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Tristan Perotti

Vintarian
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  1. Version 1.2.1 out now with some bug fixes and compatibility updates. I modified how the mod handles removing buffs on player death to make it less intrusive to other mods. I think it's working. Also added support for the Weaversweed mod per request.
  2. ModDB Page This mod introduces two craftable smoking pipes, one of clay and one of briar burl (a rare drop from a new flower block call Tree Briar) and any metal. Pipes consume shag which is produced by fire-curing plants and herbs and then grinding the cured plant matter in a quern. Only certain plants can be processed. In the vanilla game, Golden Poppy, Cornflower, and Orange Mallow, but more options are available with herbs from the Wildcraft mod. Different plants produce different temporary effects: increased body temperature to make it home on those cold winter nights, increased temporal stability so you can collect that last bit of ore before you go completely insane, and slow your hunger rate down to make that food go a bit further. But overuse can cause a reduction in your max health so be responsible! For modders, new stat effects and smokable items are easily configurable (similar to the Alchemy mod, which I highly borrowed from). It has been a fun project that I will continue to chip away at. Hope you enjoy!
  3. I've got an item class that consumes items from the inventory, like the bow consumes arrows. I had no trouble identifying which itemstack is to be considered usable in this way, and I've pretty much copied the implementation from bow and sling. I have the proper MarkDirty() call and a BroadcastHotbarSlot() call for good measure. When I use the item, in OnHeldInteractStop, based on secondsUsed, that many consumables are taken out of their slot via TakeOut(int itemsConsumed). This works fine and the new number is rendered in the inventory slot. But if I click on the consumable item to pick it up or move it to a new slot, or right click it to put it into the hotbar, it reverts back to the original number of items in the stack. What am I doing wrong? What am I not understanding about the inventory? Like I said, I pretty much copied the implementation right from BowItem. The only thing I'm not doing is the renderVariant bit because I don't want the number to change until after the interact has stopped. I'm guessing that piece takes the arrow out of inventory when drawing the bow and puts it back if you cancel, but that doesn't matter for what I'm trying to do.
  4. @Spear and FangThanks for the reply. I was just deleting and re-applying the wildcard entry, but I like what you suggested in just moving it. Makes it so the patch doesn't have to contain the actual value. Thanks!
  5. I'm trying to add a new entry to a "texturesByType" object for the flower block. But I believe my patched label is added at the end of the object, after the wildcard. So the pattern matching is selecting the wildcard entry instead of my new one because it matches first. This is my hunch anyway. I was able to work around this by first removing the wildcard label, adding my new texture by type, then replacing the wildcard. Is there a way to specify the order of the new label you are patching into the object?
  6. Do cattails not cook? Tutorial says its an early food source to cook cattails no?
  7. Just started playing the game, built a firepit and got the temperature up past 600. Putting literally anything, sticks, cattails, in the input slot and the progress bar never changes from "cold". Am I doing something wrong?
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