Modifications and additions to anomally cooking equipment.
-Made by OctaviaMG.
REQUIRES DLTX - get it HERE
Русский перевод AuT0MaT: вот
Please report any issues you may encounter so they can be fixed.
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Rework of the items related to cooking meats. Be ware all of the modifications and additions are heavily
subject to change, as i plan on continuing work on this addon.
Added-
Cooking kits:
•Energy drink can stove.
•Sparkling water can stove.
•Crafting recipe for the new can stoves.
•Kerosene camp stove.
Cooking fuels:
•Rubbing alcohol.
Modified-
Cooking kits:
•All cooking kits, exept the penny can stoves, have unlimited uses. (subject to change in the form of condition system)
•Field cooking kit price was increased by 377% do reflect the unlimited uses.
•Army kettle price was increased by 119% do reflect the unlimited uses.
•Army kettle now does not use fuel, as it is intended for use in campfires.
•Multifuel stove has been renamed to "Butane camp stove" and can now only use gas.
Cooking fuels:
•Kerosene and charcoal cooking fuels had their max uses increased based on their weight.
•Charcoal price was increased by 184% to reflect increased uses while staying in the realm of possibility and balance.
•Kerosene price was increased by 102% to reflect increased uses while staying in the realm of possibility and balance.
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Known issues:
New cooking kits lack item use animation.
Gasoline has greatlly reduced usefulness.
New cooking kits lack world models. (but so does the army kettle in base game for some reason)
Planned updates:
Fixes for the previously mentioned issues.HarukaSai's Fillable Canteens compatibility patch
Higher quality upgrade icons for new cooking kits.
Empty cans for can stoves crafting recipies.Maid's Vanilla HD Icons compatibility patch.
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Instalation guide:
Drag the gamedata folder into your anomaly folder.
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Changelog:
22/10/2022- Release.
23/10/2022- v2.0 - DLTXed version. Greately reduced chance of compatibility issues, specially with addons wich adds/modifies trader stocks and/or crafting recipies.
- v2.0.1 - Futher DLTXification and unique icon texture files to further reduce the chance of compatibility issues. (Thanks DrFaus)
-v2.0.2 - Addition of previously missing texture file, caused by an unknown issue, wich resulted in new items being invisible in the inventory menu.
24/10/2022- v2.0.3 - changes to max use count of gas in an attempt to make it worth buying.
25/10/2022- v2.0.4 - Correction in the eng .xml file, fix for a bug that caused Field cooking kits to only have one use, and penny can stoves changed from being i_tool to i_kit. (By AuT0MaT)
30/11/2022- v2.0.4 - Fixed a glitch wich would crash the game upon loading in Dead City on 1.5.2. (By CallsignWulf)
Average
9.919 votes submitted.
This is a great idea, also don't worry too much about gasoline. You wouldn't use it for cooking any way, just molotovs.
Thanks! And yeah thats why i haven't focused on giving a use to gasoline yet. The reason i consider it not being usefull an issue is because one of the goals of this addon was to give a differential to every fueltype and cooking kit type so there would not be any right or wrong options, only different ones, but gasoline got left out for now because i couldn't think of a good way to implement it
An idea for future when you make cooking tools condition based:
- make stoves rechargeable (kinda like arti's camelback from OAO)
- condition -amount of fuel in the tank
(stoves will never break completely, just be empty and unusable until you top it up)
- full tank worth maybe 3-5 meal preps
- recharged by drag & dropping appropriate fuel onto the tool
Wide range for possible balance tweaking regarding charged tool weight, amount of condition restored per 1 use of fuel, amount of "charges" held and prices for tools and fuel
Kerosene stove could probably use gasoline as well, but mixing them irl is not a good idea afaik, so dunno about that.
Thanks for the ideas. Can't promise anything because that seems like it would envolve a lot of scripting and i know absolutely nothing about that lol, wich is actually why i haven't been able to emplement condition yet. But if i ever manage to get it working i'll certainly take your ideas in consideration
Could you make a DLTXified version of this? The mod looks neat but it'll overwrite stuff like the trader configs.
