This version adds the jerky pile (on request of Averest), and aims to make the mod 1.0-ready.
Due to just how many resources have been added to the game in the release update, I donât have full coverage of all resources anymore. Suffered have the skins (sorry zilla) and the fibers, as well as resource categories that never had piles, but do have resources. Trying to get full coverage of all the possible resources would mean making a lot more piles, most of which youâll rarely use. Thus, if you want/need a pile included in this mod, ask me, that is the best way to for me to know what is actually useful to add. I added a jerky drying rack by request of Averest for that reason, so donât hesitate to ask for piles!
@Averest, do you want to check a little something for me please. Due to the fact that jerkys stack in stacks of 3, it can be that the reducing rate of the jerky pile feels a little underwhelming for a rack that should be able to house 24 jerkies. I do not know wether that is the case, so do you want to check that for me. If that is the case, I might want to up the capacity to 72 jerkies to compensate.
Download
at the first post
Changes in v5.0
transferred core files to Steam. The basic infrastructure is now that of the steam mod. It should be backwards compatible for non-steam users.
added pile of jerky
Made changes to the folder structure, the mod should be backwards compatible.
rotten piles of jerky and rotten boxes of eggs can now be harvested,⌠for rotten stuff,⌠but hey, maybe that will someday be useful somehow.
added an easter egg
made custom material tags translateable
more changes to large pelt racks and small pelt racks, including new pelts,
the racks are now slightly shifted upwards, so you might need to destroy and replace every rack so their models update. This was sadly necessary. It was due to the hacky nature of their positioning that I had to change it, because it didnât work anymore.
made the large pelt racks also drop boar but no cougar (ask me if change is necessary there)
the large pelt racks now have boar hides in them, to reflect previous change
I agree, it just might be that everyone is like, this pile doesnât take 24 jerkies, it just takes 8, and that is way not enough. Actually it would then take 8 stacks of 3, which is 24 jerkies, but it doesnât feel like that to the player. I hope that this problem doesnât crop up, but I want to know wether it does nonetheless.
I updated the mod on steam, so it should be there, lemme check the manifest to see if I made a mistake somehow.
Edit, @Averest, here is what I did. I first looked whether or not all was fine in the manifest and recipe .jsons, and all seemed to be fine. I then disabled the mod in my steam upload column, and subscribed to it via steam, so it now shows up as subscribed mods. If the updating didnât work via steam, I should have subscribed to the old version, and I would have seen it.
However, when I opened my test world,. I was perfectly able to locate the jerky rack, make the jerky rack and place the jerky rack without problems. (only an error notification related to decay, and I have no clue what that is about.)
My conclusion is that it should work for you, unless you were already subscribed and there is a problem with updating mods on your end. The jerky pile should be in the cookâs workshop. Otherwise, I do not know where the problem comes from.
I, being unfamiliar with how the mod categorizes things, looked in the weaver. Jerky is food. Therefore cook. Iâm just dumb and sans coffee this morning.
I think I found a harvesting exploit. After you harvest the jerky rack, it It seems to spawn a random assortment of jerkies. Normally this would be fine, jerkyâs jerky, right? Not necessarily. I sold a bunch and found mutton jerky (Labeled as rack of mutton) and it sells for 45.