for an example of how to define multiple prefabs.

It is technically possible to use a single anim/tex for all the images, but I haven't experimented with how that's done too much. I know that you'd need an anim file with a symbol for each food, and then edit the cookpotfix script to swap to that master anim at a specific symbol (right now it always swaps to the symbol with the product's name of the anim with the product's name). I could update the cookpot fix script to make using an alternate anim file possible.

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You can define multiple prefabs per file by returning multiple prefabs from a prefab file. Note that preparedfoods.lua doesn't actually define the prefabs; that is done in prefabs/preparedfoods.lua, so see that file for an example of how to define multiple prefabs.

It is technically possible to use a single anim/tex for all the images, but I haven't experimented with how that's done too much. I know that you'd need an anim file with a symbol for each food, and then edit the cookpotfix script to swap to that master anim at a specific symbol (right now it always swaps to the symbol with the product's name of the anim with the product's name). I could update the cookpot fix script to make using an alternate anim file possible.

 

Thanks for the assistance ^_^

 

I'm using a single inventory file for all images and no problems as far as that goes.

I haven't addressed the anim files yet.

 

I cant seem to get

        temperature = TUNING.HOT_FOOD_BONUS_TEMP,    

        temperatureduration = TUNING.FOOD_TEMP_LONG,

to work, i have them in the recipe as well as the prefab file

    inst.components.edible.temperature = TUNING.HOT_FOOD_BONUS_TEMP

    inst.components.edible.temperatureduration = TUNING.FOOD_TEMP_LONG,

although i'm not sure that i got it right in the prefab, i simple guessed at the inst.components.edible part.

 

One question -

since the item's calories, hunger, and perish values are all set in the recipe, is it necessary to set them again in the prefab files?

If they don't agree which one will be viewed as 'correct'

=-=-

 

I created a png image for each <food_object>

then used TEXCreator to convert it to an atlas-0.tex for each

placed each one into a corresponding .zip file named for the <food_object>

I used the BuildRenamer to change the name of individual BILD.bin files for each as well.

I did not change the ANIM.bin

 

So each food_object has a

<food_object>.zip in the anim folder

 

I changed the asset in each <food_object>.lua

 

Asset("ANIM", "anim/<food_object>.zip"),

and changed the follwing two entries

    inst.AnimState:SetBank("<food_object>")

    inst.AnimState:SetBuild("<food_object>")

  

   The objects are STILL invisible when cooked or when on the ground.

 

Any ideas what I might have overlooked?

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Thanks for the assistance ^_^

 

I'm using a single inventory file for all images and no problems as far as that goes.

I haven't addressed the anim files yet.

 

I cant seem to get

        temperature = TUNING.HOT_FOOD_BONUS_TEMP,    

        temperatureduration = TUNING.FOOD_TEMP_LONG,

to work, i have them in the recipe as well as the prefab file

    inst.components.edible.temperature = TUNING.HOT_FOOD_BONUS_TEMP

    inst.components.edible.temperatureduration = TUNING.FOOD_TEMP_LONG,

although i'm not sure that i got it right in the prefab, i simple guessed at the inst.components.edible part.

 

One question -

since the item's calories, hunger, and perish values are all set in the recipe, is it necessary to set them again in the prefab files?

If they don't agree which one will be viewed as 'correct'

=-=-

 

I created a png image for each <food_object>

then used TEXCreator to convert it to an atlas-0.tex for each

placed each one into a corresponding .zip file named for the <food_object>

I used the BuildRenamer to change the name of individual BILD.bin files for each as well.

I did not change the ANIM.bin

 

So each food_object has a

<food_object>.zip in the anim folder

 

I changed the asset in each <food_object>.lua

 

Asset("ANIM", "anim/<food_object>.zip"),

and changed the follwing two entries

    inst.AnimState:SetBank("<food_object>")

    inst.AnimState:SetBuild("<food_object>")

  

   The objects are STILL invisible when cooked or when on the ground.

 

Any ideas what I might have overlooked?

You must use the spriter and make anims for food, every food must be in folder with its name then you just put that anims from spriter in the mod/exported folder and run the game and game converts everything to right formats and makes zip files and everything else.