I̶ ̶w̶a̶s̶ ̶a̶c̶t̶u̶a̶l̶l̶y̶ ̶c̶o̶n̶s̶i̶d̶e̶r̶i̶n̶g̶ ̶t̶h̶a̶t̶ ̶b̶e̶c̶a̶u̶s̶e̶ ̶b̶u̶t̶ ̶i̶ ̶d̶i̶d̶n̶'̶t̶ ̶t̶h̶i̶n̶k̶ ̶i̶t̶ ̶w̶o̶u̶l̶d̶ ̶b̶e̶ ̶n̶e̶c̶e̶s̶s̶a̶r̶y̶,̶ ̶b̶u̶t̶ ̶n̶o̶w̶ ̶t̶h̶a̶t̶ ̶y̶o̶u̶ ̶p̶o̶i̶n̶t̶ ̶o̶u̶t̶ ̶t̶h̶e̶ ̶t̶r̶a̶d̶e̶r̶ ̶o̶v̶e̶r̶w̶r̶i̶t̶e̶s̶ ̶i̶'̶l̶l̶ ̶h̶a̶v̶e̶ ̶t̶o̶ ̶l̶o̶o̶k̶ ̶i̶n̶t̶o̶ ̶i̶t̶,̶ ̶t̶h̶a̶n̶k̶s̶ ̶f̶o̶r̶ ̶t̶h̶e̶ ̶r̶e̶c̶o̶m̶e̶n̶d̶a̶t̶i̶o̶n̶!
Done! v2 is out and DLTXified. If you redownload now you shouldn't have any compatibility issues
Man, it still has a lot compatibility issues. Because you didn't DLTXify the mod completely. What I mean is: a) items_cooking.ltx - imho, a better way is to create a mod_whatever_name_you_like.ltx and put your changes there, leaving the rest of the original file untouched; b) using ui_icon_equipment.dds to add your icons is not the best idea for compatibility reasons. I'd better create a separate .dds file for icons and use icons_texture parameter in config file (for example, icons_texture = ui\molotov_icon). Stalker Icon Editor tool can be of great help for this.
Therefore, as of now, your mod requires quite a bit of working on for those who use any addons that modify icons, like Cr3pis Icons.
Thank you so much, i had no idea you could just make new icon image files that easily, i will 100% emplement this most likely even today! And yeah i wanted to DLTXify the item_cooking.ltx but when trying to i was running into some problem that i couldn't quite fix, so since it's such a niche .ltx file i guessed it would most likely be fine left as is, but i will also look into it when fixing the icons. This is my first propper addon (as in, my first addond that does a considerable ammount of changes), so i hope you can understant why things weren't that optimal of the bat. And again, thank you so much for telling me about the icons!
I'm glad I could be of some help :)
Nonetheless, the newest version still has something to do with.
Please take a look at mod_system_oaco_items.ltx. I'm not sure that coordinates of the icons are correct.
And you reference "icons_texture = ui\ui_icon_equipment_oaco" but there is no file with the specified name in this folder.
**** you're right, I'm guessing it was a problem that happened when i imported into the .zip, because the file exists in my original gamedata folder (wich is why i haden't noticed it in my playtesting). Thank you very much, as always. Still dont understand how this happened
Hi is this compatible with GAMMA? Thanks
Not sure because i don't use GAMMA, but if you could try it for me and tell me how it goes it would be apreciated, because it would allow me to try to make compatibility patches if need be
Compatible with 1.5.2?
Not sure as i'v never used 1.5.2 so i don't know what changes there have been, but if i were to take a guess, due to the fact most of it if DLTX and the only file that isn't DLTX is a very basic game file, it should work
Great mod again but I think there is room for improvement, like:
- reweight Army Kettle to 0.6 as is a Russian army kettle weight in real life
- some suggested parameter change I found after digging through a variety of sources (is realistic):
![kerosene]
inv_weight = 3.89; 5-liter bottle
max_uses = 50; tweak however you like but it should not be less than 5
![charcoal]
inv_weight = 3.33; I see some page sell charcoal and they do fit the icon ingame so...
