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Micah Holmes

Vintarian
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  1. Micah Holmes's post in Harvest-able Water Crowfoot? was marked as the answer   
    dropsByType: { "*-tip": [ { type: "item", code: "craftsmanship:watercrowfoot-tip-fresh", quantity: { avg: 1, var: 2 } } ], "*-section": [ { type: "item", code: "craftsmanship:watercrowfoot-section-fresh", quantity: { avg: 1, var: 2 } } ], "*-top": [ { type: "item", code: "craftsmanship:watercrowfoot-top-fresh", quantity: { avg: 1, var: 2 } } ] }, Figured it out here is sample code
  2. Micah Holmes's post in Termite Mound not transitioning was marked as the answer   
    Well I dont think it likes the Dry code so I removed it. No issues 
  3. Micah Holmes's post in Quern Recipes? was marked as the answer   
    update:
    I think I need to add this to the item/items correct?
    grindingPropsByType: { "*-sylvite": { groundStack: { type: "item", code: "powder-sylvite", stacksize: 2 } }, "*-borax": { groundStack: { type: "item", code: "powder-borax", stacksize: 2 } }, "*-sulfur": { groundStack: { type: "item", code: "powder-sulfur", stacksize: 2 } } }, Update:
    Ok I figured it out bu in case anyone else needs the info. Two step process:
    1. you need the base ingredient/item
    2. You need to create the "powder" version 
    In your Base ingredient add the grinding props code to convert base item to grinding version   
     
