Hey Igorious, if you decide to make this mod compatible with More Crops Mod, I had an idea that some of the crops in it that are used for oil in real life, like peanuts, coconuts, and olives, could be used in the oil press. I also had the idea that a butter churn to make butter from milk or goat's milk would be cool.
Since it was mentioned that I should post machine ideas into this thread, I'll repost my ideas from More Crops Mod
Maybe if it were possible you could make it able to make plum wine too? Since another person suggested sake?
It would be nice if that was posted as a partial incompatibility. TBH tho, once they pointed me to the other automation mod I was sad I was missing out on it for so long. There is some definite perks to it.
Unfortunally, I've not found cause of error Done. Done. Thanks for feedback. It's very stange. I will try find cause of issue and fix it in next version. I think, it because we have no guarantees, what mod will work first: my mod, that overrides machines at the day begining, or Automation mod, that drop-in items at start of day. I like this idea, but I need any concept-pixel-art Do you want create Jelly/Juise/Wine from sapling??? I'm agree, that lemon should be converter to juise instead of wine. Banana beer? Is it African recipe? What means «Oilmaker unique» column? --------------------- Version 3.1.9. If I've done all right, you can buy a new recipe in Saloon. Please, test cooking logic. Delete old configuration files before using mod.
That's what I get for running so many mods Thank you, anyway. I'll try and do some more testing in other saves. Wish me luck EDIT: Okay. I think the issue has to do with me selling heaps of Vodka to Pierre (I needed the money on the same day) instead of putting all of that in the box. With that money I fixed the bus. Today I cheated some money instead of selling my stuff and there was no problem with my game saving after the junimos fix the bus ._. Does that help? I seem to be the only one having had this issue so far, so IDK At least I can now cheat some money and then pay it back by throwing my precious vodka to the trash but by doing so I'll have no bug
Had another idea for a Big Keg, which takes up a 2x2 footprint, but produce 50% more product for what is input, up to 4. So put in 1 berry, get two wine, put in 4 of the same quality, get 6! Could choose to make it 2x so 1=2, 4=8, but 50% seems like a good middle ground. Also, Cotton from MCM should make Cloth from the Loom. But like Rice, it should take multiple units of Cotton to make one cloth to keep it balanced
If you're adding compatibility with MCM, I'd love to see some beef jerky, maybe done with the drying rack? Another thing could be adding olive oil, if at all possible? I tried the preserved mushrooms and everything's looking good. So does putting rice in the drying rack I'm not in season to try the recipe yet, but will do as soon as I get there! (I did buy the recipe and it does show in my stove thingy, at least)
Of course not. I used the xls file that went with the MCM mod and added several rows. I just didn't delete the word sapling or seed but I meant the end product. It is impossible to make banana juice or pure banana wine, but it can be fermented into beer. As for unique colums, I forgot to copy explanations from the other thread. Sorry I thought about 2 solutions the shortterm and the longterm one. The quick solution is to make oilmaker to produce just one instance of the oil from all the sources(cotton, cocoa and etc.) the same oil you can get from sunflower seeds. Same goes with beer. Banana can produce the default game beer as a shortterm solution. Unique oils/bewerages is a longterm solution that would require unique sprites, adding new items, adding recipes and modifying NPC tastes. Maybe unique oils is a redundant thing. that's just an idea **** Would you consider creating a version of your mod without silver/goldstar artisan goods? I find artisan goods to be OP already and goldstar just adds to the problem. I also fail to see the point of gold/silver vinegar, sugar and flour. It takes more space in my opinion. Maybe you can just give me an advise on how to edit prices of your added goods, that would also work. Tnanks in advance
After you run mod first time, there will be several files in Configuration folder. Find MachineOverrides.json and open it via notepad. There's two sections: for Keg and Preserves Jar. Find «Vegetable» and «Fruits» subsections. Code: Vegetable: { ID: 909, Name: "{1} {0}", Price: "9 * p / 5", MinutesUntilReady: 6000, Color: "@", }, You can delete them to remove colored items, or can set custom price. Default price for Wine is "3 * p", for Juice is "9 * p / 4". (p is basic price of processing item) To remove silver/gold quality, find line «Quality: "q"» and set «Quality: "0"» or just delete this line. Same for Preserves Jar. Default price for Jelly/Pickles is "50 + 2 * p". I'm not sure that it's possible. And even if it's possible, it will be not easy and will require many work with game code inspection.
