DArkHekRoMaNT Posted November 25, 2020 Report Share Posted November 25, 2020 @l33tmaan Shapes broke, add game: to shape path Link to comment Share on other sites More sharing options...
l33tmaan Posted November 25, 2020 Author Report Share Posted November 25, 2020 You're right my shapes were broken! I figured out what the issue was - I needed to create my own .jsons under the shapes folder and assign the new shapes my new textures. I was referring to the vanilla shapes which seem to only be able to pull in textures related to that specific bread. I'll probably need to create a .json for each bread-fruit combination, but I think I can get it working now! Link to comment Share on other sites More sharing options...
Sukotto82 Posted November 26, 2020 Report Share Posted November 26, 2020 On 11/24/2020 at 7:34 PM, DArkHekRoMaNT said: @Sukotto82 so that the bush can be generated in the world you must do worldgen) Create simular this in the worldgen folder: [ comment: "Patches of blueberries", blockCodes: ["smallberrybush-blueberry-empty", "smallberrybush-blueberry-flowering", "smallberrybush-blueberry-ripe", "smallberrybush-blueberry-ripe"], minTemp: -2, maxTemp: 18, minRain: 0.3, maxRain: 0.7, maxFertility: 0.5, chance: 0.1, minForest: 0.5, maxY: 0.85, offsetX: { dist: "gaussian", avg: 0, var: 15 }, offsetZ: { dist: "gaussian", avg: 0, var: 15 }, quantity: { avg: 5, var: 12 }, } ] Worldgen of the vanilla bush is in survival/worldgen/blockpatches.json ok. awesome. will do this right now and give it a try. thanks. I'll credit you in the mod info section once I get this working as well as anyone else who has helped with figuring things out. it's much appreciated. I thought this is in C# and I thought 7 days to die was in C# as well and I mod 7 days to die okay but I use things like <modname> <append xpath="/items"> <item name="drinkJarBlueberryAloeJuiceST"> <property name="HoldType" value="3"/> <property name="DisplayType" value="water"/> <property name="Meshfile" value="#Other/Items?Food/bottled_waterPrefab.prefab"/> <property name="DropMeshfile" value="#Other/Items?Misc/sack_droppedPrefab.prefab"/> <property name="Material" value="Morganic"/> <property name="Stacknumber" value="32"/> <!-- STK drink --> <property name="EconomicValue" value="89"/> <property name="UnlockedBy" value="perkMasterChef"/> <property class="Action0"> <property name="Class" value="Eat"/> <property name="Delay" value="1.0"/> <property name="Use_time" value="..."/> <property name="Sound_start" value="player_drinking"/> <property name="Create_item" value="drinkJarEmpty" count="1"/> </property> <property name="Group" value="Food/Cooking,CFDrink/Cooking"/> <effect_group tiered="false" name="Drink Tier 3"> <requirement name="NotHasBuff" buff="buffIsOnFire"/> <triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="$waterAmountAdd" operation="add" value="50"/> <display_value name="dStaminaRegen" value=".50"/> <display_value name="dEfficientDigestion" value=".15"/> <display_value name="dDuration" value="303"/> <triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="$buffRedTeaDuration" operation="add" value="303"/> <triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="$buffRedTeaDuration" operation="set" value="903"> <requirement name="CVarCompare" cvar="$buffRedTeaDuration" operation="GT" value="903"/></triggered_effect> <triggered_effect trigger="onSelfPrimaryActionEnd" action="AddBuff" buff="buffProcessConsumables,buffRedTea"/> <triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="$foodAmountAdd" operation="add" value="50"/> <triggered_effect trigger="onSelfPrimaryActionEnd" action="AddBuff" buff="buffProcessConsumables"/> <display_value name="dCureInfection" value=".15"/> <triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="$buffInfectionAddCurePerc" operation="add" value="15"/> <triggered_effect trigger="onSelfPrimaryActionEnd" action="AddBuff" buff="buffInfectionAddCure"/> <display_value name="dCureDysentery" value=".2"/> <triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="$buffDysenteryAddCurePerc" operation="add" value="20"/> <triggered_effect trigger="onSelfPrimaryActionEnd" action="AddBuff" buff="buffDysenteryAddCure"/> <triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="maxHealthAmount" operation="add" value="40"/> <!-- X --> <triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="maxHealthIncrease" operation="set" value="@medicPerkIncrease"/> <triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="medicalHealthAmount" operation="add" value="80"/> <!-- X --> <triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="healthIncrease" operation="set" value="@healthPerkIncrease"/> <display_value name="foodHealthAmount" value="80"/> <triggered_effect trigger="onSelfPrimaryActionEnd" action="AddBuff" buff="buffProcessConsumables"/> <triggered_effect trigger="onSelfPrimaryActionEnd" action="RemoveBuff" buff="buffInjuryBleeding"/> <triggered_effect trigger="onSelfSecondaryActionEnd" action="GiveExp" exp="100"/> <!-- medical XP gains --> <triggered_effect trigger="onSelfPrimaryActionEnd" action="GiveExp" exp="100"/> <triggered_effect trigger="onSelfPrimaryActionEnd" action="GiveExp" exp="30"> <requirement name="ProgressionLevel" progression_name="perkPhysician" operation="Equals" value="1"/> </triggered_effect> <triggered_effect trigger="onSelfPrimaryActionEnd" action="GiveExp" exp="40"> <requirement name="ProgressionLevel" progression_name="perkPhysician" operation="Equals" value="2"/> </triggered_effect> <triggered_effect trigger="onSelfPrimaryActionEnd" action="GiveExp" exp="60"> <requirement name="ProgressionLevel" progression_name="perkPhysician" operation="Equals" value="3"/> </triggered_effect> <triggered_effect trigger="onSelfPrimaryActionEnd" action="GiveExp" exp="80"> <requirement name="ProgressionLevel" progression_name="perkPhysician" operation="Equals" value="4"/> </triggered_effect> <triggered_effect trigger="onSelfPrimaryActionEnd" action="GiveExp" exp="100"> <requirement name="ProgressionLevel" progression_name="perkPhysician" operation="Equals" value="5"/> </triggered_effect> </effect_group> <effect_group tiered="false"> <requirement name="HasBuff" buff="buffIsOnFire"/> <triggered_effect trigger="onSelfPrimaryActionEnd" action="AddBuff" buff="buffExtinguishFire"/> </effect_group> </item> for example of one of the items I added to 7 days to die, but this langauge and the way things are written are WAY different. plus in 7 days to die or Kenshi or Skyrim or anything I've made mods for I've never modified json files in fact I didn't even know I could or maybe those games have json files locked or something I don't know. but either way. thank you all and I greatly appreciate your help. also I've never been able to make my own custom mesh files either only textures so that limits what I can do as well. it seems every game I try to learn how to mod they are each different in such a way I need to learn everything from scratch but it's fun to learn and see things come to life since I can't make my own game I make the best of trying to learn how to mod games instead. I'm still quite the noob as it's kinda obvious and I do appreciate all the help I get. sometimes I get so caught up I just want to do things and as soon as I learn something I instantly go try it out and sometimes forget to say thanks to those who help me so I really want to be sure to get better at that and let people know that their help is truly appreciated. Link to comment Share on other sites More sharing options...
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