    Sample code:
    { code: "craftsmanship:corn", maxstacksize: 64, variantgroups: [ { code: "type", states: ["soaked", "dried" ] } ], attributes: { onDisplayTransform: { origin: { x: 0.5, y: 0, z: 0.5 }, scale: 0.58 }, displaycaseable: true, shelvable: true, nutritionPropsWhenInMeal: { satiety: 380, health: 0, foodcategory: "Vegetable" }, eatHealthEffectDurationSec: 0, eatHealthEffectTicks: 0 }, shapeByType: { "*-soaked": { "base": "game:item/resource/crushed/normal" }, "*-dried": { "base": "game:item/resource/crushed/normal" } }, texturesByType: { "*-soaked": { "quartz": { base: "block/grain/corn-{type}-pile" } }, "*-dried": { "quartz": { base: "block/grain/corn-{type}-pile" } } }, grindingPropsByType: { "*-dried": {"groundStack": { type: "item", code: "craftsmanship:powder-cornstarch" }} }, creativeinventory: { "general": ["*"], "items": ["*"] }, nutritionPropsByType: { "*-soaked": { saturation: 300, health: 0, foodcategory: "Vegetable" }, "*-dried": { saturation: 280, health: 0, foodcategory: "Vegetable" } }, transitionablePropsByType: { "*-soaked": [{ type: "Perish", freshHours: { avg: 66 }, transitionHours: { avg: 18 }, transitionedStack: { type: "item", code: "game:rot" }, transitionRatio: 4 }, { type: "Dry", freshHours: { avg: 0 }, transitionHours: { avg: 8 }, transitionedStack: { type: "item", code: "corn-dried" }, transitionRatio: 1 } ] }, guiTransform: { translation: { x: 4, y: 7, z: 0 }, rotation: { x: 154, y: -143, z: -11 }, origin: { x: 0.5, y: 0.11, z: 0.47 }, scale: 3.16 }, fpHandTransform: { translation: { x: 0, y: 0, z: 0 }, rotation: { x: 40, y: 91, z: 15 }, origin: { x: 0.8, y: 0.4, z: 0 }, scale: 1.47 }, groundTransform: { translation: { x: 0, y: 0, z: 0 }, rotation: { x: 180, y: 33, z: -180 }, origin: { x: 0.5, y: 0, z: 0.5 }, scale: 2.5 }, tpHandTransform: { translation: { x: 0, y: 0, z: 0 }, rotation: { x: 5, y: 41, z: -31 }, origin: { x: 0.16, y: 0.05, z: 0.08 }, scale: 0.44 } } Powder Code:
    { code: "craftsmanship:powder", variantgroups: [ { code: "type", states: ["cornstarch"] } ], behaviors: [ { name: "GroundStorable", properties: { layout: 'Messy12', collisionBox: { x1: 0, y1: 0, z1: 0, x2: 1, y2: 0.125, z2: 1 } } } ], heldTpIdleAnimation: "holdbothhands", heldRightReadyAnimation: "holdbothhands", shape: { base: "game:item/food/flour" }, "textureByType": { "*-cornstarch": { "base": "block/grain/cornstarch" }, "*": { "base": "game:item/resource/crushed/{type}" } }, creativeinventory: { "general": ["*"], "items": ["*"] }, nutritionPropsByType: { "*-cornstarch": { saturation: 120, health: 0, foodcategory: "Vegetable" } }, attributes: { inContainerTextureByType: { "powder-cornstarch": { base: "block/grain/cornstarch-cotainer" }, "*": { base: "game:item/resource/ungraded/{type}" } }, dissolveInWater: true, displaycaseable: true, shelvable: true, onDisplayTransform: { translation: { x: 0.05, y: 0, z: 0 }, origin: { x: 0.5, y: 0, z: 0.5 }, scale: 0.65 }, groundStorageTransform: { translation: { x: 0, y: -0.06, z: 0 }, scale: 0.89 }, handbook: { groupBy: ["powder-*"] }, nutritionPropsWhenInMeal: { satiety: 120, health: 0, foodcategory: "Vegetable" } }, maxstacksize: 64, materialDensity: 500, guiTransform: { translation: { x: 0, y: 0, z: 0 }, rotation: { x: 149, y: 12, z: 0 }, origin: { x: 0.41, y: -0.1, z: 0.8 }, scale: 2.54 }, fpHandTransform: { rotation: { x: 54, y: 95, z: -31 }, scale: 1.34 }, tpHandTransform: { translation: { x: -1.87, y: -1.25, z: -0.8 }, rotation: { x: 70, y: 11, z: -65 }, scale: 0.41 }, groundTransform: { translation: { x: 0, y: 0.2, z: 0 }, rotation: { x: -4, y: 8, z: 0 }, origin: { x: 0.5, y: 0.5, z: 0.5299 }, scale: 1.92 } }  
  4. Micah Holmes's post in Growing mushrooms was marked as the answer   
    I found it in another recipe. In case anyone else needs it:
    "mushroom-fieldmushroom-normal": ["vegetable", "group7"], "mushroom-flyagaric-normal": ["vegetable", "group2"], "mushroom-almondmushroom-normal": ["vegetable", "group3"], "mushroom-beardedtooth-normal-north": ["vegetable", "group7"], "mushroom-bitterbolete-normal": ["vegetable", "group3"], "mushroom-blacktrumpet-normal": ["vegetable", "group3"], "mushroom-chanterelle-normal": ["vegetable", "group3"], "mushroom-chickenofthewoods-normal-north": ["vegetable", "group3"], "mushroom-commonmorel-normal": ["vegetable", "group3"], "mushroom-deathcap-normal": ["vegetable", "group7"], "mushroom-devilstooth-normal": ["vegetable", "group3"], "mushroom-devilbolete-normal": ["vegetable", "group3"], "mushroom-dryadsaddle-normal-north": ["vegetable", "group3"], "mushroom-earthball-normal": ["vegetable", "group7"], "mushroom-elfinsaddle-normal": ["vegetable", "group3"], "mushroom-golddropmilkcap-normal": ["vegetable", "group3"], "mushroom-greencrackedrussula-normal": ["vegetable", "group3"], "mushroom-indigomilkcap-normal": ["vegetable", "group3"], "mushroom-jackolantern-normal": ["vegetable", "group3"], "mushroom-kingbolete-normal": ["vegetable", "group3"], "mushroom-lobster-normal": ["vegetable", "group3"], "mushroom-orangeoakbolete-normal": ["vegetable", "group3"], "mushroom-paddystraw-normal": ["vegetable", "group7"], "mushroom-pinkoyster-normal-north": ["vegetable", "group7"], "mushroom-puffball-normal": ["vegetable", "group7"], "mushroom-redwinecap-normal": ["vegetable", "group3"], "mushroom-saffronmilkcap-normal": ["vegetable", "group3"], "mushroom-tinderhoof-normal-north": ["vegetable", "group7"], "mushroom-violetwebcap-normal": ["vegetable", "group3"], "mushroom-whiteoyster-normal-north": ["vegetable", "group7"], "mushroom-reishi-normal-north": ["vegetable", "group7"], "mushroom-funeralbell-normal-north": ["vegetable", "group7"], "mushroom-deerear-normal-north": ["vegetable", "group7"], "mushroom-livermushroom-normal-north": ["vegetable", "group7"], "mushroom-pinkbonnet-normal-north": ["vegetable", "group7"], "mushroom-shiitake-normal-north": ["vegetable", "group7"], "mushroom-witchhat-normal": ["vegetable", "group7"] }  
  5. Micah Holmes's post in Sugarcane Model not appearing on ground was marked as the answer   
    Sorry I quickly found it after posting:
     
