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Everything posted by ThornRanger
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You could even make this a barter type seller-listed item stack for another seller-requested item stack, with the buyer having to add rg for the delivery or go directly to the trader post of the listing. For example: Offering a stack of copper nuggets for 2 cabbage seeds(plus delivery fee). I would also really like to see an actual Auction tab.. Being able to list an item for gears per auction length, setting a minimum bid, and highest bidder within the timeframe wins. This really should be the essence of the Auction House, especially given the name.. Currently it seems more like a 'marketplace'. I believe adds like these to the trader menu would greatly enhance the multiplayer experience, while helping to promote a more vigorous and balanced marketplace.
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How did that pan out for you?
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How do mushrooms spawn?
ThornRanger replied to ThornRanger's topic in Mod Development Questions/Troubleshooting
Thanks for the input Kyle, but what file(s) hold that handling code? I'd like to understand the mechanics behind the respawning and spawning of them and how the game is handling it. Appreciate your time! -
Instead of listing an item to sell, you make and offer for item(s) you want to buy, limited to a stack/single slot like normal AH listing. There would be a separate tab for these listings and the pay for the person filling the order would be = offer-trader fee. The closer they are to the contract, the more Rusty gears the contract would pay.
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I have come across several mushroom related files, but I just don't get how they spawn, or what controls it? I see the parameters detailed in assets/survival/worldgen/blockpatches/mushroom.json, but I don't see what triggers the actual process or where that is contained? From what I understand, this "spawn" check happens upon chunk generation, only, but where does that happen? And where is the file that checks for spawns post-generation? It seems like there aren't any plants/fungi that spawn post-generation, instead the fungi regrow where they initially spawn.. But I'm not sure where or how that check happens either. Hopefully I'm asking the right questions here.
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References in content script hurdle
ThornRanger replied to ThornRanger's topic in Mod Development Questions/Troubleshooting
Well, this works well enough, but I still feel like there is a lot of lines here, by the end. Maybe something to return back on some other time. Appreciate the thoughts and support! -
Love home cooked soup. Poultry is usually quite a site cheaper around these parts, and we will often cook up some turkey burger and portion enough out for a large pot of soup that usually lasts the five of us a couple days. Besides the typical additions of potatoes, carrots, celery, broccoli stalks and mushrooms.. We also like to add a few cans or cups of beans into the pot too, to really bulk it up. Hard to beat that with a side of fresh corn bread. Another thing that works pretty sweet is just breaking down the chicken/turkey and freezing it to take a little here and there to bulk up a quick ramen or some other noodle dish.
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References in content script hurdle
ThornRanger replied to ThornRanger's topic in Mod Development Questions/Troubleshooting
Thanks for the reply! I like the notion of an array. That is, essentially, the rule I'd like to enforce.. You shouldn't be able to break down steel items with a copper chisel. And if you were able to break down a higher tier of metal with a lower tier, it should cost a good deal more durability to do it. In my imagination, I just pull the value of the metal tiers of C-I into a variable, and then if that number has a negative value, the recipe is invalidated. I mean, really, I'd like to be able to group all of the similar item types into an array to simplify the amount of code it seems to take to perform a similar operation on many different, but similar items.. It seems like there is a lot of redundancy in the JSON scripts, but what do I really know about JSON scripting? I'm sure there is a logical reason for the way everything is structured, but I've still a lot to learn how all of these gears here operate and fit together. I missed being able to replace "name" with the "allowedVariants", which should be fairly useful when I give it some time to culture. Thanks again! -
"Ground Score!" --First time you eat something off the ground that wasn't placed there by you. "Sloppy Seconds!" --First time you eat a portion someone else already ate some of. "Slim Pickins!"--First time you have the thirds of a shared portion with two others.
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So, I have a working grid recipe mod that is essentially an expansion on the metalbit recipes, including the pannable copper items and used metal tools. I would like to improve it by requiring certain tiers of chisel for certain tiers of items being scrapped, but I'm not sure how to implement that yet. I also am having this issue when I zip the file where it creates another folder of the same name as the to-be-zipped folder, then adds the to-be-zipped folder to that and zips the lot, effectively creating another layer and preventing the game from reading the json file( I think). Curious as to how everyone else is zipping these, as it may be something I'm doing wrong. Also, seems pretty quiet in this forum, is there another place these types of things are discussed? Here's the file, thanks for any feedback.. morebits_v1.zip