It would be better uf you just post whole mod here, so we can take a look at files and everything.

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You must use the spriter and make anims for food, every food must be in folder with its name then you just put that anims from spriter in the mod/exported folder and run the game and game converts everything to right formats and makes zip files and everything else.

It would be better uf you just post whole mod here, so we can take a look at files and everything.

 

I loaded spriter but couldn't figure out how to make it open the files.

- I will load the mod files here for review later today when I get a chance - and thanks.

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-code questions-

I don't have access to the game files right now so I can't answer these until later.

 

I created a png image for each <food_object>

then used TEXCreator to convert it to an atlas-0.tex for each

placed each one into a corresponding .zip file named for the <food_object>

I used the BuildRenamer to change the name of individual BILD.bin files for each as well.

I did not change the ANIM.bin

As _Q_ said, that method will not work (it could work for the world texture but can't work for the in-crockpot texture). You should use Spriter with the exact setup I showed in the Adding recipes to the crockpot thread.

EDIT: Also download the Example mod to see an example Spriter project (exported folder).

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I don't have access to the game files right now so I can't answer these until later.

 

As _Q_ said, that method will not work (it could work for the world texture but can't work for the in-crockpot texture). You should use Spriter with the exact setup I showed in the Adding recipes to the crockpot thread.

EDIT: Also download the Example mod to see an example Spriter project (exported folder).

 

I tried to duplicate your exact setup - but when it comes to creating the anim files

the only instructions are:

"For the anim file of your prefab, the .zip must have the same name as the prefab and the build must have a symbol with the same name. If you're using Spriter, this means that you have to put your image(s) inside a subfolder with the same name as the prefab (example: <modfolder>/exported/testfood/testfood/image.png). Subfolder names are used to set the symbol names.

Your Palette window in Spriter should look like this (but testfood should be whatever your prefab's name is):"

But its not really explained how to use spriter to create the atlas-0.tex, anim.bin, and bild.bin files

 

I downloaded the example mod (which was useful) and I started Spriter and tried to open the animations from the example mod to see how it was put together. But I could not manage to make Spriter open any of the three files mentioned above.

 

I'm really trying to figure this out, but I don't know how to use Spriter to make my .png images into useable files.

 

EDIT: Ok - after i was told that the auto-compiler makes the bild and anim files from the spriter scml file, things made a lot more sense. After several false starts I got everything working!, yay!

At least as far as the animations go.

 

 

It would be better uf you just post whole mod here, so we can take a look at files and everything.

 

Attached.

Thanks again for help and feedback.

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I tried to duplicate your exact setup - but when it comes to creating the anim files

the only instructions are:

"For the anim file of your prefab, the .zip must have the same name as the prefab and the build must have a symbol with the same name. If you're using Spriter, this means that you have to put your image(s) inside a subfolder with the same name as the prefab (example: <modfolder>/exported/testfood/testfood/image.png). Subfolder names are used to set the symbol names.

Your Palette window in Spriter should look like this (but testfood should be whatever your prefab's name is):"

But its not really explained how to use spriter to create the atlas-0.tex, anim.bin, and bild.bin files

 

I downloaded the example mod (which was useful) and I started Spriter and tried to open the animations from the example mod to see how it was put together. But I could not manage to make Spriter open any of the three files mentioned above.

 

I'm really trying to figure this out, but I don't know how to use Spriter to make my .png images into useable files.

 

 

 

Attached.

Thanks again for help and feedback.

I will look at it tommorow, cause its way past midnight here.

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I don't have access to the game files right now so I can't answer these until later.

 

 

No worries, Once i get the animations worked out, the only thing left will be the hot and cold foods.

And of course testing everything

 

Thanks again.

I will look at it tommorow, cause its way past midnight here.

no worries - get some sleep. ^_^

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I downloaded the example mod (which was useful) and I started Spriter and tried to open the animations from the example mod to see how it was put together. But I could not manage to make Spriter open any of the three files mentioned above.

 

I'm really trying to figure this out, but I don't know how to use Spriter to make my .png images into useable files.