max_uses = 50; tweak however you like but it should not be less than 5
![explo_balon_gas]
inv_weight = 10
empty_weight = 8.5
max_uses = 350; you can tweak that however you want but I think a 10kg gas balon should be sufficient for a month
![explo_balon_gas_empty]
inv_weight = 5.2; metal balon is heavy
![explo_jerrycan_fuel]
inv_weight = 15; 5 gallon of gasoline
empty_weight = 5.7
max_uses = 250; you can tweak that however you want but I think 5 gallons of gasoline should be sufficient for many activities count
![explo_jerrycan_fuel_empty]
inv_weight = 0.1; I consider them as a poly version (there are metal jerry can as well and they heavy)
Thanks for your hard work, both the mod contents and descriptions
Thank you very much for you suggestions. I actually wanted to make the max_uses of charcoal and kerosene quite higher to be at a realistic level, but i thought that could throw off balance too much for some most people's liking. However upping the gas baloon's max_uses would be a great way to balance it even more, as it would compensate for it's massive weight and high price, i don't know how i haden't of that before. Thank you again!
Hello.
I make a russian translation for your addon if you need (or i can make as separate addon on the site if something new will be added and that need to be tranlate. So its up to you :3 ) and found some incorrections in eng file.
Here it is:
• "st_arizona_can_descr" and "st_crystal_can_descr"
Rubbing alcohol needs describes as charcoal (lines 57 and 74)
• "st_army_bowler_descr"
Need delete color code at the end (line 109)
• "st_fuel_tier_1_desc"
Two identical lines for Gas Balloons (lines 180 and 182 (deleted line 180 in archive eng file)
I make these correction in eng file and add to archive too if you need.
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Suggestion. Please, change Energy and Sparkling water stoves from "i_tool" category in to "i_kit" where all other cooking devices placed (for proper sorting and item highlighting).
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One more thing. For me "Field cooking kit" don't have unlimited uses. Only one-time use. If i change max uses it recognise my changes. In MO load order is latest.
UPD: Adding "cooking_limited = false" fixes that.
UPD2: gdrive link deleted. Now translation uploaded as a mod Moddb.com
Thank you for your suggestion and but report, and thank you very much for your translation! I feel like it would be better if you were to upload it as a separate addon to be used with mine, that way you can have the description and title in russian as well, and then i'll link it on the first lines of the description of this addon, that would also make it easier for people credit you for your work because you would be marked as the uploader.
And about the modifications to the .ltx file: I will be sure to change the can stoves to "i_kit", i'm not sure why i didn't make it like that from the get-go, but i'll be sure to change it now that you'v pointed that mistake out. And thank you for pointing out the issue with the Field cooking kit, i had run onto that problem during the creation of the addon and i thought i had fixed it before uploading but maybe i forgot to save the .ltx file or something, regardless i'll be sure to fix it immediately
Alrightly, i will upload only translated file as a separate addon with link in to your mod and add you in credits.
Thanks for your work!) Cheers :3
thank YOU for YOUR work bruv! I wanted to include a russian translation every since i first made the addon, but sadly i dont know the language lol (yet). So i am *very* greatfull you made this!
how to unintall becuz when i turn off mod game crash MAIN thing is trader have your mod in it I cant get it off
* phase time: 30486 ms
* phase cmem: 2065727 K
* phase time: 166 ms
* phase cmem: 2065727 K
loading mdata
# LOADING: Bounty Squad | [last_spawn_time]: table: 0x3b069db8
# LOADING: Bounty Squad | [active_squads]: table: 0x3b069ea8
# LOADING: Water deprivation | last_drink: 780
# LOADING: NPC items | number of saved npcs: 0
# LOADING: Sleep deprivation | last_sleep: 3197.44
* Loading spawn registry...
* 18677 spawn points are successfully loaded
* Loading objects...
