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Sukotto82

Vintarian
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Everything posted by Sukotto82

  1. the tree was going to be called blue pine for now even though it's purple and pinetrial was a temporary name for a different variant of the wood that would not be spawned naturally. the purple bluepine would be spawned naturally and if you soaked the log in some limeportion or boraxportion for a certain amount of time. I was thinking 24 hours, it would be bleached to the blue pinetrial variant of the bluepine and if you use saw on the pinetrial you will get the blue plank instead of purple plank to make the blue pinetrial planks but if you used the saw on the purple form without soaking it you would get the purple bluepine variant. of course I haven't got this finished and working yet. not sure what I'm missing for the tree. I do need to make the plank boards still I don't think that would stop the tree from showing up though. bluepinetree.zip
  2. lol mostly clay stuff but I added a few odds and ends I wanted to play with. one of the things I added that are not working was a custom tree and sapling with a new royal purple colored wood but no luck with it just yet. here are the claywaterportions I mentioned.. claywaterportions.zip
  3. thanks. and they do look pretty good in game. I'd argue maybe even better in some cases. I have tons more to do eventually but I'm wanting to get what I have done and ready to be shared. I'll be added a number of other options for different textures and if I get my way even a way to adjust the colors of the blocks by using different types of claywaterportions. the plan with that is to allow you to put any of the clay building blocks in a barrel with claywaterportions and it will add a hue of the clay water portion to the block changing it's color slightly and by using tannin and limewater you can even lighten and darken without changing colors of the blocks. using the same color clay block in the same color claywaterportion will add saturation of that block making it brighter, havent worked out a way to remove saturation yet. I might make a new liquid or use borax or something. first I need to get what I have done and everything working as planned. post it in mods forum for people to download and see if any bugs I didn't find arise and hopefully get them fixed as fast as I can.
  4. that's why I do all my modding in the actual game but in order to make a mod I can share for others to use I will need to pack it up somehow and that is the only way I know how at the moment. I especially know what you mean about edits to vanilla items as a lot of what I do references vanilla assets mainly for the shape because I can't do those at all and some times I just add a new variation of a vanilla item like I added a flint and obsidian sawblade that can be crafted early game using knapping instead of needing to wait unil you found over a thousand copper just to be able to start shaping wood. I also added a mold sawblade (work in progress, Shape issue with clay mold) for that same reason. the mold was my original idea instead of making a stone variant but since I don't have the mold working yet I made the knapping versions. I added a couple new small berry bushes 15 new clay types and 2 new grains and a new onion. ALL of witch reference vanilla shape files and edits to worldgen properties.
  5. and not sure if anyone is interested but here are some of the clay textures I'm working with atm. they are heavily based off of the 14 primary stone/sand types and an extra plain white one making a total of 15 new clay colors to make bricks hardened clay and other stuff from. I tried really hard to keep them as close to the same color a gradient as their stone origins. ClayTextures.zip
  6. ok. fixed the crash. I guess I forgot to add the new clay types to the clayform file. just trying to get the clay to show up as the color of the clay used instead of always being blue clay for the raw at least. I'll tackle the baked another time. I need to find out how to do that with the raw textures first. right now when you make something with clay the clayform actually takes on the color of the clay your using but once finished it reverts to the blueclay texture. I can change this to any one of the colors but I can't get it to do a raw-{type}-clay kind of thing yet. I've looked at other items that have multiple textures for the same object but none of those seem to work the same with the clay. i might just be missing something.
  7. I have not yet but I will. I will get my mod packed up first. right now all my mod stuff is in the games asset > survival folder and if I pack it up right now using the maker tool it will not save everything. I will need to unpack it and put in all the textures and stuff that was left out of the mod maker tool.
