The Meaning of Life, the Universe, and Everything.
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1/28/2013
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// Food can only belong to one food group.
Is there any chance of this being altered so a single food item can belong to multiple food groups? It would be great to be able to set up the "basic" food groups and have a single food item contribute to the respective food groups.
EDIT: Also, and not as important, but a single food item could contribute multiple times to a food group. I.e. a bacon cheeseburger would have two proteins (bacon and beef).
# If true, food.history.length will use amount of hunger restored instead of number of foods eaten for its maximum length
# For example, a food.history.length length of 12 will store a max of 2 foods that restored 6 hunger each,
# 3 foods that restored 4 hunger each, 12 foods that restored 1 hunger each, etc
# NOTE: food.history.length uses hunger units, where 1 hunger unit = 1/2 hunger bar
B:use.hunger.restored.for.food.history.length=true
When I have this set to true and I eat, for instance, a hamburger (4 haunches), this is displayed as counting as 1 against the history. I interpret this as supposed to be counting as 4 against the history. Am I misunderstanding this or do I understand correctly and it is somehow not working (further troubleshooting possibly needed)?
Is there any chance of this being altered so a single food item can belong to multiple food groups? It would be great to be able to set up the "basic" food groups and have a single food item contribute to the respective food groups.
EDIT: Also, and not as important, but a single food item could contribute multiple times to a food group. I.e. a bacon cheeseburger would have two proteins (bacon and beef).
I'm not really sure how that would work. The nutritional values of each food group would get multiplied by eachother to get the final nutritional value? That seems like it'd be hard to make clear without adding way more lines of text to each tooltip.
When I have this set to true and I eat, for instance, a hamburger (4 haunches), this is displayed as counting as 1 against the history. I interpret this as supposed to be counting as 4 against the history. Am I misunderstanding this or do I understand correctly and it is somehow not working (further troubleshooting possibly needed)?
Foods still get removed from the history as a whole, not as parts, so it makes more sense to say "Eaten once out of the last 12 hunger" than "Eaten 8 hunger worth of this food out of the last 12 hunger" (1 hunger = 1/2 hunger bar). Use the Food Journal if you want to see more detailed info about your eating history.
I'm not really sure how that would work. The nutritional values of each food group would get multiplied by eachother to get the final nutritional value? That seems like it'd be hard to make clear without adding way more lines of text to each tooltip.
I see what you mean. You are effectively replacing the food item with the food group and whatever food group you have just eaten is added to the end (beginning) of the list. I was envisioning the food group as its own object with its own mechanic, with the food being added to a table and its food groups it contributed to as an additional column to that table.
I don't think the tool tips would suffer unless someone really abused the functionality and added a food to several food groups.
"Food Group: Protein x2, Vegetable, Grain" and "This food group has been eaten X times out of your last Y meals."
If more than 3 existed, it could read:
"Food Group: More than three. See Food Journal."
Foods still get removed from the history as a whole, not as parts, so it makes more sense to say "Eaten once out of the last 12 hunger" than "Eaten 8 hunger worth of this food out of the last 12 hunger" (1 hunger = 1/2 hunger bar). Use the Food Journal if you want to see more detailed info about your eating history.
Got it.
Thanks for an amazing mod, by the way. Spice of Life, Hunger Overhaul, and Harvestcraft have become my three essential mods that must exist in any mod pack I create or play. I am just looking for a way to introduce the need to maintain a balanced diet to gain the most impact from eating. Believe me, iterating through 900+ recipes in Harvest craft is not something I am looking forward to, but in the end, I think it would be worth it.
When I have Natura installed, it replaces the Mushroom stew item so it can stack, but for some reason I can eat as much of it as I want and the returns never diminish. It doesn't even get added to my food journal.
When I have Natura installed, it replaces the Mushroom stew item so it can stack, but for some reason I can eat as much of it as I want and the returns never diminish. It doesn't even get added to my food journal.
Great mod man, I really really like it, I was wondering if this mod works for mods like Pams Harvest Craft? Anyways, I made a sick review for your mod and I hope you enjoy it
Looked up my server through Opis and noticed I had 358 entities named "squeek.spiceoflife.helpers.MovementHelper". Any idea on what these do as they take up a good chunk of my timing?
Looked up my server through Opis and noticed I had 358 entities named "squeek.spiceoflife.helpers.MovementHelper". Any idea on what these do as they take up a good chunk of my timing?