FATAL ERROR
[error]Expression : <no expression>
[error]Function : CInifile::r_section
[error]File : Xr_ini.cpp
[error]Line : 948
[error]Description : fatal error
[error]Arguments : Can't open section 'kerosene_stove'. Please attach [*.ini_log] file to your bug report
stack trace:
Sorry for the late reply i had computer problems. Delete all of the .ltx files who's names end with "oaco" found in gamedata/configs/items/trade. That should fix your issue
Found the strangest bug with this mod and 1.5.2 (you mentioned not using 1.5.2 at some point here), mod works fine everywhere EXCEPT Dead City, even on a fresh install with zero mods outside of the 1.5.2 update and the exes
Like you cannot enter Dead City whatsoever with this mod on 1.5.2, it crashes and throws this at you Imgur.com
Unsure how to help but I have the log here (only installed mods are the 1.5.2 update, enhanced shaders and screen space shaders, starting a new game from Dead City)
* phase time: 1755 ms
* phase cmem: 1178815 K
* phase time: 198 ms
* phase cmem: 1183719 K
* [DETAILS] VertexConsts(256), Batch(61)
* [DETAILS] 9150 v(20), 4880 p
* [DETAILS] Batch(61), VB(178K), IB(28K)
* phase time: 152 ms
* phase cmem: 1183915 K
* Loading HOM: g:/games/anomaly\gamedata\levels\l09_deadcity\level.hom
* phase time: 221 ms
* phase cmem: 1185452 K
* phase time: 123 ms
* phase cmem: 1185440 K
* phase time: 133 ms
* phase cmem: 1185436 K
CResourceManager::DeferredUpload -> START, size = 2111
! Fallback to default bump map: build_details_bump
! Fallback to default bump map: build_details_bump#
! Can't find texture 'terrain\terrain_gr_puddles_mask'
texture loading time: 21921
* t-report - base: 2083, 1254308 K
* t-report - lmap: 28, 28675 K
* phase time: 22567 ms
* phase cmem: 1208509 K
* phase time: 155 ms
* phase cmem: 1208505 K
* [x-ray]: Full Memory Stats
* [win32]: free[137429648448 K], reserved[4662644 K], committed[4642316 K]
* [ D3D ]: textures[1326524 K]
* [x-ray]: process heap[1208505 K]
* [x-ray]: economy: strings[55170 K], smem[34449 K]
FATAL ERROR
[error]Expression : !NET.empty()
[error]Function : CAI_Stalker::net_Export
[error]File : Ai\Stalker\ai_stalker.cpp
[error]Line : 837
[error]Description : assertion failed
stack trace:
Found the solution. I had no idea this mod was causing it for the longest time, google searching the error never brought me here.
In the mod_trade_mercenary_oaco.ltx file
Delete everything above the line> ![supplies_1]:common_stock
There's a bunch of extra crap in there that is not in the other files. No idea what effect this will have ingame, but I can actually play and not have to remove the mod AND start yet another playthrough. Which I originally did hoping it'd fix this specific crash.
Betting this is due to improper DLTX'ing.
Oh dang thanks for the fix, I think I might wait if the mod dev provides a proper fix but yeah this had me scrambling for answers for nearly 3 days
I actually completely considered restarting my modlist just because of it lmao
Sorry for the late reply to this thread, i had computer problems for some days. I will be adding this to a new patch, thank you very much for this solution. You mentioned not knowing what effect this will have ingame and the answer is literally none, i just forgot to delete that fart of the file when turning it into a DLTX, as you had guessed, and apperently this was ******* things up somehow
Hello, will there be a 1.5.2 compatible version? Currently in 1.5.2 campfire isn't available for cooking.
Working fine for me. Though I do have a ton of other mods that add campfire cooking too. But this mod's changes are still being applied.
Can I ask for any details why is the Fillable Canteen patch crossed out in the description? Does it mean it won't be done? It works in itself, I can boil the dirty water to obtain a flask of clean one. But when I'm cooking using water, the emptied flasks are not added back to inventory, they are gone like in vanilla game. So I need to be careful not to end up without any flasks that can be re-filled.
Otherwise, it's a really cool mod! Especially when paired with something like Banjaji's Bodily Needs, which increases the food intake a lot. Also works with Cold System where the freshly-cooked foods are hot and reduce cold exposure.
Food degradation mod also is immersive with it.
Maybe unlimited used is too much for field cooking 25 uses and army kettle 40 uses could work. Can stove a single use.
I don't know if I'm missing something or if this is an error, but the kerosene stove is listed as using only charcoal.
GO UPDATE