  8. when clayforming at the moment if you start with blue clay and run out and switch to fire clay it wont let you finish you need to make it all from the same type of clay. I would like to request someone to make a mod far beyond my abilities to allow you to mix clay during clayforming, this will likely need to be a code based mod to be what I have in mind. I think it would be cool if you could change different types of clay while making your clayform and have it show up on the mold. this would be cool for several reasons one you could not have the problem of having enough clay but not enough of the same kind of clay and two would allow you to make things like storage vessels and other clay molded objects with designs by mixing up the clay used it would also be cool for these details to show up on the fired product rather than using the default ceramic texture it would actual make a pot that you can actually see the different colors of clay used in making it exactly where you placed it. allowing for fancy custom designs on your pottery. it would be super super cool if this was compatible with my current clay mod I'm currently working on and other clay mods people have made introducing different colors of clay into the game. my mod adds a clay for each type of the 14 main types of stone as well as a plain white one. these 15 new colors of clay make a total of 17 types of different colors of clay and would be really really cool to be able to make decretive pottery mixing different colors of clay together.
  9. I just looked at all the files and for the most part it all makes since to me until you get to the shape and cube things that's where I get lost. as I've been told, looks like I'm going to have to download and learn how to use this Vintage Story Mod Creator shape making tool thing. the only thing that I didn't fully understand in the other stuff was the density and structural stuff I'm guessing that has to do with your mod specifically? kina like 7 days to die there are different densities to different materials and different structural stats so like wood can only support up to 7 blocks away without needing to be supported by another support but metal can go like 20 and they very depending on the density certain blocks have different weight values and structural values and if the weight value exceeds the structural value the structure will collapse I've made a mod for a block in 7 days to die that can support so much weight you can use one of the heaviest building materials and still build out nearly a thousand blocks before it collapses (I made this specifically for building bridges over large bodies of water but can be used anywhere in the game). I didn't know there was such structural integrity issues in vintage story I mean you can have floating blocks but in 7d2d you can't have floating blocks except in glitched areas but then as soon as that block is updated it recognizes it has nothing supporting it and collapses.
  10. wow, here I thought I just needed a shape file for the mold and was about to just reference the pickaxe mold and see if I could still get the output to be a saw once the mold is poured and hardened. I ran into a whole new problem with my new clay types. they keep crashing the game when you try to make a mold even when using the vanilla blue and fire clay to make a mold as soon as you shift click the ground with clay in your hands it crashes the game. I'll have to figure this out first then I will re visit the custom clay mold but you have a lot of good reference material here. thank you.
