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florins

Vintarian
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Everything posted by florins

  1. I suggest scaping the entire modding wiki into a single text file (I did it myself previously, and have attached the file here for you) and copy paste it into Gemini 2.5 Pro with its 1 million context window. You can try it for free on https://aistudio.google.com/prompts/new_chat. The full modding wiki is only 200k tokens so it easily fits. You can then ask it questions about the best first steps, and it can give you a pretty decent toy example to get you started. For additional context, can also copy and paste relevant content from the api docs linked above, or even from the raw source code which you can find inside links on this page: https://wiki.vintagestory.at/Modding:Decompiler. vintagestory_modding_wiki_content.txt
  2. I want to eliminate or reduce their spawn frequency (without impacting the spawns of actual birch trees) as part of a foliage mod I'm making. I'm talking about the mid-sized shrubs that spawn on the ground called "Birch leaves" ingame, not the leaves on top of a Birch tree. In the in-game debug mode (Ctrl+F3), they have the code: leaves-grown*-birch (or) leavesbranchy-grown*-birch where "*" is an integer. I tried to edit treengenproperties.json, I set Weight to 0 and/or MinTemp to very high for dwarfbirch under shrubgens. Tried via patch and via editing the actual gamefile itself. But I didn't notice any difference, they're still showing up. I tried to find any file with both "leaves" and "chance" (or "weight") occurring, but couldn't find anything obvious. I suspect that this survival/blocktypes/plant/leaves/normal.json file is important because it seems to actually define the leaves // survival/blocktypes/plant/leaves/normal.json { code: "leaves", "__comment": "BlockLeaves contains some code for map color tinting, stuff for wind affectedness and random testForDecay server block ticks", class: "BlockLeaves", behaviorsByType: { "*-grown*-*": [{name: "PushEventOnBlockBroken", properties: {eventName: "testForDecay"}}, { name: "RainDrip" }], "*": [{ name: "RainDrip" }] }, attributes: { handbook: { groupBy: ["leaves-*", "leavesnarrow-*"] }, treeFellingGroupCodeByType: { "*-grown-crimsonkingmaple": "0maple", "*-grown1-crimsonkingmaple": "1maple", "*-grown2-crimsonkingmaple": "2maple", "*-grown3-crimsonkingmaple": "3maple", "*-grown4-crimsonkingmaple": "4maple", "*-grown5-crimsonkingmaple": "5maple", "*-grown6-crimsonkingmaple": "6maple", "*-grown7-crimsonkingmaple": "7maple", "*-grown-*": "0{wood}", "*-grown1-*": "1{wood}", "*-grown2-*": "2{wood}", "*-grown3-*": "3{wood}", "*-grown4-*": "4{wood}", "*-grown5-*": "5{wood}", "*-grown6-*": "6{wood}", "*-grown7-*": "7{wood}" }, treeFellingGroupSpreadIndex: 0, canDecayByType: { "*-grown*-*": true } }, variantgroups: [ { code: "type", states: ["grown", "grown1", "grown2", "grown3", "grown4", "grown5", "grown6", "grown7", "placed"] }, { code: "wood", states: ["crimsonkingmaple"], loadFromProperties: "block/wood" } ], creativeinventory: { "general": ["leaves-placed-*"], "flora": ["leaves-placed-*"] }, shapeInventory: { base: "block/plant/leaves/normal-lod0" }, renderpass: "OpaqueNoCull", faceCullMode: "CollapseMaterial", blockmaterial: "Leaves", climateColorMapByType: { "*-crimsonkingmaple": "climateCrimsonKingTint", "*-redwood": "climateDarkerPlantTint", "*": "climatePlantTint" }, seasonColorMapByType: { "*-pine": "seasonalNeedles", "*-redwood": "seasonalNeedles", "*-birch": "seasonalBirch", "*-maple": "seasonalMaple", "*-oak": "seasonalOak", "*-walnut": "seasonalWalnut", "*-larch": "seasonalLarch", "*-crimsonkingmaple": "seasonalCrimsonKingMaple", "*-kapok": "tropicalKapok", "*": "seasonalFoliage", }, vertexFlags: { zOffset: 4, windMode: "Leaves" }, //.... }
  3. I want to reduce the spawn frequency because I play with maximum forestation and I don't want it to be too easy to find food. I have a general idea how to make a patch and alter the "chance" value. I found an example for another plant in: /var/lib/flatpak/app/at.vintagestory.VintageStory/x86_64/stable/ae78911920852de61d6f5b33312e3246d54ab684506ac9b395e0f0dece5666ef/files/extra/vintagestory/assets/survival/worldgen/blockpatches/other.json 1 [ 2 { 3 comment: "Large patches of coopers reed", 4 blockCodes: ["tallplant-coopersreed-land-normal-free"], 5 minTemp: 3, 6 maxTemp: 23, 7 minRain: 0.4, 8 maxRain: 1, 9 quantity: { avg: 25, var: 15 }, 10 offsetX: { avg: 0, var: 12 }, 11 offsetZ: { avg: 0, var: 12 }, 12 chance: 1, 13 placement: "NearWater" 14 }, But I grep searched inside every single file in my base flatpak install directory, and cannot find anything in worldgen pertaining to the substring `cattail` that I could step on for guidance. There is no `other.json` or `plants.json` or anything that contains a cattails plant along with a chance parameter that I can adjust via a patch. Is it hardcoded into the game engine or something? How can I identify the blockCodes for this cattails plant, along with default settings for minRain, maxRain, etc?
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