I bet this was already suggested, but could you add a "minimum times food was eaten for this mod to have effect"? I don't mean the "eat 6 food on world start and this mod enables", but for example, you have 2 pizzas. At the moment, if you eat one, the second one will be drastically nerfed. It would be nice if you could add something so until you eat two or more pizzas this mod won't affect pizzas.
This would be really good, as if I bake 5 bread and eat one, the rest will be highly uneffective. This is why I only eat morsels and snacks ><
Enjoying your mod as part of a huge mod build which includes Enviromine for the first time -- pretty fun.
But, while I'm busy trying to figure out how to set the hydration for my HarvestCraft and Biomes o' Plenty food, I started thinking about how some foods are sweet and others are salty or savory (is savory the same as meaty or not?) or spicy, or pungent or astringent, and how you ought to be able to balance those as well. That definitely seems like a thing more for your mod than for Enviromine, so here it is.
I figure in the config files or whatever, you can assign specific foods to have one or more attributes of taste (maybe even with two to three intensities: mildly sweet, sweet, majorly sweet, so that fruit and candy and rich desserts aren't on equal footing). And then the food history works with this quality as well. If you've been eating a lot of sweet food, sweets are less effective; if a lot of spicy food, spicy foods are less effective; etc.
Maybe this could be combined with player-specific taste profiles (probably per mod build, rather than per world, so they're not altered based on what's available at the time). You set your tastes as, say, two pluses and a minus: I like sweet and spicy but dislike salty. Then you have slightly higher tolerance for the foods of your affinity, and slightly less tolerance for the food category you dislike. I think it should work effectively as though you'd eaten fewer (or more) of the food than you actually had, so it counts the list a little differently.
Example:
Have eaten a bunch of apples, enough to trigger Spice of Life's diminishing returns. Am now looking at three types of food (from HarvestCraft): strawberries, chili peppers, and salted sunflower seeds.
None of them are diminished due to being eaten recently, but because of my taste profile, the salted sunflower seeds are already down 1/8 (or 1/4?) from normal -- whatever the numbers are for having already eaten two of them. So I eat a couple of strawberries.
Now the strawberries are on my list enough to have a little diminishing returns -- albeit not anything that impacts the numbers, because they refill very little to begin with -- but because of my affinity for sweets, these balance out to be a 0 on diminishing returns. I'd have to eat a couple more before it even started affecting anything.
At a later point I've been eating salted sunflower seeds a bit because that's what's available, and I've gotten them down to 50% returns. But this acts effectively as even less than that, just because I don't like salty things.
That's the basic idea. Either the effects multiply each other, or else it just acts like you ate more (or fewer) than you actually have, of that specific food. And the list of attribute-based foods should be longer than just the regular list of food, so like maybe it keeps track of 8 foods in general, but it remembers the last 16 when it comes to how much you've been indulging your sweet tooth.
If a food has both a quality you enjoy and a quality you dislike, it evens out to zero effect. Other combinations cancel out likewise: +2 and -1 mean just +1; -3 and +1 mean -2.
Dunno if you like making GUIs but I was just on Enviromine's thread imagining how nice it would be to sort through HarvestCraft's dozens of food items via an in-game GUI that let me sort them into categories and set attributes based on category, which'd make the process much smoother and less of a chore. But even if I had to just mess with config files, that'd be okay, as long as the code isn't too weird.
I'm trying to think if there's a decent way to set attributes for time-of-day (breakfast, lunch, dinner foods) and/or ethnic (Mexican, Asian, Italian) so you could put a preference for that too (or at least go "ugh, I've had too much Italian food lately"). But that might be too complex.
My YouTube channel is currently on hiatus, but I hope to get back to it at some point. Content is fairly random, but can be enjoyable, and is mostly game footage (mostly random Minecraft clips) from my nephews and me. Most popular MC vid so far is the one Vechs laughed at on Twitter!
@Kilyle, that all sounds really complicated, both to create and for users to understand. Seems like something that would warrant its own mod.
The food groups system in TSoL currently can do some of what you want (you could group things into sweet, spicy, etc and they'd diminish together), but each food can only belong to a single food group. See this comment.
I've had multiple requests for food preference support, so I may consider adding some capabilities for that in the future.