    line:
    stackingModel: 'block/wood/bamboopile',  
  6. Micah Holmes's post in Crop Issue was marked as the answer   
    Never mind I found all mistakes:
     
    , "windMode": [1,4,4,1] },
  7. Micah Holmes's post in Fence Crashing was marked as the answer   
    @The Insanity God
    Well when I use this:
    code: "woodworking:latticefence", class: "BlockFenceStackAware", //class: "Block", The fence will disappear when I stack on top and does not behave correctly. Open to suggestions 
     
    Update:
    Ive adjusted this code a million different ways. I think I'm going to give up on custom fence blocks for now. Even if I just change model and texture, it still does not want to work using base game code. 
  8. Micah Holmes's post in Tar? was marked as the answer   
    Well I hope everyone is ok with my version then lol my process will be pine log + bunch of resin = pine tar log. Basically a pine log prepped to be burned down in a kiln into tar. Pine tar log + kiln = raw tar. Raw tar + cooking pot recipe = tar. Pour the tar into a bucket and get tar portion aka the base games tar. Tried to mimic making pine tar best i could. 
     
    I might make a barrel recipe as well to use raw tar in barrel with turpentine to make tar portion. Not sure if turpentine is in base game. If not id have to make recipe for that as well. 
     
    Update
    Looks like to make turpentine you just need resin and animal hide heated. Could be a nice recipe and put it in barrel with the "raw tar" to make more tar. I know you can use turpentine to dalute tar. 
     
  9. Micah Holmes's post in Wallpaper help was marked as the answer   
    I got it working here is my solution:
    Block code:
    { code: "woodpaneling", behaviors: [ {name: "Decor", properties: {sides: ["north", "east", "south", "west", "up", "down"], thickness: 0.1 }} ], class: "Block", shape: { base: "woodpanel1" }, blockmaterial: "Wood", creativeinventory: { "general": ["*"], "construction": ["*"] }, replaceable: 700, resistance: 3, lightAbsorption: 99, textures: { "all": { "base": "stain/acacia-1" } }, drops: [ { type: "block", code: "woodpaneling", quantity: { avg: 0.85, var: 0 } } ], sounds: { place: "game:block/dirt", break: "game:block/dirt", hit: "game:block/dirt" }, fertility: 3, heldTpIdleAnimation: "holdbothhandslarge", heldRightReadyAnimation: "heldblockready", heldTpUseAnimation: "twohandplaceblock", tpHandTransform: { translation: { x: -1.23, y: -0.91, z: -0.8 }, rotation: { x: -2, y: 25, z: -78 }, scale: 0.4 } }  
    I had to make my own shape to get it to work fully:
    { "editor": { "allAngles": false, "entityTextureMode": false }, "textureWidth": 16, "textureHeight": 16, "textureSizes": { }, "textures": { }, "elements": [ { "name": "Cube2", "from": [ 0.0, 0.0, 0.0 ], "to": [ 16.0, 1.0, 16.0 ], "faces": { "north": { "texture": "#panel", "uv": [ 0.0, 0.0, 16.0, 1.0 ] }, "east": { "texture": "#panel", "uv": [ 0.0, 0.0, 16.0, 1.0 ] }, "south": { "texture": "#panel", "uv": [ 0.0, 0.0, 16.0, 1.0 ] }, "west": { "texture": "#panel", "uv": [ 0.0, 0.0, 16.0, 1.0 ] }, "up": { "texture": "#panel", "uv": [ 0.0, 0.0, 16.0, 16.0 ] }, "down": { "texture": "#panel", "uv": [ 0.0, 0.0, 16.0, 16.0 ] } } } ]}  
    I still dont know how they where able to get wallpaper to work but here is my working version. 
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