JamesB Posted May 20, 2021 Report Share Posted May 20, 2021 I'm looking through the log-withresin.json to try and determine where/if I can change the spawn time of the resin blocks on pine trees. I think I found a lead but I'm not sure if I'm reading it correctly: attributesByType: { "log-resinharvested-*": { transientProps: { convertFrom: "log-resinharvested-pine-ud", convertTo: "log-resin-pine-ud", inGameHours: "168", Does anyone know what exactly inGameHours is controling? Link to comment Share on other sites More sharing options...
l33tmaan Posted May 20, 2021 Report Share Posted May 20, 2021 Looks like that's how long it takes for the pine block with harvested resin to turn into the pine block with resin. 168 hours is 7 days. Link to comment Share on other sites More sharing options...
JamesB Posted May 20, 2021 Author Report Share Posted May 20, 2021 Cool thanks for verifying my thoughts. I'll try playing around with it and see what it does. 1 Link to comment Share on other sites More sharing options...
JamesB Posted May 20, 2021 Author Report Share Posted May 20, 2021 @l33tmaan Hey so I was wondering if you could help me with something. I'm looking at your mod as a guide. In it the json code to replace bread nutrition: { "op": "replace", "path": "/nutritionPropsByType/*/saturation", "value": 160, "file": "itemtypes/food/bread.json" } Which is replacing values in here: creativeinventory: { "general": ["*"], "items": ["*"] }, nutritionPropsByType: { "*-flax": { saturation: 160, foodcategory: "Grain" }, "*-rice": { saturation: 330, foodcategory: "Grain" }, "*": { saturation: 300, foodcategory: "Grain" } }, I'm having trouble desiphering this line: "path": "/nutritionPropsByType/*/saturation", Is this replacing all the values for "saturation"? I'm looking at this in the log-withresin.json: attributesByType: { "log-resinharvested-*": { transientProps: { convertFrom: "log-resinharvested-pine-ud", convertTo: "log-resin-pine-ud", inGameHours: "168", }, preventsDecay: true }, "*": { preventsDecay: true, forageStatAffected: true } } So am I correct with this syntax? { "op": "replace", "path": "/transientProps/inGameHours", "value": 72, "file": "blocktypes/wood/log-withresin.json" } I'm assuming the \*\ is a wildcard to catch all the instances that have "saturation"? So with mine I won't need that. Correct? Link to comment Share on other sites More sharing options...
JamesB Posted May 20, 2021 Author Report Share Posted May 20, 2021 @l33tmaan I've also been doing some research. It might be a good idea to add resins to your mod for the spiles. I found this: Link to comment Share on other sites More sharing options...
l33tmaan Posted May 20, 2021 Report Share Posted May 20, 2021 13 minutes ago, James Berkheimer said: @l33tmaan Hey so I was wondering if you could help me with something. I'm looking at your mod as a guide. In it the json code to replace bread nutrition: { "op": "replace", "path": "/nutritionPropsByType/*/saturation", "value": 160, "file": "itemtypes/food/bread.json" } Which is replacing values in here: creativeinventory: { "general": ["*"], "items": ["*"] }, nutritionPropsByType: { "*-flax": { saturation: 160, foodcategory: "Grain" }, "*-rice": { saturation: 330, foodcategory: "Grain" }, "*": { saturation: 300, foodcategory: "Grain" } }, I'm having trouble desiphering this line: "path": "/nutritionPropsByType/*/saturation", Is this replacing all the values for "saturation"? I'm looking at this in the log-withresin.json: attributesByType: { "log-resinharvested-*": { transientProps: { convertFrom: "log-resinharvested-pine-ud", convertTo: "log-resin-pine-ud", inGameHours: "168", }, preventsDecay: true }, "*": { preventsDecay: true, forageStatAffected: true } } So am I correct with this syntax? { "op": "replace", "path": "/transientProps/inGameHours", "value": 72, "file": "blocktypes/wood/log-withresin.json" } I'm assuming the \*\ is a wildcard to catch all the instances that have "saturation"? So with mine I won't need that. Correct? I think your path needs to be "attributesByType/*/transientProps/inGameHours". I'm not sure, though. When it comes to patches, most of the time I just change the file in my VS installation and use the ModMaker.exe to spit something out. That usually works. 13 minutes ago, James Berkheimer said: @l33tmaan I've also been doing some research. It might be a good idea to add resins to your mod for the spiles. I found this: I have also been doing research, and I've already got something in the works. I just didn't want to spoil it here. 1 Link to comment Share on other sites More sharing options...
JamesB Posted May 20, 2021 Author Report Share Posted May 20, 2021 25 minutes ago, l33tmaan said: I think your path needs to be "attributesByType/*/transientProps/inGameHours". I'm not sure, though. When it comes to patches, most of the time I just change the file in my VS installation and use the ModMaker.exe to spit something out. That usually works. I have also been doing research, and I've already got something in the works. I just didn't want to spoil it here. Huh, where can I find the ModMaker? Is that a separate download like the ModelCreator? And sweet! Looking forward to the updates. Link to comment Share on other sites More sharing options...
l33tmaan Posted May 20, 2021 Report Share Posted May 20, 2021 It should be wherever your VintageStory.exe is... 1 Link to comment Share on other sites More sharing options...
JamesB Posted May 20, 2021 Author Report Share Posted May 20, 2021 9 minutes ago, l33tmaan said: It should be wherever your VintageStory.exe is... Huh, well fancy that! You were close. Thanks! { "op": "replace", "path": "/attributesByType/log-resinharvested-*/transientProps/inGameHours", "value": "72", "file": "blocktypes/wood/log-withresin.json" } Link to comment Share on other sites More sharing options...
l33tmaan Posted May 20, 2021 Report Share Posted May 20, 2021 I'm pretty sure that if you replace "log-resinharvested-*" with "*", it would still work. Try it out! 1 Link to comment Share on other sites More sharing options...
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