RimWorld

RimWorld

Flavor Text
70 Comments
hekmo  [author] 18 hours ago 
Sounds like that's from VCEF updating to 1.6 and Odyssey. It shouldn't cause any in-game issues, since there's a backup method for categorizing unrecognized ThingDefs. I'm out of town arm but I'll fix it in the next couple days
moo 11 Jul @ 11:27pm 
Nice. New one!

In FT_ThingCategoryDefAdvanced.xml:

change
MayRequire="vanillaexpanded.vcef
to
MayRequire="vanillaexpanded.vcooke"

The ones my log specifically show as needing repair are:

Could not resolve cross-reference to Verse.ThingDef named VCEF_RawBass (wanter=thingDefsToAbsorb)
Could not resolve cross-reference to Verse.ThingDef named VCEF_RawCatfish (wanter=thingDefsToAbsorb)
Could not resolve cross-reference to Verse.ThingDef named VCEF_RawCod (wanter=thingDefsToAbsorb)
Could not resolve cross-reference to Verse.ThingDef named VCEF_RawGuppy (wanter=thingDefsToAbsorb)
Could not resolve cross-reference to Verse.ThingDef named VCEF_RawPiranha (wanter=thingDefsToAbsorb)
Could not resolve cross-reference to Verse.ThingDef named VCEF_RawSalmon (wanter=thingDefsToAbsorb)
Could not resolve cross-reference to Verse.ThingDef named VCEF_RawTuna (wanter=thingDefsToAbsorb)
hekmo  [author] 5 Jul @ 3:03pm 
Welp, found the issue. During the last minor version I accidentally commented out the code that checks whether the flavor text finder has already run. Fixed now.
hekmo  [author] 5 Jul @ 1:11pm 
Alright, it's definitively correlated with the length of the description, which in extreme cases causes lag even without ASF. Hmm, I'll dig around and see what's going on.
hekmo  [author] 5 Jul @ 11:53am 
Alright, thank you for the details and screenshots. I was able to recreate the lag using Flavor Text and Adaptive Storage Framework. I'm testing to see what exactly is causing it, it seems to be related to the length of the meal label.
moo 5 Jul @ 9:31am 
Unfortunately I'd love to help test and eliminate the issue, but I'm away for a few days.
Modlist at https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3507289931
hekmo  [author] 5 Jul @ 9:03am 
And FT was the only mod you pulled? I don't see any way it could cause lag while just sitting in a stockpile. The new label and description are cached after creation.
moo 5 Jul @ 8:52am 
I did pull FT and the lag was absent.
hekmo  [author] 5 Jul @ 2:02am 
Have you tested this without Flavor Text to ensure that's what's causing the lag?
moo 5 Jul @ 12:37am 
I don't know if Adaptive Storage is polling the stockpile at mach 78 to keep the list updated, or if there's something else going on.
moo 5 Jul @ 12:36am 
Hi again. Different issue. I have a stockpile that holds three stacks of meals with flavour text, along with a handful of some other crap as it's the first "everything" stockpile for a new colony. I also have a few Adaptive Storage mods installed, which adds a [contents] and a [filter] button.

When clicking on the stockpile zone (contents is the default view), I get an incredible amount of lag. As soon as I dev-kill each of the three stacks of meals, the lag gets progressively better until it's back to normal FPS
hekmo  [author] 3 Jul @ 11:55pm 
Makes sense for that mod. I use it myself, but I disabled the quality on minor items and just left interesting things like workbenches. Glad you figured it out!
moo 3 Jul @ 11:33pm 
I checked, about 555 food ingredients

I found one mod that invokes a stutter when the meal is created - Everything has Quality
moo 3 Jul @ 10:45pm 
I have a lag spike without either, must of not noticed. So I'll troubleshoot that first
hekmo  [author] 3 Jul @ 10:12pm 
Realizing the miscommunication: test with 1 of Flavor Text or What's Today's Menu at a time lol

3 Tests:
- Your Modlist minus Flavor Text
- Your Modlist minus What's Today's Menu
- Your Modlist minus Flavor Text and What's Today's Menu
hekmo  [author] 3 Jul @ 9:43pm 
Just confirmed with my modded test list that has 408 foodstuffs, it's still running in 0.002~0.009 seconds for 2-4 ingredient meals. How many foodstuffs does your modlist have about? And you just did a test with your regular modlist minus What's Today's Menu?
moo 3 Jul @ 9:38pm 
Ok, did a test. It hitches on the initial creation of a meal. Switched ingredient and again, hitch at the start.
hekmo  [author] 3 Jul @ 9:30pm 
Run some tests with only 1 of them at a time and see how it goes.
moo 3 Jul @ 9:27pm 
I just relooked at that mod, and yeah yours is so much more feature complete.
moo 3 Jul @ 9:26pm 
Yeah thats the one!
hekmo  [author] 3 Jul @ 9:21pm 
What's Today's Menu? Yeah those will probably conflict lol
moo 3 Jul @ 9:15pm 
I just added this. Although, I also have that variety names mod. Maybe there's fighting between them and that's a dumb move on my part if it is ><
hekmo  [author] 3 Jul @ 9:12pm 
I benchmark this mod with 150+ food possibilities and a 2-ingredient meal should only be taking .003 seconds or so. Have you tested it without Flavor Text to make sure that's what's causing the problem?
moo 3 Jul @ 9:12pm 
Maybe you can create a cache of a hash table of combinations during startup? Something like:
- hashtable[0] = 1jiu43ib
- hashtable[1] = n36n

