Hi! I'm really loving this mod's concept and I would like to use this on my farm. I'd just like to ask if there's any way I could use this along with the Automate mod - I end up having to put the mushrooms one by one in each machine because the kegs won't take the mushrooms even when they are placed in an adjacent chest. Is there any way around this?
I don't suppose you'd ever be willing to make a truffle wine in this collection, would you? I realize that the value might be best suited towards end-game goals, but I figured it didn't hurt to ask.
There's only one thing I noticed that's unusual. If the wines somehow come out of the keg with quality, for example if I use an iridium mushroom, it lowers the price instead of raising it. I can generally avoid that I think, but I thought I should let you know! Maybe it's my fault after all? I did tinker with the prices a bit.
This... might be an issue of JA requiring to price items, but telling PFM to keep the quality at the same time. Thank you for telling me, and I will see what I can do to fix that.
Hiya! I add translation for korean! I'm not played <Fallen London> but love new item & recipes! https://www.dropbox.com/s/f7g8dxbrpj0xrno/%5BJA%5D%20Fallen%20London%20Mushroom%20Wines_ko.zip?dl=0
Ugh, there really isn't enough use for these mushrooms in the game. I have hundreds of them, and I just prefer to have something to DO with them, so thank you so much for this!
As for you using other distilling machines in various mods, I can't really think of a way to use other mod's machines than potentially having a ProducerRules file with rules for ALL the available distilling machines with the sections labelled, so we could delete the sections that belonged to mods we didn't have. That, or just have separate ProducerRules files available for each one, so we could download the ones that applied and put them in the mod folder? At least you could copy-paste your coding and just put in the names of different machines, since the final price etc would be the same.
Unless you wanted to keep using the existing keg that's default to the game? That way you wouldn't have any dependencies. You could use these wines as input ingredients and then have the keg create the distilled versions, that way other mods' distilling machines are optional!
Oh man, mood on the mushroom front. There's only so many Life Elixirs one can brew.
And yeah, I might need to go the route of just dumping in all of it into one file with an if clause telling it to activate if it has found that specific mod, and optional dependencies.
23 comments
Link
Thank you very much for your lovely work!
I'll see what I can come up with.
The icon style is referencing the original art as much as you can on 16x16 pixels, hence the half-bottles...
https://www.dropbox.com/s/f7g8dxbrpj0xrno/%5BJA%5D%20Fallen%20London%20Mushroom%20Wines_ko.zip?dl=0
I'll see about including this in the next update <3
As for you using other distilling machines in various mods, I can't really think of a way to use other mod's machines than potentially having a ProducerRules file with rules for ALL the available distilling machines with the sections labelled, so we could delete the sections that belonged to mods we didn't have. That, or just have separate ProducerRules files available for each one, so we could download the ones that applied and put them in the mod folder? At least you could copy-paste your coding and just put in the names of different machines, since the final price etc would be the same.
Unless you wanted to keep using the existing keg that's default to the game? That way you wouldn't have any dependencies. You could use these wines as input ingredients and then have the keg create the distilled versions, that way other mods' distilling machines are optional!
And yeah, I might need to go the route of just dumping in all of it into one file with an if clause telling it to activate if it has found that specific mod, and optional dependencies.