  11. I want to make a clay mold recipe for a sawblade, right now for a stand in until I can understand what all this is I made a knapping recipe, a flint and an obsidian version of the saw that is working fine. the blade icon looks off but it functions and it's only temporary anyway. I really want to make a clay mold for the sawblade instead but I don't understand all of this, "looking at pickaxe clay mold". { "editor": { "allAngles": false, "singleTexture": false }, "textureWidth": 16, "textureHeight": 16, "textures": { "other": "block/clay/ceramic", "floor": "block/clay/ceramic-dark" }, "elements": [ { "name": "Cube1", "from": [ 2.0, 0.0, 3.0 ], "to": [ 14.0, 1.0, 14.0 ], "faces": { "north": { "texture": "#other", "uv": [ 0.0, 12.0, 12.0, 13.0 ], "enabled": false }, "east": { "texture": "#other", "uv": [ 2.0, 12.0, 13.0, 13.0 ], "enabled": false }, "south": { "texture": "#other", "uv": [ 2.0, 15.0, 14.0, 16.0 ], "enabled": false }, "west": { "texture": "#other", "uv": [ 2.0, 15.0, 13.0, 16.0 ], "enabled": false }, "up": { "texture": "#floor", "uv": [ 0.0, 1.0, 12.0, 12.0 ] }, "down": { "texture": "#other", "uv": [ 0.0, 1.0, 12.0, 12.0 ], "autoUv": false } }, "children": [ { "name": "Cube2", "from": [ 0.0, 0.0, -2.0 ], "to": [ 12.0, 2.0, 0.0 ], "faces": { "north": 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"name": "Cube4", "from": [ -1.0, 0.0, -2.0 ], "to": [ 0.0, 2.0, 12.0 ], "faces": { "north": { "texture": "#other", "uv": [ 0.0, 14.0, 1.0, 16.0 ] }, "east": { "texture": "#other", "uv": [ 1.0, 14.0, 15.0, 16.0 ] }, "south": { "texture": "#other", "uv": [ 15.0, 14.0, 16.0, 16.0 ] }, "west": { "texture": "#other", "uv": [ 2.0, 14.0, 16.0, 16.0 ], "autoUv": false }, "up": { "texture": "#other", "uv": [ 0.0, 0.0, 1.0, 14.0 ] }, "down": { "texture": "#other", "uv": [ 1.0, 0.0, 2.0, 14.0 ] } } }, { "name": "Cube5", "from": [ 12.0, 0.0, -2.0 ], "to": [ 13.0, 2.0, 12.0 ], "faces": { "north": { "texture": "#other", "uv": [ 0.0, 14.0, 1.0, 16.0 ] }, "east": { "texture": "#other", "uv": [ 1.0, 14.0, 15.0, 16.0 ] }, "south": { "texture": "#other", "uv": [ 15.0, 14.0, 16.0, 16.0 ] }, "west": { "texture": "#other", "uv": [ 2.0, 14.0, 16.0, 16.0 ], "autoUv": false }, "up": { "texture": "#other", "uv": [ 0.0, 0.0, 1.0, 14.0 ] }, "down": { "texture": "#other", "uv": [ 1.0, 0.0, 2.0, 14.0 ] } } }, { "name": "Cube6", "from": [ 6.0, 1.0, 0.0 ], "to": [ 10.0, 2.0, 1.0 ], "faces": { "north": { "texture": "#other", "uv": [ 0.0, 2.0, 4.0, 3.0 ], "enabled": false }, "east": { "texture": "#other", "uv": [ 12.0, 2.0, 13.0, 3.0 ], "enabled": false }, "south": { "texture": "#other", "uv": [ 3.0, 5.0, 7.0, 6.0 ] }, "west": { "texture": "#other", "uv": [ 7.0, 5.0, 8.0, 6.0 ] }, "up": { "texture": "#other", "uv": [ 3.0, 4.0, 7.0, 5.0 ] }, "down": { "texture": "#other", "uv": [ 2.0, 0.0, 6.0, 1.0 ], "enabled": false } } }, { "name": "Cube7", "from": [ 10.0, 1.0, 0.0 ], "to": [ 12.0, 2.0, 5.0 ], "faces": { "north": { "texture": "#other", "uv": [ 0.0, 2.0, 2.0, 3.0 ], "enabled": false }, "east": { "texture": "#other", "uv": [ 10.0, 4.0, 15.0, 5.0 ], "enabled": false }, "south": { "texture": "#other", "uv": [ 5.0, 7.0, 7.0, 8.0 ] }, "west": { "texture": "#other", "uv": [ 7.0, 7.0, 12.0, 8.0 ] }, "up": { "texture": "#other", "uv": [ 5.0, 2.0, 7.0, 7.0 ] }, "down": { "texture": "#other", "uv": [ 2.0, 0.0, 4.0, 5.0 ], "enabled": false } } }, { "name": "Cube8", "from": [ 9.0, 1.0, 1.0 ], "to": [ 10.0, 2.0, 2.0 ], "faces": { "north": { "texture": "#other", "uv": [ 0.0, 2.0, 1.0, 3.0 ], "enabled": false }, "east": { "texture": "#other", "uv": [ 12.0, 2.0, 13.0, 3.0 ], "enabled": false }, "south": { "texture": "#other", "uv": [ 4.0, 0.0, 5.0, 1.0 ], "enabled": false }, "west": { "texture": "#other", "uv": [ 14.0, 2.0, 15.0, 