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Everything posted by l33tmaan
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I'm really not sure why it's doing that. Seed extraction is shapeless while veggie chopping isn't, so if anything, the seeds should be overwriting the veggies.
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When in doubt, check the recipe files!
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Must've missed some of the secondary ingredients, thanks for catching that. I'll fix that and let you add eggs to soup. You can already add dumplings to soup, though. It's arguably the best dish to put them in.
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Veggie chopping? Are you sure you don't mean Expanded Foods?
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Wait, this game is around $40 USD over in Russia? Dayum.
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The Witcher 3 is almost 6 years old, though?
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That's more of a question for ozbillo over in the Acorns thread, isn't it?
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Oh man, that was all? I didn't even need to make it a liquid in the first place. Oops!
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How would VSMC know that just from the shape file, though? I was able to get the contents to show up, but only by modifying the display case's shape. It even shows up in your hand properly! The real fun starts when you place the bottle. Not only is it invisible, but if you start placing a bunch of them it starts to de-render other blocks. I had invisible trees and stuff. @jakecool19 has been talking to people on Discord trying to figure it out, but it may just be a bug in the game's rendering system. Here are the files if you want to take a look. glassbottle.json bottle.json
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Modding firewood and firewood piles
l33tmaan replied to CJH's topic in [Legacy] Mods & Mod Development
Could you share your whole mod so I could try it out and poke around? -
Terraforming, of course.
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It looks like there's a nasty rendering bug that's going to delay the updating of this mod until Tyron updates the game to fix it. Sorry about that. To tide you over, enjoy this buffed pemmican:
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Modding firewood and firewood piles
l33tmaan replied to CJH's topic in [Legacy] Mods & Mod Development
Yes, you got it. The only thing I would add is that the logs can also be textured within itemtypes/resource/firewood.json like how I mentioned earlier. -
Modding firewood and firewood piles
l33tmaan replied to CJH's topic in [Legacy] Mods & Mod Development
That's where the code is. Add it to itemtypes/resource/firewood.json, it will overwrite the texture path detailed in shapes/item/firewood.json. If you want unique properties for each of your types, then utilize the byType function. For example here's one of my foods: By adding byType to the regular combustibleProps, we can define different values for different variants. In this case, I have 3 variants: raw, bake1, and bake2. I used the wildcard function * to save some space and avoid typing hardtack-raw or something. It's relatively simple as long as you don't forget a bracket. -
Modding firewood and firewood piles
l33tmaan replied to CJH's topic in [Legacy] Mods & Mod Development
What I posted won't automatically generate shape files on its own or anything, but it doesn't need to. You can still reference the original firewood.json shape. If you open it up, you'll notice something important: Do you see how in the elements each texture is referred to as 0 or 1? And up at the top under textures we have an entry for 0 and 1? This entry points to the texture that gets wrapped around firewood to make it look nice. We should be able to change what this path is within the firewood item. Go to itemtypes/resource/firewood.json. You'll want to add something like this in there: Remember from my first post that we defined our variantGroups. You see code: "type"? This is similar to the name function from the recipe earlier, by defining the texture path and using {type}, when the game goes to search for the firewood shape's "0" texture, it will check your mod's files, know that firewood has variant groups, and replace {type} with that variant's name. This means you would need to have a file path in your mod that looks like block/wood/firewood/acaciafront, block/wood/firewood/acaciaside, and so on for each of your variants. This way you simply apply your textures to the existing firewood shape and save everyone time and effort. I hope I got all that right... -
Modding firewood and firewood piles
l33tmaan replied to CJH's topic in [Legacy] Mods & Mod Development
Try something like this: By giving your Log ingredient the name "type" and using code: "firewood-{type}" in the output, when someone places an axe above an acacia log, the game will refer to the allowedVariants, see acacia, see that its name is "type", and then make an output of "firewood-acacia". The same applies to the other variants. Does that make sense? -
This game needs an auto walk mode.
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Modding firewood and firewood piles
l33tmaan replied to CJH's topic in [Legacy] Mods & Mod Development
It sounds like you're trying to add variant groups to firewood. This isn't too hard and just requires something like this added to firewood.json: However, this will annihilate any existing firewood in someone's world, so you would want to add a patches folder and create a remap.json file that looks like this: Obviously you would want to replace MODNAME with whatever your mod is called. Don't use spaces. This will create your new types of wood and any pre-existing firewood will be prompted to change into oak firewood. From here you should be able to figure out how to apply the texture you made to these new variants. This is the easy part. This is not easy. I'm not even 100% sure what you mean here, it sounds like you want the game and any mods in the future that reference game:firewood to automatically refer to your firewood instead. Is that correct? -
That's not good. What about server-event.txt?
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What is your crash log saying?
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A stove? You did it? IT'S FINALLY HERE? REAL KITCHENS?
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- automation
- smelting
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(and 2 more)
Tagged with:
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I'm very grateful to everyone for helping Expanded Foods becoming the first mod on the Mod DB to reach 1000 downloads. To showcase my gratitude, here's a sneak peek from 1.3.0... The true berry bread.
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Need tips on block orientation (like slab)
l33tmaan replied to Mat Fenric's topic in [Legacy] Mods & Mod Development
No problem, helping people is fun. -
It's very disappointing to get something cool working and it... just doesn't work anyway.