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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!

Posted
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. 

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