I'm continue working with Data, so I add one cooking recipe to test logic. Also I still want create API for changing shop goods, so I've added this recipe to Gus' Saloon. I wanted to play with console, so there's several commands for getting list of craftable items, adding craftable and getting list of their inputs. And I'm experementing with machine features like machine coloring and multi-input, so Drying Rack now converts 2 Fiber to 2 Hay and 4 Rice to 1 Rice backet. Oh, and it can accept fruits and dry them. Grape has custom output item. And Tank converts Sugar Cane to Cane Sugar
Wait, these features are available now??? EDIT: Oh, they are... but the spritesheet is a bit different, I'm gonna try this, give me a few minutes. EDIT: I'm at a loss for words right now. Version 3.1.9 is now fully integrated with MCM's produce. i tested all new inputs and outputs will work throughout. Trying the new fruits from MCM on the drying rack will yield dried fruits and properly colored to their original inputs. Yep folks, this is now coming together.
though it's related to a vanilla machine, could you modify the Charcoal Kiln to accept Hardwood? I figure 5 coal per hardwood is a fair exchange
No problems. Link. Delete old Configuration/MachineOverrides.json file, if it exists. Burn Hardwood (1 → 5), Hardwood Fence (1 → 5), Wood Fence (5 → 1) and Gate (1 → 1). I'm not sure, that [1 Hardwood → 5 Coal] is fair, in fact (1 Harwood == 50 Wood?). That means, you can get 60 Coals everyday if you have Gold Axe; seems it's too much.
hmmm, hadn't thought about that, I was trying to think of a use for the Charcoal kiln other than 10 to 1 conversion, kinda limited for the space it would need. Maybe it would take a day or two?
I think 1 coal = 1 hardwood. That's fair. One does not need to mass produce coal from hardwood at all. Hardwood is too hard to obtain, only 14 a day from magic forest. You also need it to make totems, so this recipe is only good for getting rid of the surplus. ********** I love the idea of smelting things(once even made a smelting mod for one game), your charcoal fence burning gave me an idea. What do you think about such thing? Recipes are for the Furnace: Mayonnaise Machine - 5 copper ore Cheese Press - 5 copper ore Recycling Machine - 2 coal Loom - 3 coal Bee House - 5 coal Keg - 5 copper ore, 2 iron ore Worm Bin - 4 iron ore, 2 gold ore Charcoal Kiln - 2 coal, 2 gold ore Furnace - 5 copper ore Oil Maker - 2 coal, 2 gold ore Tapper - 2 coal, 5 copper ore Lightning Rod - 4 iron ore Seed Maker - 3 coal, 2 gold ore Slime Egg-Press - 2 coal, 1 refined quartz Slime incubator - 1 iridium ore Iron Fence - 4 iron ore Sprinkler - 5 copper ore, 2 iron ore Quality Sprinkler - 4 iron ore, 2 gold ore Iridium Sprinkler - 2 gold ore, 1 iridium ore The idea is that the majority of the materials are burned(because this is a Furnace and not a Charcoal Kiln) and you can recover only scraps. Stones are destroyed, some wood and hardwood turns into coal, copper materials always gives you 5 ores, iron 4 ores, gold 2 ores and iridium 1 ore. If there are iron and copper, you get full copper and less iron. Again these are neither profit recipes, nor would you able to easily smelt/burn one machine to build another. It's just in order to get rid of the junk. For example I do not need three Recycling Machines, so I burn one of them in the Furnace and voila I get 2 coal, which is always handy. Do you have any charts that compare default prices with your gold/silver quality ones? I want to understand how quality adds up to the price, so I can make gold star artisan produce same as default and silver/normal a bit lower, that would be fun ********** When I put hardwood into the Charcoal Kiln it has only bouncy animation, it does not lock its door a have any fire animation. All Kilns are working, the upper is processing normal wood, the ones on the sides are burning hardwood.
Hey @Igorious , since you can now edit the Saloon's inventory, will you help Killerbotto integrate that into MCM too? Or is it a part of this mod and you need to use both (machines+MCM) to get the recipes? You know, this starts to look like both mods should be a single one in fact. Easier deployment and everything that you add is verified on a single instance. I have no idea if you guys discussed any intention for a merger, but it looks like the whole thing would become easier to manage. What do you think? Also, some ideas here seem to be pushing this mod towards a kind of industry mod where mining products are also concerned. That i think warrants its own mod, maybe to use a lot of the basic minerals you only donate or sell for profit to create unique items by processing them into base materials for construction. These items would then be crafed mostly into house/farm decorations, expanding the overall furniture xnb or create nice jewelery with stats or to be offered as gifts (I really don't see other applications for that at this point, but if anyone has other ideas, it would be great). Personally I see machines mod becoming the pillar of a fully expanded farming-artisan-cooking mod. As for other kinds of machines, the scope of that would be something entirely different, like an industry mod or something. In a way, you would level up your crafting to an extent in which you would be directly competing with Robin's workshop, but by that time, she's probably stinking rich for upgrading your farm anyway, so i don't see this to be much of a problem in the end game. If people think this is a good idea and is willing to pick up development, we should start a new WIP thread.
That thought crossed my mind, since there is a wide variety of gems, but they have little to no use at all. Jewelry, furniture and decorations is the way to go.