3.0 ], "enabled": false }, "up": { "texture": "#other", "uv": [ 4.0, 4.0, 5.0, 5.0 ] }, "down": { "texture": "#other", "uv": [ 2.0, 0.0, 3.0, 1.0 ], "enabled": false } } }, { "name": "Cube9", "from": [ 8.0, 1.0, 1.0 ], "to": [ 9.0, 2.0, 2.0 ], "faces": { "north": { "texture": "#other", "uv": [ 0.0, 2.0, 1.0, 3.0 ], "enabled": false }, "east": { "texture": "#other", "uv": [ 12.0, 2.0, 13.0, 3.0 ], "enabled": false }, "south": { "texture": "#other", "uv": [ 4.0, 5.0, 5.0, 6.0 ] }, "west": { "texture": "#other", "uv": [ 5.0, 5.0, 6.0, 6.0 ] }, "up": { "texture": "#other", "uv": [ 4.0, 4.0, 5.0, 5.0 ] }, "down": { "texture": "#other", "uv": [ 2.0, 0.0, 3.0, 1.0 ], "enabled": false } } }, { "name": "Cube10", "from": [ 9.0, 1.0, 2.0 ], "to": [ 10.0, 2.0, 3.0 ], "faces": { "north": { "texture": "#other", "uv": [ 0.0, 2.0, 1.0, 3.0 ], "enabled": false }, "east": { "texture": "#other", "uv": [ 12.0, 2.0, 13.0, 3.0 ], "enabled": false }, "south": { "texture": "#other", "uv": [ 2.0, 4.0, 3.0, 5.0 ] }, "west": { "texture": "#other", "uv": [ 3.0, 4.0, 4.0, 5.0 ] }, "up": { "texture": "#other", "uv": [ 2.0, 3.0, 3.0, 4.0 ] }, "down": { "texture": "#other", "uv": [ 2.0, 0.0, 3.0, 1.0 ], "enabled": false } } }, { "name": "Cube11", "from": [ 0.0, 1.0, 3.0 ], "to": [ 7.0, 2.0, 11.0 ], "faces": { "north": { "texture": "#other", "uv": [ 0.0, 14.0, 7.0, 15.0 ] }, "east": { "texture": "#other", "uv": [ 7.0, 14.0, 15.0, 15.0 ] }, "south": { "texture": "#other", "uv": [ 4.0, 0.0, 11.0, 1.0 ], "enabled": false }, "west": { "texture": "#other", "uv": [ 14.0, 2.0, 22.0, 3.0 ], "enabled": false }, "up": { "texture": "#other", "uv": [ 0.0, 6.0, 7.0, 14.0 ] }, "down": { "texture": "#other", "uv": [ 2.0, 0.0, 9.0, 8.0 ], "enabled": false } } }, { "name": "Cube12", "from": [ 0.0, 1.0, 1.0 ], "to": [ 3.0, 2.0, 3.0 ], "faces": { "north": { "texture": "#other", "uv": [ 7.0, 4.0, 10.0, 5.0 ] }, "east": { "texture": "#other", "uv": [ 10.0, 4.0, 12.0, 5.0 ] }, "south": { "texture": "#other", "uv": [ 4.0, 0.0, 7.0, 1.0 ], "enabled": false }, "west": { "texture": "#other", "uv": [ 14.0, 2.0, 16.0, 3.0 ], "enabled": false }, "up": { "texture": "#other", "uv": [ 7.0, 2.0, 10.0, 4.0 ] }, "down": { "texture": "#other", "uv": [ 2.0, 2.0, 5.0, 4.0 ], "enabled": false } } }, { "name": "Cube13", "from": [ 3.0, 1.0, 2.0 ], "to": [ 5.0, 2.0, 3.0 ], "faces": { "north": { "texture": "#other", "uv": [ 7.0, 4.0, 9.0, 5.0 ] }, "east": { "texture": "#other", "uv": [ 9.0, 4.0, 10.0, 5.0 ] }, "south": { "texture": "#other", "uv": [ 4.0, 0.0, 6.0, 1.0 ], "enabled": false }, "west": { "texture": "#other", "uv": [ 14.0, 2.0, 15.0, 3.0 ], "enabled": false }, "up": { "texture": "#other", "uv": [ 7.0, 3.0, 9.0, 4.0 ] }, "down": { "texture": "#other", "uv": [ 2.0, 0.0, 4.0, 1.0 ], "enabled": false } } }, { "name": "Cube14", "from": [ 11.0, 1.0, 5.0 ], "to": [ 12.0, 2.0, 11.0 ], "faces": { "north": { "texture": "#other", "uv": [ 0.0, 2.0, 1.0, 3.0 ], "enabled": false }, "east": { "texture": "#other", "uv": [ 12.0, 2.0, 18.0, 3.0 ], "enabled": false }, "south": { "texture": "#other", "uv": [ 4.0, 0.0, 5.0, 1.0 ], "enabled": false }, "west": { "texture": "#other", "uv": [ 4.0, 7.0, 10.0, 8.0 ] }, "up": { "texture": "#other", "uv": [ 4.0, 1.0, 5.0, 7.0 ] }, "down": { "texture": "#other", "uv": [ 2.0, 0.0, 3.0, 6.0 ], "enabled": false } } }, { "name": "Cube15", "from": [ 7.0, 1.0, 6.0 ], "to": [ 9.0, 2.0, 11.0 ], "faces": { "north": { "texture": "#other", "uv": [ 3.0, 7.0, 5.0, 8.0 ] }, "east": { "texture": "#other", "uv": [ 5.0, 7.0, 10.0, 8.0 ] }, "south": { "texture": "#other", "uv": [ 4.0, 0.0, 6.0, 1.0 ], "enabled": false }, "west": { "texture": "#other", "uv": [ 14.0, 