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Writhe

Vintarian
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Wolf Bait

Wolf Bait (1/9)

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  1. I'm afraid I haven't a clue on how to give something a new interface, but the actual cobblestone -> rock bit should be easy; just add this to cobblestone.json: "combustiblePropsByType": { "cobblestone-*": { "meltingPoint": 650, "meltingDuration": 45, "smeltedRatio": 1, "smeltingType": "bake", "smeltedStack": { "type": "block", "code": "rock-{rock}" }, "requiresContainer": false } } The file should look like this when done: Melting point is the temperature required to melt in celsius, and duration is how long it takes in seconds. smeltedRatio is how much cobble takes to get one rock, so a value of 2 would require two cobblestone for one rock. It'd let you make rock in firepits, at least. I don't know how you might restrict it to the furnace. If you want specific cobblestone types to have unique melting points/durations/ratios then you'd do this: Repeat for as many types as desired. Any types not listed will use the "cobblestone-*" one. As for the interface bit, maybe ask Rhonen? Their Workbench expansion has a new crafting interface.
  2. For future reference, you can see all alloy ratios in the Handbook menu, just search for the ingot.
  3. I'd very much like to have points 1 & 2, holding the button down gets uncomfortable quickly. 3, 4, 6 & 7 would certainly be nice to have. 4 is coming in 1.14, which is nice.
  4. Dead simple: { "ingredientPattern": "SSS SSS SSS", "ingredients": { "S": { "type": "item", "code": "stone-*", "name": "rock", "allowedVariants": [ "andesite", "chalk", "chert", "conglomerate", "limestone", "claystone", "granite", "sandstone", "shale", "basalt", "peridotite", "phyllite", "slate", "bauxite", "greenmarble", "whitemarble", "redmarble", "obsidian", "suevite" ] } }, "width": 3, "height": 3, "output": { "type": "block", "code": "rock-{rock}", "quantity": 1 } } Will let you craft the source rock of every stone except meteoric iron. "ingredientPattern" is the shape you make in the grid, in this case you just fill every slot with one type of stone. "Ingredients" is the ingredients, obviously and "code" in there is the specific ingredient, in this case "stone-*". The * is a wildcard, allowing it to use any of the "allowedVariants" listed, and all stones are technically just variations on one core stone item which makes things like this easy, and the same goes for rock blocks. To make a recipe with multiple ingredients you'd add another letter entry, basically making something like the S entry under another letter, with a different item or block. For example, adding "C" : { "type": "item", "code": "candle" }, then replacing an S or two in the pattern would let you create rock blocks with stones and candles, somehow. "width" and "height" are the size of the grid-pattern, and go with the "ingredientPattern" above. As an example, you could change the width and height to 2, then use a pattern like this: "SS SS" and you'd get a recipe that only uses four stones for the same output. "output" is what the recipe makes, in this case the output is "rock-{rock}", which means that you get a solid rock block (the "rock" bit) of the type of stone used to make it (the {rock} bit). You could have it make a specific rock regardless of the stone used by changing it to, for example "rock-basalt" to get nothing but basalt rocks. "quantity" is technically unnecessary when you just output one thing, To make this into an actual mod, assuming you're using windows, you would go to /Users/(yourusername)/AppData/Roaming/VintagestoryData/Mods and create a new folder for your mod, rockmod for example, then inside that folder you'd make some new folders like this: rockmod>assets>game>recipes>grid, then you save the recipe above as a text file named rock.json (the .json is important, make sure that it's just .json and not .json.txt or anything like that. You might need to make file extensions visible in the control panel (again, assuming windows) if you can't see them) Theeen go back to your rockmod folder and make a new text file called modinfo.json and fill it with this: { "type": "content", "modid": "rockmod", "name": "Rock Mod", "author": "", "description": "Make solid rock blocks with small stones!", "version": "1.0.0", "dependency": {} } Alternatively, you could just go to the base game folder and drop the recipe file into the assets/survival/recipes/grid folder, then go back out to the base folder, and open ModMaker.exe, which will automagically detect changes and additions to base game assets and turn them into a mod for you. And then you have a mod! Go into the game's mod manager and check that it's enabled, then you should be able to make rock blocks out of stones. Edit: Hm. It mangled the formatting of the code up there, a bit. Should still work fine.
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