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Sign upItem/Recipe Additions, Changes #13142
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Coolthulhu
reviewed
Jul 31, 2015
| "cutting" : 0, | ||
| "warmth" : 10, | ||
| "phase" : "solid", | ||
| "environmental_protection" : 0, |
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Coolthulhu
Jul 31, 2015
Contributor
I'd buff it to 1 or 2, because it's made of plastic and waterproof.
Coolthulhu
reviewed
Jul 31, 2015
| "quench" : 0, | ||
| "healthy" : 1, | ||
| "addiction_potential" : 0, | ||
| "nutrition" : 15, |
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Coolthulhu
Jul 31, 2015
Contributor
3 flours for 8*15=120 nutrition. How does it compare to similar food products, such as johnnycake?
That healthy 1 doesn't fit, fried flour with water isn't exactly healthy.
Coolthulhu
reviewed
Jul 31, 2015
| "charges" : 8, | ||
| "bashing" : 0, | ||
| "flags" : ["EATEN_HOT"], | ||
| "fun" : 1 |
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Coolthulhu
Jul 31, 2015
Contributor
I can't really think of food blander than fried flour... 0 would fit better. Also that "EATEN_HOT" doesn't fit.
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You mean, disabled batch-crafting of spikes, springs, wires and blades? |
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It only disables batch-crafting for spikes and scrap suit. Springs, wires, and blades have separate uncraft recipes, so they are technically not reversible (in the sense of directly reverting what has been crafted). The uncraft recipe can yield items completely unrelated to the crafting recipe. |
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Which, last time I checked, are vehicle-installable and might be used in quantity. So I still see no point in making them un-batchable. Speaking of which, why is batch-crafting disabled for reversible items, in the first place? Batch only reduces time requirement, not tool charges nor ingredients. And disablement makes crafting stuff which is reversible for no reason (looking at you, sandwiches) annoying. |
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I don't think it is like that for any balance-related reasons. Probably a technical thing. I'll check if it's easy to change, because it looks like a big "feature placeholder". |
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Ack. I could add separate uncraft recipes for spikes and scrap suits then, just to underp that. >.> As for flatbread, note that regular bread has 18 nutrition, which is the main thing I was comparing it to. EDIT: Also, it seems like every baking item has the EATEN_HOT flag, so unsure why the flag wouldn't fit for it, especially if the player's making their own. |
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_Corn_bread has 18 nutrition (and also 4 portions instead of 8). Regular "bread" has 20. |
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...doh. Ah right, read that wrong. It seems the general pattern is that flour-based breads and similar have a stack size of 8, and corn-based ones have a stack size of 4. EDIT: Corn, not cord. Cordbread doesn't sound that tasty at all. XP |
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...yep, I'm clearly up way too early. Reducing flatbread's fun and healthiness to zero is a nerf, not a buff. >.> |
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Can lua scripts be used in mainline data, outside of mods? Can lua scripts modify recipe components? |
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Wat. This has a negative amount of things to do with an item addition in mainline content. :V |
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I don't like the idea of flatbread sandwiches with same stats as regular bread ones for lower cost. If you want flatbread sandwiches, change it so that flatbread piece has the same nutrition as regular one, but less charges for same amount of flour. |
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It has to do with modifying one place with recipe instead of a dozen every time a certain kind of item is added. Since distributed handling - #11051, which allows setting a parameter in the item's definition without modifying recipes at all - is unlikely to get implemented anytime soon, I'd settle for being able to modify a Lua script, which then adjusts recipes when they're loaded.
Wastebread. You're welcome! |
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Wastebread does add a touch of lunacy to everything, but yeah. I guess I could lower charges instead of nutirition. Though every option for sandwiches has different nutrition. Should we make different recipes for hardtack too? >.> |
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Or do the same thing hardtack does, make it require twice the ingredients for the craft. |
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...for flatbread? It's tortillas, basically. >.> |
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Checked it out. |
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Wastebread. Guaranteed to add a touch of absurdity to any discussion. In any case, I guess I'll go with 20 nutrition and a stack of 6. Same net nutrition per stack (which is still less than a stack of bread) without causing sandwich lunacy like wastebread does. |
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So is hardtack, which is, by the way, preparable without yeast and only uses 1.5x more flour for the same amount of resulting floor than plain bread. And it needs salt, which only requires a single visit to the swamps (and a lot of time, but...).
It would be if it didn't have more complex preparation than "find some flour-resulting seeds, plant them, get tons of flour after a season" of other breads. |
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Hardtack also takes stupidly long to prepare. Not really sure how to balance flatbread relative to hardtack, but balancing it regular to normal bread is infinitely simpler. >.> |
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Once. It's imperishable, so you can do it one time and then not worry about having bread for sandwiches for years, and not get annoyed by needing to sequentally craft things without a (semi-auto) crafting queue. |
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I've found it only practical to make them 5 at a time, actually. 30 hours to make 20 stacks, last I checked. |
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Sounds like it needs a dose of batch-time-factor. After all, it should be possible to do several pieces of bread at once. |
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Would be nice, yes. Oh derp, I'm doing recipes tweaks and additions, I could be doing that. >_> EDIT: Oh! And I almost forgot I was gonna give the hoodie the over layer. |
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Ahah, finally found that biscuits have a batch time factor. Was gonna be reluctant to give bread-type foods batching ability if none had that property. |
Coolthulhu
self-assigned this
Jul 31, 2015
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Ah, hope it goes well. |
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So, hoodies. Not mergeable until they both act the same way. |
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Ah, okay. Guess I'll drop the change then, yeah. Should I now, wait for you to de-assign, or let you mess with it? |
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If you're still on the branch, push it now. |
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Ah, okay. |
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By the way, why is a spike/suit recipe a separate one rather than just adding "reversible": true to the original one? |
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Knee-jerk reaction on my part. Unlike spikes, I would assume disabling batch crafting for scrapsuits wouldn't be as annoying? @_@ |
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BevapDin already fixed that and I merged the fix. It no longer disables batch crafting. |
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Doh. Since spikes use the same hammering quality needed to make them, I'm guessing even that can be changed to a reversible recipe. Blades, wires, and springs use different tools to make though, so their uncraft recipes probably should stay. Guess I'll fix that then? |
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Sounds about right. |
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Scrap suit can be made reversible, yeah. Even before that batch thing was fixed, it wasn't really something you'd be likely to craft and then uncraft in bulk. EDIT: Augh, bad Github client, work faster. Editing single files at a time using the online editor is faster. >.< |
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Merge now? Wait for spike/scrap reversal fix? |
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Is syncing now. |
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There we go. Sorry about that. x.x |
Coolthulhu
added a commit
that referenced
this pull request
Jul 31, 2015
Coolthulhu
merged commit b3ab538
into
CleverRaven:master
Jul 31, 2015
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Minor: barbed wire now stands out as non-uncraftable |
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Ack, back. And...huh, that's an oddity. Didn't even know it was uncraftable. And thank you for the merge. ^^" |
chaosvolt commentedJul 31, 2015
A couple things thought up or observed.
Item Additions:
Recipe tweaks: