the files are as follows
Tags tutorial - the complete overview of items and list of tags with all the various tidbits of information. straight from the game
Tutorial - my condensed version of the Tags tutorial (still read it though). this will help you understand how it all works together
after looking at the tags tutorial
Item Tags - this is a list I composed that quickly shows every tag used in an item at the moment 6-17-2017. with a brief
description of each to help you out
I don't understand the tutorial at all....is there a simpler one laying around?
Technically the build menu / items are hardcoded and aside from some swapping of tiles and some glitch usage, modification on the build is not yet supported. You can only "change" graphic(s) by actually replacing the original sprite(s).
Sorry probably not the answer you wanted ~_~
Thanks anything to help
.Well. "Shovel" [effort:2] [phys:arms,stance] *COMMON* /0.5h/
{Pickaxe}
[TILEGFX:it-well]
[NAME:Well]
[WEIGHT:100]
[TYPE:container]
[CONT_CAPACITY:10000]
.Well. "Shovel" [effort:2] [phys:arms,stance] *COMMON* /0.5h/
//{Pickaxe}
[TILEGFX:it-well]
[NAME:Well]
[WEIGHT:100]
[TYPE:container]
[CONT_CAPACITY:100]
The thing in the <> -brackets needs to fulfill the first one too on that row, like {knife}<small knife>so, you sure about that?...
...what a mystery...I doubt it is the cause. My test results:
i think i will try out renaming that "fine clay lump" to "better clay lump", since the word "fine" perhaps is messing with the game's quality system.
.test item. "branch" /1/
{*clay lump} <Fine clay lump> //works with either recipe below
{Branch} <Bone> #0.1# [remove] // will not accept forest reindeer bone
.Clay lump. "branch" /1/
.Fine clay lump. "branch" /1/
{Bone} #0.1# [remove] // will accept forest reindeer bone
Firstly,
There are no 'byproducts' per say, AND/OR every task must have a product outputted.
Now, there are three 'types' of 'crafting'
Cooking - adds/combines removed (consumed) recipe items nourishment values into a brand new item.
Using hardcoded cooking method 'logic' ie: boil, bake, roast. Which sets default water %, spoilage etc.
When cooking, 'containers' generally need not be programed as the cooking method asks for it automatically, and does not destroy it, but use it to hold the product.
Crafting - Ingredients are purely for ambiance/emersion and realism.
Only existing (defined in the game) items can be made and a simple .name. will produce it.
Since no ingredients are truly needed, any with [remove] are destroyed. To create "unique" items further values need to be changed in the recipe to 'alter' the game defined object.
I babbled on for a while and am not sure if I answered any of your questions.
There for 'protection level' is only modifiable by area covered and which 'hard coded" material values you use to define the specific components.
How does the Engine recognize {[TILES:xxx]}? For exampleThis tag is used as an ingredient to a recipe and states that the player needs to be standing on a specific type of tile and uses game defined tile names like "Shelter" or "Surface of the earth" (the official wiki does have a list of names, or you can just F3 the tile to see the name)
While with the {[TILEGFX:xxx]}-tag, it's just the other way around.This tag is used at the end of a recipe and is an item definition, as opposed to an ingredient.
This tag is used as an ingredient to a recipe and states that the player needs to be standing on a specific type of tile and uses game defined tile names like "Shelter" or "Surface of the earth"(...)
This tag is used at the end of a recipe and is an item definition, as opposed to an ingredient.
It defines what sprite the product will use when set on the floor. The name of the graphic with no extension is how it's used.
.Grind Barley-Flour. "barley-flour" [effort:1] [noquality] [phys:arms,one-armed] [patch:10] *COMMON* /20/
{Barley grains} #1# [remove] [patchwise]
{Quern-Stone} [ground]
[NAME:barley-flour]
.Grind Lake Reed-Flour. "lake reed-flour" [effort:1] [noquality] [phys:arms,one-armed] [patch:10] *COMMON* /20/
{lake reed root} #1# [remove] [patchwise]
{Quern-Stone} [ground]
[NAME:lake reed-flour]
I'm trying to add in a Quern flour recipe for lake reed roots, into the BAC mod. Here's how they've defined the working recipe for Barley Flour:Code: [Select].Grind Barley-Flour. "barley-flour" [effort:1] [noquality] [phys:arms,one-armed] [patch:10] *COMMON* /20/
{Barley grains} #1# [remove] [patchwise]
{Quern-Stone} [ground]
[NAME:barley-flour]
It works just fine. However, when I try to modify it to do lake-reed as below, the recipe simply doesn't show up in the Utility menu with the other recipes in this file. In the BAC mod it's part of the diy_BAC_Utility.txt file.Code: [Select].Grind Lake Reed-Flour. "lake reed-flour" [effort:1] [noquality] [phys:arms,one-armed] [patch:10] *COMMON* /20/
{lake reed root} #1# [remove] [patchwise]
{Quern-Stone} [ground]
[NAME:lake reed-flour]
I thought it might be a limit on the number of menu items, it's around 24, but even if I move the recipe above the other two grinding recipes in the file my recipe doesn't show up and the barley and rye flour recipes do. Anyone know what I'm doing wrong?? Thanks!
