Heart_Afire Posted November 25, 2025 Report Posted November 25, 2025 I recently started modding Vintage Story myself, inspired by a suggestion...more a sarcastic remark...from a friend who also plays. However, I am still completely new to this, so I don't even know if I'm in the right section of the forums to post this thread. If not, then I apologize. The mod I created is called "Two New Fertilizers", and its purpose is to add exactly what it says on the tin, as TVTropes would put it. I created it because I found it very odd that there was a fertilizer which could increase the Base K of a plot of farmland but not the other two nutrients. I recently released the bare-bones mod, which does work...asterisk. However, I ran into two main snags, and I am looking for advice regarding them from people more experienced in this than I am: Textures and Balancing. To work with the former, my idea was to effectively simply recolor the Potash texture until I get better at this kind of thing, and to that end I did so, but while the items exist in game and have their desired effects, their texture is still that of Potash, not the (granted, not very well-done) recolored textures I included in the files. I'm fairly certain I pointed properly in the JSON, but as said I'm completely new to this, so any help is vastly appreciated. I want to learn. In regards to the latter, I'm just looking for feedback, ideas, etc. The two news items are called (tentatively) "Organic Fertilizer" and "Phosphate Dust". Both are created in the grid. Organic Fertilizer is a ring of compost around a stack of dried grass, while Phosphate Dust is a 3x3 square of Bonemeal. My intention for these is that their time/effort/opportunity cost to get them should be roughly equivalent to their value as fertilizers...Phosphate Dust, for example, is easier to get than Potash or OF because not as many plants use Phosphates. That said, I welcome any commentary or criticism...in fact I look forward to it. As mentioned, I want to learn, and that is how one learns.
Heart_Afire Posted December 2, 2025 Author Report Posted December 2, 2025 Just to update this, I did manage to figure out a workaround by just creating two individual shape files and adjusting them accordingly. The mod is working just fine now.
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