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I have created the sandbox settings that will allow you to choose spawn rates of everything locally and on the servers. There are switches for kegs and theatre counter spawn items so it actually makes going to theatres worth it. They will spawn with some vanilla candy, the mod popcorn and hotdog options, as well as the soda fountain items. Also you will be able to get Sapph's Cooking kernels and sausages as well as Corner Store Candies and Sodas candies should you have loaded those mods. Switches on each topic run from nothing to abundant and default on a normal setting that I think makes sense. Just this alone took a few days and hundreds of tests to get it right and I am happy with where it landed.
Beer cups and mugs will now fill from the taps with the right kind of beer and they all can be used for recipes the way beer naturally is used in the game. I still want to rebalance the beer so that they all vary a little to give options and make it a little more realistic.
The issue with the east facing bar taps causing the user to dispense from the wrong side can now be fixed by changing the direction settings in the bar taps menu. It's been bugging me since I coded them and spent days trying to hammer it out. I finally at least learn how to get it to set if you want it to. Unfortunately I think they'll reset when you restart the game but I will continue working on a permanent solution.
My focus now will be on the soda and container code so that soda fountains can work more like the bar taps do. Eventually I want to get to a point where everything can be completely player generated, so that if you have no syrup spawning you can make your own from farmed or found ingredients. Even CO2 can be created and stored in a tank if you are savvy enough.
Let me know of any concerns and I will try and make sure updates are dropped here every few days.
Good words of wisdom!
Yep, old school coding trick... go to bed... often I wake up at 3am with the code ready in my head. I keep a pad next to my bed to help. A few blocks have already cleared from that tactic. I was tired after trying something for 2hrs and the next morning I fixed it in 10 mins.
While I never dug into Java before, I started with basic programming at 8 years old. high school it was Pascal. College it was Fortran and C. On my own, visual basic and a few other bits and pieces. My first mod was on Doom 2... I dug into Valheim but never released anything.
When you find a keg they have a generic weight and when you connect them the first time they update with the new weight and how much beer they have in them. They empty over time. Currently a full keg is 24 bottles or 48 cups. A homebrew keg will always start full and they are half the weight so 12 bottles or 24 cups per keg.
Beer and soda flavors have unique amounts of thirst and happiness, etc.
Still testing the new soda code. Hope to be set for Friday, Oct 20th.
A full co2 canister will get you 100 cups or 50 bottles, a full syrup box will put out 48 cups or 24 bottles.
I tested out the beer kegs at very low fill amount and very low spawn. I found 2 kegs amongst 3 bars and both had about a half dozen cups in them. I will setup the same choices for the sandbox settings with soda syrups.
Hot dog machines will output the hot dogs into their "stove" inventory. I have not set it up as a warming item yet but that is the goal.
Popcorn machines have the same goal and popcorn now spits out into it's inventory.
Hotdog machines and popcorn machines now drop the end result of the work into their containers. Containers were updated so they are more seamless. They do not heat yet, but that is on my list for the future. The only real bug I see right now is that they both hover in the air if you place them on the ground until they get updated on the gridmap. I think most people put them on counters and tables anyways and they will still work regardless.
Bar taps and soda fountains work nearly the same now. Each handle 4 flavors. Beer taps pull from the kegs in the counter they are attached to. Table Top Soda Fountains pull from the counters under them as well. Slurp and Burp machines are unique and gain a container that can be filled with the CO2 Tanks and syrup boxes.
Kegs, syrup, and Co2 all drain correctly now. They can also be refilled with homemade/DIY versions with half the weight and fluid content. The drinks now have more unique stats as well. Currently the co2 tanks hold up to 100 cups or 50 bottles worth of co2. Kegs and Syrups go up to 48 cups or 24 bottles. As stated before the homemade kegs or syrups are never random and hold 12 bottles worth or 24 cups. DIY CO2 refilling restores 50 cups or 25 bottles worth of CO2.
Empty kegs and syrup boxes can be crafted in case you can't find any. You can convert an old Propane Tank into a CO2 DIY tank.
Now that the base code is ready I should be able to add more recipes later.
Water use on the soda fountains reflects more appropriately, 2 units for a cup and 4 for a bottle.
*fingers crossed for tomorrow's release*
Next on the list,
Tumblers hopefully working with both beer and soda as requested.
Soda syrup and CO2 tanks updating in multiplayer (did not want to tear into this while working on the appliance multiplayer code fixes)
Setup compatibility between this mod and More Brews for bar taps.
Would like to get deep fryers working and coffee machines working in more interesting way.
Sneak peak behind the scenes... I was working on the multiplayer fixes while digging into a possible Jukebox that I would like to make compatible with True Music... I needed to get this container issue working before I could even attempt that. It will be in a separate mod as it deserves it's own home with the amount of people that use True Music.
LOL! We always have coffee when we watch radar. :)
You just missed it... :)
Still having the issue with the popcorn and hotdogs so I will change them to drop into the player inventory again to keep anyone from losing the food items.
Payphones now have an immersion interaction that makes them occasionally ring if touched. Working on a system where they randomly ring but not quite there yet. Maybe even a call feature in the future. If they ring or you pick up the phone they attract nearby zombies. Range is limited and there is a switch to turn off the attraction. Also no power means no phones.
Popcorn bucket empty option now setup so that you can empty the found buckets of rotten popcorn and reuse the buckets.
Working on deep fryers now.
I try to get all the big coding done by Thursday nights so I can drop an update on Fridays after testing. Still plenty of time to add a few things to this week's list.
To keep myself ready for emergency bugs I limit my coding on weekends and take a break. It often leads to more experimental things like the jukebox situation. Trying to figure out how to integrate other mods more deeply for cross functionality.
Upgraded hotdog machines to cook sausages and hotdogs without buns. See Sapph's cooking for the multiple sausage types that will work beyond the basic sausage.
Fryers are coming along and will use Sapph's cooking materials as well. The structure on how it will work is mostly done. I hope to have the recipes and finished product working by Thursday night for the Friday release. Once I get the fryers going I will turn towards any other small changes I can make in time for the update.