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ChimMAG

Vintarian
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  1. It is necessary to test it on different soils. In addition, the growth rate can be reduced by eliminating watering of the beds.
  2. You're probably right, although I thought that if I didn't average the amount of fertiliser, but instead recorded each block of the garden bed's own value (yes, they won't be combined and each block will occupy a separate inventory slot, but that's not a bad thing either), then I could do without the code. Thank you very much.
  3. Okay, thank you, I understand. I looked at the file blocktypes\soil\farmland.json - there is no mention of the current fertilizer content in the block. There is ‘fertilityByType’, which sets the maximum fertilizer level, but that's obviously not it. This information is probably located in the properties of the ‘BlockFarmland’ class. Can this information be saved when the block is destroyed?
  4. Oh! I figured it out! It turns out that everything works if you change it to this code: "op": "add", "path": "/drops", But can you tell me what was wrong with the first code? Was it because of the "/" character? P.S. And one more thing. Game resources have the prefix "game:" (for example, "game:blocktypes/soil"). At the same time, the "Vintagestory\assets\game\" folder contains almost no .json files, and almost all of them are located in the "survival" directory. Why is this so illogical?
  5. Let's say I want to make it so that when a bed is destroyed, the corresponding soil drops. In the farmland.json file, the ‘drop’ section is empty. Okay, let's look at the corresponding section in soil.json and get it from there. Result: FarmlandToSoil.zip/\assets\game\patches\farmland.json [ { "file": "game:blocktypes/soil/farmland.json", "op": "replace", "path": "drops", "value": [ { type: "block", code: "soil-{fertility}-none", quantity: { avg: 1, var: 0 } } ] } And nothing works. What's more, an error appears when loading the game: 8.8.2025 11:27:32 [Error] Patch 0 (target: game:blocktypes/soil/farmland.json) in game:patches/farmland.json failed, following Exception was thrown: 8.8.2025 11:27:32 [Error] Exception: The parent is missing. at JsonPatch.Adaptors.BaseTargetAdapter.ApplyOperation(Operation operation) at Tavis.PatchDocument.ApplyTo(IPatchTarget target) at Vintagestory.ServerMods.NoObf.ModJsonPatchLoader.ApplyPatch(Int32 patchIndex, AssetLocation patchSourcefile, JsonPatch jsonPatch, Int32& applied, Int32& notFound, Int32& errorCount) in VSEssentials\Loading\JsonPatchLoader.cs:line 354
  6. I found on Wikipedia that rabbits do not eat pumpkin or onion seedlings. So there is no need to fence them off. That answers some of the questions. But has anyone checked the impact of soil fertility?
  7. Yes, growing pumpkins is very different from growing other crops. Spring has gradually arrived in the game, and I have a dozen or so pumpkin seeds, but I'm wondering - what's the best, most optimal way to grow them? Should I fence off a 7x7, 8x8 or 9x9 plot for each one? But even ten such plots is a huge area, and in most cases it won't be used at all. Just fencing off the area will require a huge amount of materials! And almost all of this land will not be used at all. Perhaps it would be more profitable to place a water source diagonally from the seedling and a second pumpkin seedling even further diagonally? The chances of them blocking each other's growth are minimal. More questions about soil fertility: some people on the forum said that it is more profitable to plant in the least fertile soil so that the seedling grows from stage 3 to stage 8 (when it dries out) for as long as possible. How good is this advice? Another question: is it necessary to defend yourself from hares? That is, fenced areas need to be turned into beds so that hares cannot spawn there, or is it not necessary? If you do not plow, but lay out the stones, then will the seedlings not grow there in this direction? Conversely, will ploughed beds, as incomplete blocks, interfere with pumpkin cultivation? In general, there are many questions, and I haven't even mentioned them all!
  8. As I understand, this feature is missing and is not even planned to be added, although its implementation is not difficult at all.
  9. In the file "modinfo.json" there is a field "description", which is displayed as a description of the mod on the start page in the game in the appropriate section. Logically, for different language locales it should correspond to the language selected in the game. But I haven't found such an option anywhere. Is it supported? Is it planned?
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