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xXx_Ape_xXx

Very supportive Vintarian
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xXx_Ape_xXx last won the day on February 20 2025

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  1. The link to your mods at the bottom of your posts is not working.

    1. xXx_Ape_xXx

      xXx_Ape_xXx

      Oh, thank you, I didn't know. Much appreciated!

  2. Made some more progress. More planned, but it's functional in current state, and looks quite good if I may say so myself https://imgur.com/60R4lQR https://imgur.com/X1GXWZK https://imgur.com/M5gfU8t Plans: Decorative stone and wooden lining along the edges Lantern stand Garden gnomes? Signs? Other things?
  3. The second recipe using clear quartz, is missing "game:" in it's declaration of ingredients. Basically, what is happening in the first example, is the game engine looks for an item in your mod called "clearquartz", and can't find it because it simply does not exist. And since the recipe sit inside your mods domain, "olivinefraud", the recipe defaults to search for items without a domain declared, inside the mod that calls it. In this case, it thinks your recipe is pointing to "olivinefraud:clearquartz" , instead of the correct "game:clearquartz" In the second example, the game engine looks for the same clearquartz, but this time inside the domain of the game itself, hence the "game:" in front of all the item names. And the recipe works. Think of domains as folders where everything inside them, belongs to that folder name. I know it can be hard to wrap ones head around this at the start, but once you get to experiment a bit, it becomes clearer. Good luck with your modding endeavour.
  4. Quick concept, auto-tiling and trowel tool to produce flowerbeds. https://imgur.com/N0REQz9 https://imgur.com/IyKSqzp https://imgur.com/g790k4s https://imgur.com/VFinkFA Early stages yet, got plans...
  5. What domain is your file containing these entries in? Try adding "game:" to all the textures and shape. Like this --> There are some inconsistencies to some parts of the rendering pipeline, where the base path is added to textures in some cases, and some not. This reminds me of one such case, as I've had similar problems.
  6. It looks like the whole shape for the bow is missing. Try adding "game:" prefix to all the shape references:
  7. Yeah it's the class "ItemKnife" that controls the harvesting of entities, so you might have to create a custom class to achieve what you want.
  8. Grass uses "dropsByType" because there are several types of grass registered by the tallgrass.json { code: "tallgrass", class: "BlockTallGrass", entityClassByType: { "tallgrass-eaten-*": "Transient" }, variantgroups: [ { loadFromProperties: "block/tallgrass" }, { code: "cover", states: ["free", "snow", "snow2", "snow3"] }, ], This results in tallgrass-veryshort-free, tallgrass-veryshort-snow etc etc The "dropsByType" matches the key to find what it drops when harvested/cut. What you want to achieve does not require "dropsByType", unless you want to have different drops for male/female types of raccoons. I've had a closer look at your files above, and there's several things that needs fixing. I'll attach them under, so you can test to see if they work now.
  9. The tool needs to be the same as in your skinningknife json: If you want to prevent a regular knife from being used, you'll need to assign a different tool type from the list I posted earlier here: In this list, there are several that are not used in the game. Try using "sickle", as that is not used by any currently available tools in the game. So change "tool: knife" to "tool: sickle" in your skinningknife.json, and same in the raccoon harvesting properties.
  10. This looks awesome! Have you had a look at the mods Japanese Architecture and More Lanterns? There's some great Japanese inspired building pieces and stone lanterns that might catch your interest
  11. It's still a content mod, unless you plan to provide your own dll with custom classes etc. Yes, this can be done via the Compability api, by having your file replace the vanilla file. CompabilityLib If you want to replace the carrot like in your example above, just place the edited file in you mods asset folder: assets/game/blocktypes/plant/crop/carrot.json Also make sure your modinfo's "side:" is either "server" or "universal".
  12. Not entirely sure what you're asking here, but do you mean that the chisel should be of the same metal type, or better, when used in the recipe? If so, you'll have to, unfortunately, make specific recipes for each metal type, and add a list of valid metals for the chisel via "allowedVariants". "C": { type: "item", code: "game:chisel-*", isTool: true, toolDurabilityCost:10, allowedVariants: ["copper","tinbronze","iron"],
  13. Yes, this can be done by adding your tool as a special tool for harvesting the crop, or what ever you're harvesting. Have a look at the vanilla file blocktypes/plant/tallgrass.json to see how this is done in vanilla: dropsByType: { "tallgrass-eaten-*": [], "*": [ { type: "item", code: "drygrass", quantity: { avg: 1 }, tool: "knife" }, { type: "item", code: "drygrass", quantity: { avg: 1 }, tool: "scythe" } ], }, Here, the knife and scythe are both defined as valid tools that can be used for harvesting grass. This is why you don't get any grass drop by just punching the grass, but have to use a tool. This means you'll need to patch every type of crop that you wish to adjust the drop when using your tool. Note that the tool property, is not the actual key for the item, but a hardcoded list of tool types defined in the API here: EnumTools.cs So, to get your tool to work, you need to assign it to one of these. Take a look at any of the files in "itemtypes/tool/" to see how it's used.
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