UnReal World forums
UnReal World => Modding => Topic started by: Plasmator94 on March 10, 2023, 12:51:31 PM
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There is any way to make possible that NPCs can also sell modded items?
Also, as far as I see, there is no way to make a crafting recipe that result with two crafted object instead of one... there is any way to do that?
Modding buildings... is inpossible since is hardcoded? Or I can create for example copy of "Shelter" building but with different graphic?
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They will buy them but I am fairly sure they do not sell them, I could be wrong as I do not have much to do with people.
There is no way to make more than one type of item at a time, unlike some vanilla crafting like threshing which can produced 5 or 6 items.. You can create recipes that produce something from nothing which is similar to creating two items at once, but it is exploitable and takes up another menu slot. I can send some examples if you want to see what I mean.
You can replicate something like a shelter with a new name and graphic and you can change graphics for other buildings but it seems that making a multi cell building is hardcoded for most actions to work.
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They will buy them but I am fairly sure they do not sell them, I could be wrong as I do not have much to do with people.
There is no way to make more than one type of item at a time, unlike some vanilla crafting like threshing which can produced 5 or 6 items.. You can create recipes that produce something from nothing which is similar to creating two items at once, but it is exploitable and takes up another menu slot. I can send some examples if you want to see what I mean.
You can replicate something like a shelter with a new name and graphic and you can change graphics for other buildings but it seems that making a multi cell building is hardcoded for most actions to work.
thanks you Thinker. Yeah please send examples, even if I thing I got it :)
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1) Flora_ created mod items could be set to be sold by NPCs
2) A 'craft' can have one output (can be multiples of item). With 'Optional' usage a single task can make some variation in the resulting output.
3) You can not 'create' building items. You can replace sprites for a different look, In certain spots you can add/expose 'world tiles' that exist, like rapids, or road.
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1) Flora_ created mod items could be set to be sold by NPCs
2) A 'craft' can have one output (can be multiples of item). With 'Optional' usage a single task can make some variation in the resulting output.
3) You can not 'create' building items. You can replace sprites for a different look, In certain spots you can add/expose 'world tiles' that exist, like rapids, or road.
thanks you very much! I didn't thought about flora_modded (you can not just set who cultivate that plant?), so I could hypothetically create an object (such as a precious mineral, cultural tool or whatever) that a population cultivates\sell, but which does not spawn by setting all spawn factors to 0
I will try some stuff with this idea in mind :)