Would it be possible to put in a config to exclude recipes from certain mods from being requested? I have Alchemistry in my modpack in which the potions count as cooking recipes in the game code somehow, so I get a lot of requests for potions when I'm working the kitchen. It's not a major issue for me since some of the potions are good money, it just breaks the immersion a little bit.
I'm also noticing that certain mods recipes seem to be selected more often than others. Notably, the recipes from Ridgeside Village and Alchemistry come up a lot more often than vanilla recipes, and other mods' recipes are coming up quite rarely as a byproduct of that even though there are a lot of recipes added in all total. I'm not sure if there would be a way to weight certain mods above others in priority, whether by recipe quantity or player preference? Or maybe better randomization amongst each character's liked/loved/neutral options?
Again, not a major complaint, but it's more fun if there's more variety in the dishes I'm making and it helps me fill out my dishes cooked log. This mod is still super fun regardless and makes for an excellent bit of extra money for someone who's not really focused on optimization and maximization on the farm.
Yeah, the mod adds the ingredients from the fridge to the Love of Cooking menu. If it's not working then something is causing it as it's worked completely fine during all my testing with it and unfortunately you'll have to troubleshoot that yourself
I still haven't been able to get it to work. Do I need to turn on/off town kitchens, and should the fridge be interactable, because it's not if so. Also wondering if better crafting is messing with things even though I have the cooking menu off on it >.<
lvld my friendship to 5 with Gus and saw his heart event but he didn't tell me he needed another chef and when i go to the stove it says "you're not good enough friends with Gus to use his stove"
Odd that the event wasn't altered and even then the mod is only checking to see if the player has seen that event so even if Gus never says that it should still let you access the stove. Try disabling "Require Event for Saloon" in the config to see if it will let you use the stove. Maybe there's a mod conflict which stopped the altering of the event but for the stove access i have no idea
Sorry for continuing to ask the same question. I want the restaurant to work in the cabin, but even if I put "cabin" in the location, even Farmhouse doesn't work.I don't know what else I need to do. Can you help me?
I know the exact name of the Cabin because I looked at the SAVE file. The name is "FarmHouse87291328-f21a-4c8d-9276-741a5db0262e", but the problem is that this address, even Even "Farmhouse" is set up and no one visits. I wonder if I need to edit the schedule or make kitchen tiles. Simply change your config file to "RestaurantLocations": [ "FarmHouse87291328-f21a-4c8d-9276-741a5db0262e", "Saloon" ], I can't use the mode by changing it like this?
You'll definitely need to alter schedules otherwise NPC's won't visit your house, i don't know how well this interacts with a mod like Farmhouse Visits. The mod should already respond to the kitchen tiles in the farmhouse
I've enabled all the necessary settings in the mod, but when I try to use the furnace, it still requires me to have the materials in my inventory. Is there something wrong on my end?
The fridge is not able to be interacted with, and since the stove tries to cook based on my inventory it's not working. I'm not seeing any code errors in SMAPI and as far as I can tell I have the settings correct.
I play my current save with a 25% price margin and the mod's price multiplier to .2. Playing cook/server is a great way to make some side money to buy seeds and fertilizers.
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I'm also noticing that certain mods recipes seem to be selected more often than others. Notably, the recipes from Ridgeside Village and Alchemistry come up a lot more often than vanilla recipes, and other mods' recipes are coming up quite rarely as a byproduct of that even though there are a lot of recipes added in all total. I'm not sure if there would be a way to weight certain mods above others in priority, whether by recipe quantity or player preference? Or maybe better randomization amongst each character's liked/loved/neutral options?
Again, not a major complaint, but it's more fun if there's more variety in the dishes I'm making and it helps me fill out my dishes cooked log. This mod is still super fun regardless and makes for an excellent bit of extra money for someone who's not really focused on optimization and maximization on the farm.
"RestaurantLocations": [
"FarmHouse87291328-f21a-4c8d-9276-741a5db0262e",
"Saloon"
],
I can't use the mode by changing it like this?
I play my current save with a 25% price margin and the mod's price multiplier to .2. Playing cook/server is a great way to make some side money to buy seeds and fertilizers.