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Fedarmens

Vintarian
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Everything posted by Fedarmens

  1. It's coming very soon...
  2. Is it possible to make the shape of the contents in a barrel change depending on what item is placed in it? By default, only one form is installed for non-liquid items, and after a little research, I discovered that the link to this form is written in the barrel code itself and is not supposed to be replaced through the attributes of the item, as, for example, with textures - there is an inContainerTexture attribute for them. What can be done so that the shape in the barrel can be specified in the same way, say, through the inContainerShape attribute? Perhaps there is already a ready-made solution for this?
  3. Update 0.0.2 - still very WIP! Added varieties for rye, spelt, rice and flax From mature crops you can get bundles of crops A bundles of crops can produce grain or seeds From the crops of each variety, with some chance you can get seeds of the next variety Replaced shapes for grains and flours Flax fibers are obtained as a by-product when flax is processed into grains or seeds Flax fibers can be obtained with some chance from unripe flax Обновление 0.0.2 - всё ещё очень ранний доступ! Добавлены сорта для ржи, полбы, риса и льна Из зрелых посевов можно получить связки колосьев Из связки колосьев можно получить зерно или семена Из посевов каждого сорта с некоторым шансом можно получить семена следующего сорта Заменены формы для зерен и муки Льняные волокна получаются как побочный продукт при обработке льна в зерна или семена Льняные волокна можно с некоторым шансом получить с несозревшего льна
  4. Very WIP! At the moment, all mod changes only affect turnips. In the future, at least all vegetables and grains will be replaced. I'm posting the mod early to see how popular the idea will be. Also for debugging - if everything works perfectly with turnips, then the rest of the vegetables will be changed in its likeness. So write your impressions, questions, suggestions and errors you noticed! The mod can be installed on a previously created world, but I recommend creating a backup copy! All existing turnip crops and seeds will automatically be converted to wild varieties, and turnips will be converted to peeled turnips. Cultivation of plants from wild to cultivated varieties. Find wild versions of common crops in the world and improve them generation after generation until you grow the largest vegetables! The crops of each variety may, with some chance, produce seeds of a better variety. Grains Vegetables Compatibility Road map You can download the mod from the page at VSModDB Очень ранний доступ! На данный момент все изменения мода касаются только репы. В дальнейшем будут изменены как минимум все овощи и зерновые. Выкладываю мод на ранней стадии, чтобы узнать - насколько вообще будет востребована подобная идея. Также и для отладки - если всё будет отлично работать с репой, то по её подобию будут изменены остальные овощи. Так что пишите ваши впечатления, вопросы, предложения и замеченные вами ошибки! Мод можно устанавливать на ранее созданный мир, однако рекомендую создать резервную копию! Все существующие посевы и семена репы будут автоматически преобразованы в дикий сорт, а плоды репы - в очищенную репу. Культивирование растений от диких до культурных сортов. Находите в мире дикие версии обычных культур и улучшайте их поколение за поколением, пока не вырастите самые крупные плоды! Из посевов каждого сорта могут с некоторым шансом выпасть семена более лучшего сорта. Зерновые Овощи Совместимость Дорожная карта Скачать мод можно со страницы на VSModDB
  5. Hello! Came across your discussion while browsing the forum for ideas similar to what I was thinking of doing. You might be interested that I started making a mod that replaces vanilla crops with wild ones and allows you to domesticate them. You can see more details on the mod page: https://mods.vintagestory.at/artofgrowing
  6. I’m currently making my first mod (actually not the first, but I haven’t really published the first mod yet) and the idea came up to add additional stages of growth to the plants in the garden after maturity. At the very last stage, as planned, the vegetables should already begin to rot. But after studying the json files of the game, I did not find a suitable use case. Is it possible to add a rotting tag to food that drops? Or at least change the timer for the start of rotting when dropped? If this is not possible, I will think about another way to implement my idea. I apologize for any errors or illiteracy - I am writing through a translator, English is not my native language. Thank you for your attention.
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