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mingusman

bagels_baking's Issues

Recipe Book Support

Does the Recipe book properly unlock foods when you get the materials to craft them? If not we're going to have to investigate adding support for all of the existing items and items to come

add honey to midas salad recipe

We have decided to add honey (bottled honey) to the recipe for crafting a midas salad, which is currently Golden Melon, Golden Carrot, and Golden Apple

Cups break the laws of crafting

So right now you can't use any 'external' crafting table - any table that doesn't directly mimic the vanilla crafting table (auto-crafting tables, AE2 Molecular assemblers, etc.) Let's fix that.

The first problem is that when you're crafting something that uses multiple cups, in order to give you the cups back I directly interface with the crafting table and say "hey if you have this many cups in the input slots, give a certain amount back to the user." That amount depends on whether the item in the output is a cup, and how many items are being output.

The second problem is related to the first - not all crafting tables are the same. Molecular assemblers don't replicate the functionality of crafting tables to the tee. They don't have a player inventory to spit the cups out into, and since the cups are stackable, and not a recipe remainder, they vanish into thin air. This is an unintentional consequence of me trying to make a crafting item that is stackable, but doesn't leave behind a recipe remainder in the crafting grid, since I find those to be very annoying to work around, especially in single stacks.

I'll provide an example with further details but ugh. I'd love to hear some thoughts on a possible solution at the moment.

Add Halite - Salt

Halite is a type of block that would grant us access to salt.

Blocks to add (Crafting & Stone cutter):

  • Halite Block
  • Halite Slab
  • Halite Stairs
  • Halite Walls
  • Polished Halite Block
  • Polished Halite Slab
  • Polished Halite Stairs
  • Polished Halite Walls

Items:

  • Salt
    Salt will also be offered as either stone cut or crafted. 1 block grants 4 salt.
    Salt item would look like sugar but noticeably darker.

Missing Models

  • surf n' turf
  • sandwiches
  • dinners
  • veggie medley
  • bagel
  • cheese
  • yolk/egg white (bottled)
  • mayo/meringue (bottled)
  • raw/cooked chicken nuggets
  • raw/cooked fries
  • berry meringue pie
  • shepherd's pie
  • stews (in bowls)
  • cakes
  • burgers
  • jams (bottled)
  • jam sandwich(es)

Add new meat type "improbable"

New meat type "improbable" based on the Impossible burgers. Would be Potato + Carrot + Beetroot

Would needed to be added to already existing meal-lines such as burgers, sandwiches, tacos, etc.

Given name Improbable, 1-2% chance of getting poison effect from it

Villagers Throw Tomatoes

When provoked by either raiders or players villagers throw tomotoes at them. Difficult to code can 100% guarantee that.

Add Mill Block

Functionally identical to the stone cutter, adds the ability to make various cereals, mill bone into bonemeal at a better return rate, and grinds meat

Convert Protein Dinners to more detailed meals

  • Prime Rib: steak_dinner = cooked_beef + mashed_potatoes+ cooked_corn
  • Honey Glazed Ham: porkchop_dinner = cooked_pork + honey_bottle + mashed_potatoes + cooked_corn
  • Chicken Alfredo: chicken_dinner = linguine + cheese + cooked_chicken_nuggets + bread
  • Berry Glazed Mutton: mutton_dinner = cooked_mutton + sweet_berries + salt + mashed_potatoes + cooked_corn
  • Bacon Wrapped Rabbit: rabbit_dinner = cooked_rabbit + bacon + mashed_potatoes + cooked_corn

These meals would be served on a plate

Proposed by @He-Is-Man

Lack of Farmer Villager Cake

The mod is great, let me just say. I've been having a lot of fun playing it the last month or so on a multiplayer server with friends. However, I feel that an edit needs to be made on the model of the farmer villager profession. If they are going to be offering cake up for trade, they need to have a place to store it, and the best place for that would be in their dump truck (cake, if you will).

The fact that this hasn't already been implemented is a little bit of an issue for my immersion and I have had problems figuring out which villager would give me cake because of this. Hence, I believe changing the model would benefit everyone trying to find the cake salesman.

Thanks.

New Crops

In order to add more foods I think we need to start branching out into other varieties of food.
I'd like to limit the amount of new crops we add as well as keep the behavior of new crops similar to those of existing MC crops.

  • Coffee - redder versions of cocoa beans
  • Rice - only drops seeds, similar to carrots & potatoes
  • Corn - 2 block tall crop when fully grown - hardest to implement
  • Tomatoes - similar to wheat

Mill Glass back into Sand

Mill Glass/Paned Glass back into Sand

Not sure on the amount to be given back, don't want to be able to dupe sand (if 6 Glass turn into 16 panes, you would get 6 sand back still? or idk how to handle that)

More Drinks

It was discussed on Hunter's stream yesterday that lots more drinkable items should be brought into the mod. Those discussed were:

  • Chocolate Milk
  • Sodas
  • Coffee

Ingredients/Foods to add v0.2

Crafting:

  • chocolate_milk = cocoa_powder + milk
  • dough = flour + water + egg + salt
  • loaded_fries = cheese + fries + bacon
  • loaded_potato = cheese + baked_potato + bacon
  • brownies = cocoa + eggs + flour + sugar (maybe designed like cosmic brownies)
  • macaroni_n_cheese = cheese + 2 bowls + 2 macaroni
  • bacon_macaroni_n_cheese = macaroni_n_cheese + bacon
  • flour - base ingredient for batter
  • variety of pastas - wheat based
  • mashed_potato - replacement for potato in shepherds pie
  • cocoa_powder - base ingredient for chocolate milk

I'm sure this list isn't even half of what we discussed, but wanted to get a list down nonetheless

Originally by @He-Is-Man

Food hunger/saturation restoration is not good as you progress up food tiers.