2.0, 19.0, 3.0 ], "enabled": false }, "up": { "texture": "#other", "uv": [ 3.0, 2.0, 5.0, 7.0 ] }, "down": { "texture": "#other", "uv": [ 2.0, 0.0, 4.0, 5.0 ], "enabled": false } } }, { "name": "Cube16", "from": [ 9.0, 1.0, 8.0 ], "to": [ 10.0, 2.0, 11.0 ], "faces": { "north": { "texture": "#other", "uv": [ 2.0, 6.0, 3.0, 7.0 ] }, "east": { "texture": "#other", "uv": [ 3.0, 6.0, 6.0, 7.0 ] }, "south": { "texture": "#other", "uv": [ 4.0, 0.0, 5.0, 1.0 ], "enabled": false }, "west": { "texture": "#other", "uv": [ 14.0, 2.0, 17.0, 3.0 ], "enabled": false }, "up": { "texture": "#other", "uv": [ 2.0, 3.0, 3.0, 6.0 ] }, "down": { "texture": "#other", "uv": [ 2.0, 0.0, 3.0, 3.0 ], "enabled": false } } }, { "name": "Cube17", "from": [ 7.0, 1.0, 4.0 ], "to": [ 8.0, 2.0, 6.0 ], "faces": { "north": { "texture": "#other", "uv": [ 2.0, 4.0, 3.0, 5.0 ] }, "east": { "texture": "#other", "uv": [ 3.0, 4.0, 5.0, 5.0 ] }, "south": { "texture": "#other", "uv": [ 4.0, 0.0, 5.0, 1.0 ], "enabled": false }, "west": { "texture": "#other", "uv": [ 14.0, 2.0, 16.0, 3.0 ], "enabled": false }, "up": { "texture": "#other", "uv": [ 2.0, 2.0, 3.0, 4.0 ] }, "down": { "texture": "#other", "uv": [ 2.0, 0.0, 3.0, 2.0 ], "enabled": false } } } ] } ]} I mean. what do all those numbers mean? what are all the different cubes? what do all the numbers represent? the clay form is a 14 by 14 and has 2 layers to it the bottom layer being full and the 2nd layer being where the shape shows once you raised all the other clay bits up around it. you need to be facing south when placing down the clay to initiate the clay forming process for the image to accurately depict what is shown in the recipe file. once you complete the form it alters color and turns into a solid object you can pick up but it also rotates 90 clockwise for some reason from when you where working on it to when you complete it. when facing east and in the crafting recipe json file for the pickaxe it's something like this "##############", "##############", "#______#######", "####_____#####", "######____####", "########___###", "#########__###", "#########___##", "##########__##", "##########__##", "###########_##", "###########_##", "###########_##", "##############", It looks weird because of how text lines up. when you first put it down it has an 8x8 that you need to finish the outer 3 on all 4 sides. Once you finish the bottom layer it goes up to the layer the image starts to show that will be the mold. in the screenshot this is the same position as the code recipe with the # and _ correlates to in the same pattern. it is 3 from the top and 2 over for the first whole over to 3 from the top 7 over from the left to the right so I thought; ok so it says cube one from 2.0, 0.0, 3.0 to 14.0, 1.0, 14.0 so that would meant from the top layer to the bottom layer 2.0, 0.0, 3.0 lined up with the first empty space on the clay form but then I though but 14.0, 1.0, 14.0 would not be empty then I see cube 2 show 0.0, 0.0, -2.0 to 12.0, 2.0, 0.0 and I was like now I'm confused, I don't know what the - is for and if the middle value 0.0 and 1.0 that is on most of them was the layer then why 2.0 there is no third layer either layer 0.0 being bottom or top and layer 1.0 being the other top or bottom there is no 3rd layer to be labeled as 2.0 at least not for the pick axe mold for something like the crucible or crock or storage vessel something like that have many more layers but the tool molds only have 2 layers 1 (bottom) completely solid and 1 (top) that has the shape of the tool head being made. what are all of these numbers and what numbers would I need to know for making a new mold? making the