-stringtable[0] = Rice and Meatballs
-stringtable[1] = Rice and Chicken Chunks

- hash = meal.collectAllIngredients().hashlookup()
moo 3 Jul @ 9:01pm 
Tested with a simple meal of rice and deer meat or something, and everytime there was a guaranteed hitch. Yes, there are a lot of meats and vegs
hekmo  [author] 3 Jul @ 8:58pm 
Hmm, it shouldn't. Do you mean there's lots of crops in your modpack, or that the meals you're making have lots of different ingredients?
moo 3 Jul @ 8:21pm 
Hi. I'm on 1.6 and this has HEAVY lag on a heavy modpack with lots of possible ingredients, when a meal needs it's name generated
hekmo  [author] 9 May @ 3:21am 
@nelim17 it's not set up for someone to make a translation atm, though I've been considering how I might rework the code to make that possible. The dynamic modded ingredient incorporation and grammar system are very English-focused, but if I add in manual patches for major mods, those could be somewhat easily translated. There's a lot of text to translate though.
nelim17 9 May @ 1:06am 
Hi! Is it translatable?
hekmo  [author] 29 Mar @ 1:20am 
@SketchyGalore thanks! I've got a bunch of names ready for nutrient paste, just haven't coded in functionality for meal types dictating names yet. Focusing on optimizing the name search first, then a general system for alternate names
SketchyGalore 27 Mar @ 6:29pm 
I'm surprised this mod hasn't gotten more attention. It's neat!
One little idea I had while experimenting with it is that it'd be cool if meal type played a role in the naming system. Specifically, I'd like nutrient paste meals to be more... nutrient pasty! Words like "gloop", "sludge", "surprise", "nutro" or "brick", for example. Delicious "squeezeable rice mash" for breakfast, and "jellied turtle cubes" for dinner!
Failing that, being able to exempt nutrient paste from the system entirely might be appropriate, since if there's anything that doesn't need a fancy name, it's that.
hekmo  [author] 21 Mar @ 1:58pm 
I was actually just running into the same issue when looking at meals on shelves. I think Rhinoceros Tamales (lavish) should be fine, I'll change it in the next update.
Real Life Bee 16 Mar @ 4:17pm 
Is there any possibility of indicating meal quality in the name? After installing this I directed a pawn to eat a meal from a shelf with both fine and lavish meals and was presented with the choice of "Consume Rhinoceros Tamales/Consume Rhinoceros Tamales". Is it possible for it to read "Lavish Rhinoceros Tamales", or even just "Rhinoceros Tamales (L)", to prevent confusion?
TripleShades 16 Jan @ 12:17pm 
@hekmo cheers, worked like a charm!
hekmo  [author] 13 Jan @ 6:39pm 
@TripleShades Alright, that should be fixed now. And old verbose labels will be recalculated.
TripleShades 12 Jan @ 11:46am 
@hekmo Thank you! Yes, it becomes so long that it legitimately lags my game whenever I mouse over the stack with that meal, which is only why I'm reporting it now.
hekmo  [author] 11 Jan @ 11:10pm 
@TripleShades Your links got removed, but do you mean different meals stacking to create ultra-long names? Yeah I noticed that. I added the combining because it seemed like a fun feature, but I didn't realize how ridiculously long they'd get with colonists continually adding to the stack XD. I'm fixing it, probably just gonna recalculate the name from the merged ingredient list
hekmo  [author] 11 Jan @ 2:56am 
It's compatible with most any mod. For Food Texture Variety mods in particular, me and that mod author communicated on making names and textures line up to some extent :) Looks like Replacement has that crossover, but Nutrient Paste and Vanilla Cooking Expanded don't
Persia 10 Jan @ 6:52pm 
You said that is compatible with Food Texture Variety Core and Food Texture Variety, but is it also compatible with Food Texture Variety - Replacement ?
TripleShades 10 Jan @ 5:11pm 
Hey ever since this updated my meals have kinda been um. A little verbose, let's say.
And not just the description text, but also the item name.
{LINK REMOVED}
{LINK REMOVED}
hekmo  [author] 15 Dec, 2024 @ 1:24am 
I haven't updated anything on this end. Run it in dev mode and send me the log, it should throw some helpful mod-internal errors.

Potential conflicts are an unsupported meal type, another mod that changes the meal label, or something that removes meal ingredients.
dyeriuss 13 Dec, 2024 @ 6:16pm 
I haven't had any issues before but today when I was playing the names just stopped coming. Do you know of any mods that can cause that issue? This mod makes my games so much more immersive its in my must haves
RocketRacoon 15 Nov, 2024 @ 9:09am 
oh, okay that's great!
hekmo  [author] 13 Nov, 2024 @ 11:14pm 
Oh lol, that's just a general fix.I'm talking with the FTV dev and we're gonna coordinate their textures and my names.
RocketRacoon 13 Nov, 2024 @ 10:34am 
Looks like the two mods work ok together now. Before I was having the null exception being thrown in the hud, but now it's fine! :D
hekmo  [author] 5 Nov, 2024 @ 3:39pm 
Oh I had something like this in mind as an extension when first starting my mod! Still working on working out the bugs in the core mod, but I'll add Food Texture Variety to the list of to-do.
RocketRacoon 4 Nov, 2024 @ 9:04am 
Is it posible to add support for Food Texture Variety https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3354456321 ?
joe2_4 30 Oct, 2024 @ 5:19pm 
k i friended u
hekmo  [author] 30 Oct, 2024 @ 5:06pm 
Discord is good, I'm .hekmo