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Author Topic: Kitchen modding - small question  (Read 2184 times)

Kogut

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Kitchen modding - small question
« on: January 26, 2011, 06:57:01 am »

I removed [EDIBLE_RAW] tags.
Now I want to make processed food production less effective - lets say 3 times more input, with the same output.

But I cannot find food reaction in raws - is it hardcoded? Is it possible to add reaction like this mentioned above?
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Kogut

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Re: Kitchen modding - small question
« Reply #1 on: January 26, 2011, 07:22:32 am »

I removed [EDIBLE_RAW] tags - but dwarves are still eating uncooked food. Why?
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rephikul

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Re: Kitchen modding - small question
« Reply #2 on: January 26, 2011, 08:11:33 am »

food reaction seems to be hard coded. I'm also getting the same problem with dwarves chowing down meat which are only edible_cooked. Bug?
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Bohandas

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Re: Kitchen modding - small question
« Reply #3 on: January 26, 2011, 09:16:14 am »

To require more ingredients at the kitchen, you need to increase the numbers in the file "item_food" IIRC.
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Kogut

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Re: Kitchen modding - small question
« Reply #4 on: January 26, 2011, 10:58:02 am »

food reaction seems to be hard coded. I'm also getting the same problem with dwarves chowing down meat which are only edible_cooked. Bug?
I will report it in spare time. Ehh, so my idea to fix "I have 2 z-levels of food" problem is dead.
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Grimlocke

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Re: Kitchen modding - small question
« Reply #6 on: January 26, 2011, 01:19:36 pm »

Only solution I can think of is to make muscle and other meat stuff not yield meat items (remove butcher_special:bla:bla), and instead something that the game checks for edibility. Guess that could be... leaves, plants, cheese, and liquids and powders. Maybe something I missed.

The other solution would be to just leave the meat a bodypart and call it raw meat or something, if thats possible. Then add a kitchen reaction for cooking it. Problem here is that bodypart stack size cant be used in reactions, so it will yield the same number of meat items despite the number of input items.

So.... yeah I dont know either.

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Bohandas

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Re: Kitchen modding - small question
« Reply #7 on: January 26, 2011, 01:46:44 pm »

To require more ingredients at the kitchen, you need to increase the numbers in the file "item_food", IIRC.

Uh, let me expand on this a bit...
As I understand it,

Quote
item_food

[OBJECT:ITEM]

[ITEM_FOOD:ITEM_FOOD_BISCUITS]
[NAME:biscuits]
[LEVEL:2]

[ITEM_FOOD:ITEM_FOOD_STEW]
[NAME:stew]
[LEVEL:3]

[ITEM_FOOD:ITEM_FOOD_ROAST]
[NAME:roast]
[LEVEL:4]

means that biscuits take two raw food items to produce, stew takes three raw food items to produce, and a roast takes four raw food items to produce.

But if we change it to THIS:

Quote
item_food_edited

[OBJECT:ITEM]

[ITEM_FOOD:ITEM_FOOD_BISCUITS]
[NAME:biscuits]
[LEVEL:3]

[ITEM_FOOD:ITEM_FOOD_STEW]
[NAME:stew]
[LEVEL:4]

[ITEM_FOOD:ITEM_FOOD_ROAST]
[NAME:roast]
[LEVEL:5]

Then biscuits should now take three raw food items to produce, stew should take four raw food items to produce, and a roast should now take five raw food items to produce.

This is how I understand this, but I could be mistaken. (Could somebody please either confirm or correct this interpretation?)
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rephikul

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Re: Kitchen modding - small question
« Reply #8 on: January 26, 2011, 02:10:31 pm »

if my memory serves, the default name for prepared meals is "stew" then it look through the food list, if there're any level 2/3/4 matching it'd randomly selecting it so if you put a level:1 or level:5, there'd still only be that 3 options. Even if you remove all the food name there'd still be 3 options but everything will be named "stews".
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Lamphare

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Re: Kitchen modding - small question
« Reply #9 on: January 26, 2011, 04:06:56 pm »

just a quick question, since it's about kitchen modding
what's the max for [LEVEL:] token for food type?
if possible, i really want to make something like banquet made from 10 kinds of ingredients.
so far, 4 seem to be the limit
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