recipe is simple enough but I would still need to make the shape for the new mold because it would have a different indent. I can make the recipe that's super easy, I can edit the blocktypes > clay > mold > toolmod to add the new mold to the tooltype states that has a list of the other molds but I would still need a shape the sword seems to have the least number of cubes of 9 I think and something like the anvil has like 49 or 50 something high like that. so then that brings me to what are the cubes? the numbers already confuse me because they don't seem to consistently line up with the shape being made unless I'm overlooking something obvious but then there is the cubes I thought the hammer head would be the smallest as its a simple shape but it's bigger than the sword by only a cube or 2 but still more cubes than the sword. so I guess now that I gave all the details about what I'm trying to figure out to summarize what do the numbers represent and how do you determine how many cubes you need for a given mold?
  12. lol yeah I figured the same. but wasn't sure and was curious about the other two numbers it seems it's 18 down 7up and 3 around? I don't know but what I do know is for some reason the light from a torch will shine quite a ways down and show on the ground even when placed reasonably high not something crazy like 100 blocks up but it doesn't seem to luminate outward n,e, s, w, very far and I'm not sure about up because I usually have them on a ceiling or placed someplace that doesn't have a ceiling to know the up lighting but down seems to travel pretty far but I don't know. I'm working on textures right now but I will do some testing on the light later. I'll add a crafting recipe that you simply put the lantern in the crafting grid and magically you get an altered lantern kind of like crafting a slab from auto to horizontal only to vertical only and back to auto I'll just make a couple altered values of lanterns and do something like that for testing. or maybe not even make a crafting recipe for it and just go into creative.
  13. ahh ok. that's what I was actually looking at it for. I was wanting to make a better light source to use in farms underground, due to the 10% light requirement adjustment below sea level per level I wanted to make a light source that I can place above the water source hanging from the ceiling in a 5 block tall room that will give all crops in that 7x7 field enough light to not get any penalties as far down as 20 levels below sea level. so around 90 since sea level in default settings is 110 I believe.
  14. ok. so the color of the light? pretty rainbow
  15. in the json for lanterns there is a line lightHsv: [7, 3, 18] what do the 7, 3, and 18 represent? I'm assuming 18 represents the light level maybe but what about the others?
  16. I'm not sure how minecraft does it but with leather armor you can die them different colors and each time you die it with a color weather it's the same color or a different color it changes the tint of the color and you can get some pretty decent colors to it. not sure how to do it but something like the adjustment option in paint'net it keeps the texture but changes the color saturation and brightness. maybe like 7 days to die paintbrush allows you to copy a texture but then you would have a color wheel in that you adjust and it will change the color I forgot what game it is if I find it again I'll mention it but there is a game that has a paintbrush mechanic like I'm trying to describe however I'm failing miserably at describing it because I don't know the words or have the names of games to reference for what I'm trying to describe.
