Starbound

Starbound

Universal Food Preservation
24 Comments
hyena.tar.gz 11 Nov, 2024 @ 12:30am 
You got me up at 4 in the morning to can mashed potatoes just to say all this.
Silver Sokolova 11 Nov, 2024 @ 12:23am 
Oh, also! I think this is a very cool mod. In your util file, I recommend changing the `parameters = itemConfig.config` line to `parameters = {description = itemConfig.config.description, price = itemConfig.config.price, rarity = itemConfig.config.rarity}`, since the current method will store the entire item file in the item and can cause issues such as items that have scripts being unopenable when canned (the script under parameters will take priority over the default script`. You'll need to set the canned food item's tooltipKind to `food` for the 'left-click to uncan' text to show up, too. These are technical changes that will help keep player's save data file sizes down, which could be important for Steam Deck users and for servers

you may want to remove the `item.parameters.maxStack = 999` line. if you don't set a max stack in the item file, it uses a default value (1000 by default). if you don't do the first recommendation, this wont work
Silver Sokolova 11 Nov, 2024 @ 12:08am 
Hi! The issue is on line 37 of `/scripts/am_foodpreservation/util.lua`. If you change it to `sb.logInfo(sb.printJson(baseFood.name))` it will work.

The error occurs because Betabound uses a new buildscript for its foods- one that checks if Improved Food Descriptions is installed, and if so, run the vanilla buildscript in order to get a list of status effects. Some status effects include a percentage symbol in their name, which is used in sb.logInfo to specify that it's a value meant to be replaced (ie, `name = "Silver"; sb.logInfo("My name is %s!", name)` will print "My name is Silver!", the %s gets replaced). Since no value is given as a replacement, it errors. The status effect list is then stored as a parameter on the item instead of under config, so it's printed to the log. The next Betabound update changes the buildscript to store the status effects in the config instead of parameters.
Davoker 10 Nov, 2024 @ 6:55am 
@HyenaTown You should tell that to Silver Sokolova, the developer of Betabound, since the alien burger is a ‘refurbished’ product by Betabound, she will probably have to add compatibility with this mod, I guess, if she wants to do so.
hyena.tar.gz 10 Nov, 2024 @ 6:35am 
Seems that the Alien Burger from Betabound produces a Lua error that breaks the machine until you break it with your MM and place it again. I'm not sure why, because the log suggests there's something wrong with Lua logging the error.
Amega  [author] 14 Jan, 2024 @ 8:30am 
@Davoker, thanks! Will have a look
Davoker 13 Jan, 2024 @ 3:57am 
The position of the X is wrong, it is just that, in the "am_foodpreservationmachine.config" file, the correct position for the "close" section is:

[117, 170]

With that the X is positioned in its place.
Davoker 13 Jan, 2024 @ 3:41am 
I love this mod, something similar I wanted to do, a food preserving machine.

Just a detail, in the window of the machine, in its interface, the "X" to close the window is missing.
Stratateles 9 Apr, 2023 @ 2:43am 
Hey, just wanted to say that the mod is working perfect

Got some food mods (nothing crazy, just new foodstuffs) like the one that adds the McDonald's space station and it's food. Even works with that! Didn't expect that by "universal" you truly did mean "universal"!
ZippoMoon 29 Mar, 2023 @ 1:34pm 
Does this mod have support for Improved Food Descriptions?
lechkingofdead 22 Mar, 2023 @ 4:19pm 
also looks like zankle is a at this point unintended bug tester. :P a good thing tbh.
lechkingofdead 22 Mar, 2023 @ 4:18pm 
does this mod work with any modded foods yet just out of curiosity.
Amega  [author] 27 Feb, 2023 @ 10:47am 
Thank you for pointing that out. I think I know where the problem is: machine technically has more slots than it is visually seen. Excess items should not disappear, though. And they should still be canned. It is easy to fix, on one hand, but I need to test a bit.
Zanklev™ 27 Feb, 2023 @ 3:27am 
Seems to work almost perfect, although I have noticed that it seems I can keep stacking to the bench by shift clicking even when the bench is full. Each time I've done it I wasn't paying enough attention to notice whether I lost the excess or not after canning or if it canned the extra bit. I will test that some more.
Amega  [author] 12 Feb, 2023 @ 3:02am 
You're welcome) Please let me know if you find any other issues.
Zanklev™ 12 Feb, 2023 @ 2:59am 
That was fast, awesome work
Zanklev™ 12 Feb, 2023 @ 2:39am 
@Amega Awesome thank you
Amega  [author] 12 Feb, 2023 @ 1:49am 
@Zankle Yes, it's possible, thanks for pointing that out. Didn't even think about already stacked food. Will fix it soon.
Zanklev™ 11 Feb, 2023 @ 11:58pm 
So far this works with Frackin however Frackin seems to let certain foods stack. When you put stacked food into the canner and can the food, it turns the entire stack into just one canned food wasting the entire stack. Is it possible to get a patch for this?
Amega  [author] 11 Feb, 2023 @ 11:41pm 
@Kronolos Thanks :)
Aethis 11 Feb, 2023 @ 8:18pm 
There are so many jokes I can make about stockpiling cans of food right now but I won't because I can see you put effort into this mod and would not like me disgracing the comment section. I thank you very much for making this mod... mostly because there's no early game fridge... and I collect lots of food... basically speed-running to pick up a fridge from some apex settlement or snowy outpost... thank you for this, it allows me to slow down and appreciate my time.
Amega  [author] 7 Feb, 2023 @ 11:35pm 
Thanks for the feedback

@Kombosado
Thanks) I can't say for sure, but the mod is compatible in general with other mods. So it should be able to pack any food in the game, provided that this food is just a regular food like in vanilla. But I think it's still possible that some foods will not be compatible with this mod (for example, if the food added by a mod does not have it's dedicated asset and is purely generated by script; but I'll try to workaround this later, if such a problem will common). So, it's up to testing, what mods are OK or not with this mod. And feedback on this is welcome) But just as a usual side-note: make sure you make the backups before adding any mods.

@COVID-19
Thanks for the feedback! Yeah, I thought about further balancing this and will try to add some changes soon. You're idea sounds intersting also.
Kombosabo 7 Feb, 2023 @ 6:57pm 
Love the mod, but hate to be the person that always asks this but..........


IS THIS FRACKIN' UNIVERSE COMPATIBLE? :C
COVID-19 7 Feb, 2023 @ 12:50pm 
Really cool mod. Love the way the crafting works, very intuitive.
Also nice that it supports CN More Farming.

By way of suggestion, I think it would be nice if the can was not consumed upon use, and instead either dropped the can, or a separate item (empty can) which can be smelted down into a new can for 1-3 empties.

With the More Farming mod I often have a TON of food sitting in my inventory, and...
maybe it's just me but I don't like having to go mining too often to can food.