Fair enough. If by chance anyone cares to make that mod: I'm never stingy with my ideas/suggestions, but I'd certainly like to hear if it gets under development.
Rollback Post to RevisionRollBack
My YouTube channel is currently on hiatus, but I hope to get back to it at some point. Content is fairly random, but can be enjoyable, and is mostly game footage (mostly random Minecraft clips) from my nephews and me. Most popular MC vid so far is the one Vechs laughed at on Twitter!
I've discovered a game-breaking bug where moderate latency issues (cross-United States distance) can cause the Lunch Bag item to feed you without consuming an item within.
Simply hold down the right mouse button while the bag is closed. This opens the bag (clientside) and asks the server to send you the container object describing its contents. While you're waiting, if there's enough lag, your client then decides "I'm holding and using an open lunch bag, feed me". The server gets this while it's busy sending you the container object, and says "okay, here. I'll close your bag item and show you what's inside. okay, I'll feed you this item from inside this bag.". HERE'S where it gets interesting: you already don't have the open bag. Apparently the game treats the open bag differently from a closed bag (i.e. as a separate item) and when the server is asked to feed you an item from the open bag in this situation, it attempts to modify the now nonexistent open bag item after feeding you.
The final result: Food Journal reports that you ate the most efficient item from the Lunch Bag. The Lunch Bag still contains that item. You receive the full benefit of the food you just consumed.
Hello, is it possible to add a Refrigerator? Or at least some mechanic that would make it possible to store food a specific period of time with very slow rotting? I find this mechanic interesting and i want to use, but in terms of that i should kill animals every day to get fresh meat it doesn't seem that cool.
Hello, is it possible to add a Refrigerator? Or at least some mechanic that would make it possible to store food a specific period of time with very slow rotting? I find this mechanic interesting and i want to use, but in terms of that i should kill animals every day to get fresh meat it doesn't seem that cool.
Food rotting is not from this mod, that is from Enviromine.
- Added config option use.time.for.food.history.length
--- If true, the food history will use time (in Minecraft days) instead of number of foods eaten for its maximum length. For example, a length of 12 will store all foods eaten in the last 12 Minecraft days.
--- Also added config option use.time.progress.time.while.logged.off to control how time progresses for players on a server
- Added hunger_count (total amount of hunger restored by the eaten food [or food group] in the current food history) and saturation_count (total amount of saturation restored by the eaten food [or food group] in the current food history) variables to food.modifier.formula config option
- Added client-side config option left.click.opens.food.containers to enable opening food containers when left clicking the air (defaulted to false)
- Fixed food container dupe bug
- Fixed blacklist food groups getting diminished (note: foods in a blacklist food group will still count towards the food history, but they will not diminish)
- Fixed food containers interacting with inventories that players can't interact with (for example, MFR conveyors)
- Updated EvalEx expression parser to latest
- Updated Chinese localization (thanks @crafteverywhere)
Is there any chance of this being altered so a single food item can belong to multiple food groups? It would be great to be able to set up the "basic" food groups and have a single food item contribute to the respective food groups.
EDIT: Also, and not as important, but a single food item could contribute multiple times to a food group. I.e. a bacon cheeseburger would have two proteins (bacon and beef).
When I have this set to true and I eat, for instance, a hamburger (4 haunches), this is displayed as counting as 1 against the history. I interpret this as supposed to be counting as 4 against the history. Am I misunderstanding this or do I understand correctly and it is somehow not working (further troubleshooting possibly needed)?
I'm not really sure how that would work. The nutritional values of each food group would get multiplied by eachother to get the final nutritional value? That seems like it'd be hard to make clear without adding way more lines of text to each tooltip.
Foods still get removed from the history as a whole, not as parts, so it makes more sense to say "Eaten once out of the last 12 hunger" than "Eaten 8 hunger worth of this food out of the last 12 hunger" (1 hunger = 1/2 hunger bar). Use the Food Journal if you want to see more detailed info about your eating history.
I see what you mean. You are effectively replacing the food item with the food group and whatever food group you have just eaten is added to the end (beginning) of the list. I was envisioning the food group as its own object with its own mechanic, with the food being added to a table and its food groups it contributed to as an additional column to that table.
I don't think the tool tips would suffer unless someone really abused the functionality and added a food to several food groups.
"Food Group: Protein x2, Vegetable, Grain" and "This food group has been eaten X times out of your last Y meals."
