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IcyIbis' FTAG Mods

My mods for the Twine version of the game Fatty Text Adventure Game 路 By IcyIbis

Possible fix to update food items in inventory on old save file & a way to easily add mods to base game

A topic by MVRS1968 created Oct 16, 2022 Views: 236 Replies: 2
Viewing posts 1 to 3
(+1)

Heya there, I happened to encounter an issue when I loaded an old non-modified save file (around 1 month). When I went to the larder after enabling the mod and updating it in the game fixes, it does not show any of my old food items that I can turn into ingredients or scraps. Only newly bought food objects can be turned into scraps in the larder. I suspect that the food objects in the inventory do not get updated with the additional properties in the "feeder patch items" passage. 

To fix this, I added in a new passage called "Fix old food item Flavours" with the following code:

/*
Array that lists all of the original game's food items
Note: Find an automatic way to get all variables in the food object passage to make it easier to list all food items
*/
<<set $list_OGFoodItems = [ $ampleApple, $apple, $bagOfCandy, $beefStew, $bigSteak, $bloatedBlueberry, $boxOfDonuts, $breadLoaf, $cake, $calamari, $cheese, $cheeseburger, $chili, $coconut, $cookies, $cupcake, $friedChicken, $giganticGrape, $grapes, $hamHock, $hamSandwich, $jambalaya, $meatballSub, $milkBottle, $milkJug, $orange,  $outrageousOrange, $plentifulPeach, $riceBowl, $oats, $profusePumpkin, $ridiculousRaspberry, $sausage, $sizableStrawberry, $steak, $strawberries, $sushiRoll, $tempuraShrimp, $waterFlask, $waterJug, $watermelon, $whoppingWatermelon, $wine] >>
/*
Add flavour and provisions property to existing food items in inventory
*/
<<for _i = 0; _i < $inventory.length; _i++>>
<<if $inventory[_i].type == "food">>
      <<for _i2 = 0; _i2 < $list_OGFoodItems.length; _i2++>>
          <<if $inventory[_i].Name == $list_OGFoodItems[_i2].Name >>
              <<set $inventory[_i].flavors = $list_OGFoodItems[_i2].flavors>>
              <<set $inventory[_i].provisions = $list_OGFoodItems[_i2].provisions>>
          <</if>>
      <</for>>
     <</if>>
<</for>>

I then added this to the "feeder patch and update" passage with the following code inserted in the bottom of <<include "feeder enemies">>:

/*
Patch for old food items
*/
<<include "Fix old food item Flavours">>

Once I added these two codes, the larder now shows all of my food objects that can be turned into ingredients.  I haven't tested the other features yet but the feeding and cooking features works in my end. It's a bit rough in terms of structure but it does the job on my save file, hope it will too in your older save file when loading up the mod.

Also, I happen to find a forum post that shows a way to easily add mods into the base game. It works with the given example but I haven't tried out in this mod, could be worth a shot though:
https://forum.weightgaming.com/t/fatty-text-adventure-game/25354/251
Developer

Oops, I forgot that the game uses a bit of a wonky system for storing inventory. I'll make sure to include an update for this within the next few days.
And thanks for including that info on alternative installation methods. It looks like it can be used to install Feeder Expansion just fine, so I'll consider also including a patch file with the update. It's still not ideal though since it only allows a single mod to be installed with that method, though it's better than nothing I suppose. Still waiting to see if noone will change the policy for distributing modded games / swap to a setup that makes installing mods easier and with better compatibility 馃檹

Developer

Update is out - thanks again for brining both of these to my attention!