So this is something I brought up a while ago, but I figured I'd make it into an issue.

A lot of foods you make will actually restore less hunger as you combine more and more food items, which isn't really the best. After all, why craft that sandwich when it restores 1 less point of hunger overall, when you can just eat 2 pieces of bread? Especially when most of the time you'll be eating the food item earlier than when you actually need to eat it because you've hurt yourself and need to heal -- a lot of the hunger/saturation is going to waste.

In essence, the problem currently is that there's no actual incentive to craft the better food items.

My proposition is this:

Food tiers

Food tiers would be based off of the following

  • The amount of different "types" of foods in this food's crafting recipe.

Types would be defined as "vegetable", "fruit", "meat", "grain" ... etc.

Early-game you likely only have one source of food. One type of food, moreso. You combine a bunch of vegetables together and you only get the result of adding the hunger/saturation points together. Kind of like how it is currently.

Mid-game you have two types of food. You combine those together and you get say a 10% hunger/saturation bonus from what adding those types of food together would get, ie: If 2 pieces of bread gives you 5 hunger, and cooked beef gives you 3, adding those together would give you 13 hunger total, but adding 10% would give you 1.3 hunger extra. It isn't a lot, but it's an incentive to use this instead.

Late-game you have all types of food, you combine them all together and get like 10-25% hunger/saturation bonus, depending on how many different types of food you have added to the recipe.

This would provide incentive to use the different food types, because at the moment I've just stuck to eating bread as I actually get less from crafting stuff together.

Stuff to Add for v0.3

Crafting:

  • batter = corn meal + flour + egg + bowl
  • creamer = sugar + milk
  • fried_chicken = chicken + batter
  • calamari = squid + batter (?)
  • pepperoni = porkchop + beef + salt
  • pizza = dough + tomato sauce + cheese + pepperoni
  • sushi - dried kelp + cooked rice + fish
  • wheat_cereal_bowl = milk_cup + bowl + wheat_cereal
  • corn_cereal_bowl = milk_cup + bowl + corn_cereal
  • rice_cereal_bowl = milk_cup + bowl + rice_cereal

Cereals:

  • Shredded Wheat - wheat_cereal

  • Corn Puffs - corn_cereal

  • Rice Pebbles - rice_cereal

  • naming a rabbit "trix" makes it drop one of the cereals at random

Milling:

  • corn_meal - base ingredient for batter, can also be used to breed chickens
  • tomato_sauce - for pastas and as pizza sauce
  • ground_coffee - base ingredient for cups of coffee

Blocks/Crops:

  • tea_tree - found in mountains
  • coffee - found in jungles with cocoa
  • corn - crop found through zombies/loot chests, harvestable by villagers??? two block tall like tall grass
  • tomato - same as carrots/potatoes/beetroot
  • rice - same as wheat

Egg Whites on drink give a bottle

This ties well into #7. I initialized the item be of type BottledItem because that class also handles the cool drinking sound effect on (ill advised) consumption.

Brohh add milk glass because garfield got milk

The idea is that, in a crafting table, place a bucket of milk with 8 cups surrounding it. The result is 8 cups of milk. Drinking a cup of milk will only remove a single status effect instead of all status effects when drank, however.

Further crafting recipes can be used with the cups of milk.

Item and Block tagging standardization

obligatory xkcd comic
XKCD comic 927

Dearest @ExcessiveAmountsOfZombies, @FoundationGames, and @DawnTeamMC;
I was skimming through fabric's discord earlier and came across mention of someone using our mods in a pack. Their one complaint was that there was no integration between them. For example, all of our mods add tomatoes, yet none of them are compatible in recipes. That's really annoying and I feel kinda bad for the end user.

Fortunately (or unfortunately depending on how you look at it), croptopia seems to have mostly set the standard for us! In the coming weeks I'll be putting my items in the c: tags, and I reach out to you all to implore you (or your teams) to do the same. If there are any gray areas as to where an item should go, or what a tag should be named, let's discuss it here. If you want to make issues in your own repos to document progress please tag this issue in it as I'd like to be clued into what's going on in the community.

Cheers!

Add Remaining Fish Meals

  • lemon_pepper_salmon = lemon_juice + smoked_salmon + pepper
  • fish_n_chips = fish_sticks + fries + lemon_juice

Mayo/Egg white/Cheese potentially too hard to craft

I thought it would be easier to implement the mayo & egg white system but with how it is now you can only craft one mayo/egg white at a time, and have to manually click in each item/out. The way it is right now is conceptually fun but practically annoying.

  • Egg yolk
  • Egg whites
  • Mayo
  • Meringue
  • Cheese

Advancements

Hunter has some ideas for these so I'm gonna let her work on it.

Add Smoker Recipes

Originally from #25, brought into its own issue for management purposes

  • pork -> bacon
  • steak -> jerky
  • salmon -> smoked_salmon

Add "Well Fed" status effect

If saturation fills up and user continues to eat, the effect "Well Fed" is given which grants a minor speed boost, and damage resistance buff.

This could be granted conditionally: if the users saturation value maxes out, they get the effect for an amount of time based on the excess saturation they're consuming. The status effect should also get removed the moment their saturation reaches 0, just to cover the case where they manage to lose all of it before the effect timer runs out.

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