  17. after I gave up eventually I decided to tear the whole thing down and just fence the farm area off like the rest of them but then while I was breaking it down I found something odd, one of the wood blocks in the wall made a stone sound when I hit it with the axe while I was tearing it down. turns out, some how, I don't know how, but somehow one of the wall blocks got chiseled though it was left as a full block so nothing was altered on it but since it was a "chiseled" block it didn't let the greenhouse recognize it had a wall. I have no idea how that chiseled piece got there. maybe someone else on the server did it as a prank when I had my claim down and was changing it up or somehow while I was running around at some point I had a chisel in my hands and accidentally hit the block with it and don't remember either way I rebuilt the greenhouse without the chiseled block in the wall and now it works. I'm still confused at how the block got chiseled in the first place and I was getting very frustrated not knowing what was going on and if I never decided to tear it all down I would never have found that chiseled block.
  18. yeah first I need to figure out how to make an interface that will allow me to interact with it. I haven't tested it yet so now that I've cleaned up some of my files I'm about to test the crafting recipe to be able to craft it in survival. it's a simple grid recipe so it should work just fine.
  19. ok. I was thinking in regards to the whole heat thing how you need to build a bloomery to reach temperatures hot enough to make iron I thought maybe the bloomery added additional heat values to the fuel used to reach temperatures hot enough to allow for the iron conversion but perhaps it has nothing to do with heat at all and simply a crafting mechanic of the bloomery in which case I could forgo and do without the heat modifier in the furnace. as for the block json I'm just using the vanilla furnace it's already in creative and I just had to add a recipe to craft it. my folders are a mess at the moment but I'll share what I have for it so far. I'll just need a moment to find it and clean up some folders.
  20. of course I wouldn't but lets be real. there are people suing restaurants for serving food that they deem "cultural appropriation" so I don't put anything past people anymore.
  21. does this mean your going to add a paint brush item that will allow you to simply add an overlay on any existing block without the need to craft a custom texture for every item you can paint? if so this is pretty cool I was actually just making custom trees to serve a similar purpose as this mod to allow me to have colored planks but seeing you made this I don't need to and this seems a lot better than having a bunch of new trees and saplings and stuff to make new wood of new colors.
  22. Hi Rhonen. I was told to contact you about possibly getting help adding a new interface to an object because of this mod you made. I want to use the furnace in creative menu (I've already made a recipe for it to get it in survival) in survival to work much like the campfire but with the added benefit you can pick it back up and take it with you and place it back down without needing to recraft it as well as protection from rainfall and stuff so you can light it and let it burn with it outside even in the rain since everything would be inside the stone it would still light and burn regardless of weather also it would add a slight temperature boost to anything used for cooking in it for example lets say a stick heats up to 700c in campfire it would heat to 900 in furnace also have custom recipes that you can only cook/bake using the furnace that you can't do in campfire as well as still being able to do everything the campfire can do. was hoping you would be willing to teach me how to add a new interface and make this possible.
  23. I'm new to modding and no where near the level to even think about copy right issues but if I ever did get good at modding the only thing I would want would be to protect myself so if I made a really good mod someone else couldn't take it claim it's theirs put some tight copyright claim on it then try to sue me for using my own work simply because I didn't copyright it and they took it and copyrighted it. I'd love to have something I did be added to a game. if I didn't like a game I wouldn't bother making mods for it at all no matter how small and to have something I made be put into the official game would be amazing and I'd be all for it. I have special thanks in Starbound as well as have a character named after me in their game mostly for being a special contributor to the game when it first started off due to a package I purchased but something similar to that in a game maybe someplace in the credits have a special thanks to list for people who have been helpful to the development of the game would be all most people would ever want if nothing else so that if they say they helped with the game and someone doesn't believe them they can say yeah see there I am in the credits.
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