If more than 3 existed, it could read:
"Food Group: More than three. See Food Journal."
Got it.
Thanks for an amazing mod, by the way. Spice of Life, Hunger Overhaul, and Harvestcraft have become my three essential mods that must exist in any mod pack I create or play. I am just looking for a way to introduce the need to maintain a balanced diet to gain the most impact from eating. Believe me, iterating through 900+ recipes in Harvest craft is not something I am looking forward to, but in the end, I think it would be worth it.
When I have Natura installed, it replaces the Mushroom stew item so it can stack, but for some reason I can eat as much of it as I want and the returns never diminish. It doesn't even get added to my food journal.
Been fixed for a long time but progwml6 hasn't released a new Natura version with the fix.
So can I do a manual fix?
You could use the latest jenkins build of Natura: https://dvs1.progwml6.com/jenkins/job/Natura 1.7.x/
Hey squeek502!
Great mod man, I really really like it, I was wondering if this mod works for mods like Pams Harvest Craft? Anyways, I made a sick review for your mod and I hope you enjoy it
Looked up my server through Opis and noticed I had 358 entities named "squeek.spiceoflife.helpers.MovementHelper". Any idea on what these do as they take up a good chunk of my timing?
No idea how that's possible. First of all, MovementHelper is not an entity, it is a simple class with only static functions and an event handler. The only instantiation of the class is at startup, which should only be executed a single time. This can be confirmed by a search for MovementHelper in the codebase.
So, I have no idea what could possibly be causing that.
Hmm, probably just another Opis false alarm, thanks for the quick reply!
I bet this was already suggested, but could you add a "minimum times food was eaten for this mod to have effect"? I don't mean the "eat 6 food on world start and this mod enables", but for example, you have 2 pizzas. At the moment, if you eat one, the second one will be drastically nerfed. It would be nice if you could add something so until you eat two or more pizzas this mod won't affect pizzas.
This would be really good, as if I bake 5 bread and eat one, the rest will be highly uneffective. This is why I only eat morsels and snacks ><
Enjoying your mod as part of a huge mod build which includes Enviromine for the first time -- pretty fun.
But, while I'm busy trying to figure out how to set the hydration for my HarvestCraft and Biomes o' Plenty food, I started thinking about how some foods are sweet and others are salty or savory (is savory the same as meaty or not?) or spicy, or pungent or astringent, and how you ought to be able to balance those as well. That definitely seems like a thing more for your mod than for Enviromine, so here it is.
I figure in the config files or whatever, you can assign specific foods to have one or more attributes of taste (maybe even with two to three intensities: mildly sweet, sweet, majorly sweet, so that fruit and candy and rich desserts aren't on equal footing). And then the food history works with this quality as well. If you've been eating a lot of sweet food, sweets are less effective; if a lot of spicy food, spicy foods are less effective; etc.
Maybe this could be combined with player-specific taste profiles (probably per mod build, rather than per world, so they're not altered based on what's available at the time). You set your tastes as, say, two pluses and a minus: I like sweet and spicy but dislike salty. Then you have slightly higher tolerance for the foods of your affinity, and slightly less tolerance for the food category you dislike. I think it should work effectively as though you'd eaten fewer (or more) of the food than you actually had, so it counts the list a little differently.
Example:
Have eaten a bunch of apples, enough to trigger Spice of Life's diminishing returns. Am now looking at three types of food (from HarvestCraft): strawberries, chili peppers, and salted sunflower seeds.
None of them are diminished due to being eaten recently, but because of my taste profile, the salted sunflower seeds are already down 1/8 (or 1/4?) from normal -- whatever the numbers are for having already eaten two of them. So I eat a couple of strawberries.
Now the strawberries are on my list enough to have a little diminishing returns -- albeit not anything that impacts the numbers, because they refill very little to begin with -- but because of my affinity for sweets, these balance out to be a 0 on diminishing returns. I'd have to eat a couple more before it even started affecting anything.
At a later point I've been eating salted sunflower seeds a bit because that's what's available, and I've gotten them down to 50% returns. But this acts effectively as even less than that, just because I don't like salty things.
That's the basic idea. Either the effects multiply each other, or else it just acts like you ate more (or fewer) than you actually have, of that specific food. And the list of attribute-based foods should be longer than just the regular list of food, so like maybe it keeps track of 8 foods in general, but it remembers the last 16 when it comes to how much you've been indulging your sweet tooth.