That stuff is covered in the stickied threads:

Getting Started: Guides, Tutorials And Examples (see Spriter related stuff in the Art section)

New Asset Tools: Animations, Textures, Sounds And Layouts! (see Animation Pipeline)

Basically, though, you download the mod tools using Steam, open the mod tools from Steam, open Spriter, create/open a project (.scml file) in your mod folder (<yourmod>/exported/youritemname), edit/save the project, open Don't Starve from Steam and autocompiler.exe should run, find any Spriter projects in your mods folder, and compile them into animation .zip's for you. You don't need to directly open or modify the anim.bin/build.bin/atlas-0.tex files at all.

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open Don't Starve from Steam and autocompiler.exe should run, find any Spriter projects in your mods folder, and compile them into animation .zip's for you. You don't need to directly open or modify the anim.bin/build.bin/atlas-0.tex files at all.

 

Well CRAP - That's where I was getting frustrated I couldn't find anything that said how to change from a Spriter scml into the proper animation format.

 

So the last question is, I just need to to open spriter position the graphic correctly and then save, it doesnt really have to 'animate'

Is that correct?

But will I need a separate project for each item? or can I do one project with a separate 'animation' for each item.

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Well CRAP - That's where I was getting frustrated I couldn't find anything that said how to change from a Spriter scml into the proper animation format.

 

So the last question is, I just need to to open spriter position the graphic correctly and then save, it doesnt really have to 'animate'

Is that correct?

But will I need a separate project for each item? or can I do one project with a separate 'animation' for each item.

It's technically possible to do them all in one project, but I'm not really familiar with how to do that (and my cookpot fix script is not quite capable of handling that). Making them all separate projects would be your best bet for now, at least until you get more comfortable with the process.

And, yes, you don't need any animations.

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I cant seem to get

        temperature = TUNING.HOT_FOOD_BONUS_TEMP,    

        temperatureduration = TUNING.FOOD_TEMP_LONG,

to work, i have them in the recipe as well as the prefab file

    inst.components.edible.temperature = TUNING.HOT_FOOD_BONUS_TEMP

    inst.components.edible.temperatureduration = TUNING.FOOD_TEMP_LONG,

although i'm not sure that i got it right in the prefab, i simple guessed at the inst.components.edible part.

Looking at DLC0001/scripts/preparedfoods.lua, these are the variables you need to set:

inst.components.edible.temperaturedeltainst.components.edible.temperatureduration

One question -

since the item's calories, hunger, and perish values are all set in the recipe, is it necessary to set them again in the prefab files?

If they don't agree which one will be viewed as 'correct'

=-=-

A lot of information in each recipe definition in preparedfoods.lua is only used to create the prefabs. If you look at the prefabs/preparedfoods.lua scripts, you'll see that it gets the table of recipes from preparedfoods.lua and then uses the information from there to create all the food prefabs.

As far as I can tell, the only necessary information you'd actually need in your recipe definition to give to AddCookerRecipe is name, test, priority, and cooktime.

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Looking at DLC0001/scripts/preparedfoods.lua, these are the variables you need to set:

inst.components.edible.temperaturedeltainst.components.edible.temperatureduration

 

Yes that seemed to work. Thanks!

 

 

A lot of information in each recipe definition in preparedfoods.lua is only used to create the prefabs. If you look at the prefabs/preparedfoods.lua scripts, you'll see that it gets the table of recipes from preparedfoods.lua and then uses the information from there to create all the food prefabs.

As far as I can tell, the only necessary information you'd actually need in your recipe definition to give to AddCookerRecipe is name, test, priority, and cooktime.

 

 

I'll leave it in both to be safe.

But its nice to know that the prefab file is probably the more important one.

 

After i got my mindset right about how the bild and anim files were made from the spriter scml file, things made a lot more sense.

A few learning bumps later and I got everything working!, yay!

At least as far as the animations go.

 

Now I just need to fine tune the recipes - some of them don't seem to be working, but it may be a question of priority.

 

If anyone is interested in seeing the final product, I will post a bump on this subject with the link when the mod is finished.

 

Thanks again squeek and _Q_

 I couldn't have done it without you. ^_^

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