If a food has both a quality you enjoy and a quality you dislike, it evens out to zero effect. Other combinations cancel out likewise: +2 and -1 mean just +1; -3 and +1 mean -2.
Dunno if you like making GUIs but I was just on Enviromine's thread imagining how nice it would be to sort through HarvestCraft's dozens of food items via an in-game GUI that let me sort them into categories and set attributes based on category, which'd make the process much smoother and less of a chore. But even if I had to just mess with config files, that'd be okay, as long as the code isn't too weird.
I'm trying to think if there's a decent way to set attributes for time-of-day (breakfast, lunch, dinner foods) and/or ethnic (Mexican, Asian, Italian) so you could put a preference for that too (or at least go "ugh, I've had too much Italian food lately"). But that might be too complex.
My YouTube channel is currently on hiatus, but I hope to get back to it at some point. Content is fairly random, but can be enjoyable, and is mostly game footage (mostly random Minecraft clips) from my nephews and me. Most popular MC vid so far is the one Vechs laughed at on Twitter!
@Kilyle, that all sounds really complicated, both to create and for users to understand. Seems like something that would warrant its own mod.
The food groups system in TSoL currently can do some of what you want (you could group things into sweet, spicy, etc and they'd diminish together), but each food can only belong to a single food group. See this comment.
I've had multiple requests for food preference support, so I may consider adding some capabilities for that in the future.
Fair enough. If by chance anyone cares to make that mod: I'm never stingy with my ideas/suggestions, but I'd certainly like to hear if it gets under development.
My YouTube channel is currently on hiatus, but I hope to get back to it at some point. Content is fairly random, but can be enjoyable, and is mostly game footage (mostly random Minecraft clips) from my nephews and me. Most popular MC vid so far is the one Vechs laughed at on Twitter!
I've discovered a game-breaking bug where moderate latency issues (cross-United States distance) can cause the Lunch Bag item to feed you without consuming an item within.
Simply hold down the right mouse button while the bag is closed. This opens the bag (clientside) and asks the server to send you the container object describing its contents. While you're waiting, if there's enough lag, your client then decides "I'm holding and using an open lunch bag, feed me". The server gets this while it's busy sending you the container object, and says "okay, here. I'll close your bag item and show you what's inside. okay, I'll feed you this item from inside this bag.". HERE'S where it gets interesting: you already don't have the open bag. Apparently the game treats the open bag differently from a closed bag (i.e. as a separate item) and when the server is asked to feed you an item from the open bag in this situation, it attempts to modify the now nonexistent open bag item after feeding you.
The final result: Food Journal reports that you ate the most efficient item from the Lunch Bag. The Lunch Bag still contains that item. You receive the full benefit of the food you just consumed.
Hello, is it possible to add a Refrigerator? Or at least some mechanic that would make it possible to store food a specific period of time with very slow rotting? I find this mechanic interesting and i want to use, but in terms of that i should kill animals every day to get fresh meat it doesn't seem that cool.
Food rotting is not from this mod, that is from Enviromine.
Ah, yeah, haven't updated TSoL's EvalEx since that was added. Will make sure to update EvalEx for the next TSoL version (which should be soon).
Updated to v1.2.4.
Changelog
- Added config option use.time.for.food.history.length
--- If true, the food history will use time (in Minecraft days) instead of number of foods eaten for its maximum length. For example, a length of 12 will store all foods eaten in the last 12 Minecraft days.
--- Also added config option use.time.progress.time.while.logged.off to control how time progresses for players on a server
- Added hunger_count (total amount of hunger restored by the eaten food [or food group] in the current food history) and saturation_count (total amount of saturation restored by the eaten food [or food group] in the current food history) variables to food.modifier.formula config option
- Added client-side config option left.click.opens.food.containers to enable opening food containers when left clicking the air (defaulted to false)
- Fixed food container dupe bug
- Fixed blacklist food groups getting diminished (note: foods in a blacklist food group will still count towards the food history, but they will not diminish)
- Fixed food containers interacting with inventories that players can't interact with (for example, MFR conveyors)
- Updated EvalEx expression parser to latest
- Updated Chinese localization (thanks @crafteverywhere)
Download v1.2.4 (for Minecraft 1.7.10, requires AppleCore):
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