.Grind Lake Reed-Flour. "rye-flour" [effort:1] [noquality] [phys:arms,one-armed] [patch:10] *COMMON* /20/
{lake reed root} #1# [remove] [patchwise]
{Quern-Stone} [ground]
[NAME:lake reed-flour]
I'm trying to add in a Quern flour recipe for lake reed roots, into the BAC mod. Here's how they've defined the working recipe for Barley Flour:Code: [Select].Grind Barley-Flour. "barley-flour" [effort:1] [noquality] [phys:arms,one-armed] [patch:10] *COMMON* /20/
{Barley grains} #1# [remove] [patchwise]
{Quern-Stone} [ground]
[NAME:barley-flour]
This puzzles me because in the base game I can grind lake reed roots into flour with the Agriculture action Grind Flour, and I get an item called Lake reed-flour. What item is it in the base game??
It works just fine. However, when I try to modify it to do lake-reed as below, the recipe simply doesn't show up in the Utility menu with the other recipes in this file. In the BAC mod it's part of the diy_BAC_Utility.txt file.Code: [Select].Grind Lake Reed-Flour. "lake reed-flour" [effort:1] [noquality] [phys:arms,one-armed] [patch:10] *COMMON* /20/
{lake reed root} #1# [remove] [patchwise]
{Quern-Stone} [ground]
[NAME:lake reed-flour]
I thought it might be a limit on the number of menu items, it's around 24, but even if I move the recipe above the other two grinding recipes in the file my recipe doesn't show up and the barley and rye flour recipes do. Anyone know what I'm doing wrong?? Thanks!
There are two (2) types of base flour(s) which can be produced in the game: rye-flour and barley-flour
You could make something called "lake reed-flour" but it will still need to be either (rye-flour or barley-flour) in the background.
So something like this should work as well as expected:Code: [Select].Grind Lake Reed-Flour. "rye-flour" [effort:1] [noquality] [phys:arms,one-armed] [patch:10] *COMMON* /20/
{lake reed root} #1# [remove] [patchwise]
{Quern-Stone} [ground]
[NAME:lake reed-flour]
In order to add your own flour you could probably do it via the flora files, but that's a more involved discussion.
Hope that helps you out
Lake reed flour exist in vanilla, as does bogbean root flour as well.
I need to check if their base items are barley, rye or their own flours.
Lake reed flour exist in vanilla, as does bogbean root flour as well.
I need to check if their base items are barley, rye or their own flours.
How can I find out? Is it possible from the game files? I've searched up flour in all of them, but no dice. I'd like to make the recipe appropriate to the vanilla recipes if possible. Whatever it gives, it seems to be at a 3:1 proportion, but I assume the nutritional values between Rye and Barely flours vary in the game files, otherwise why have them both right?
Lake reed flour exist in vanilla, as does bogbean root flour as well.
I need to check if their base items are barley, rye or their own flours.
How can I find out? Is it possible from the game files? I've searched up flour in all of them, but no dice. I'd like to make the recipe appropriate to the vanilla recipes if possible. Whatever it gives, it seems to be at a 3:1 proportion, but I assume the nutritional values between Rye and Barely flours vary in the game files, otherwise why have them both right?
The item for lake reed root flour isn't in there, the other two are, so I'm quite puzzled.
For all the "Base" or vanilla items that exist in the game (That can be made from a craft etc) You can search the file "create_objects.txt" after running the game at least once.
Note: Certain mods may add "names" in to this file even though they are not true base items.
Hello all.
I just have a quick question regarding modding.
Can new items be added to the game with no ingredients attached? E.g. new types of stone, ore, etc?
Cheers.
Hello all.
I just have a quick question regarding modding.
Can new items be added to the game with no ingredients attached? E.g. new types of stone, ore, etc?
Cheers.
Yes - Something like a new type of stone, ore, GOLD! You still need to perform some action 'to create the item in the world' because it's new.
No - Something like a new type of stone, ore, GOLD! Item just laying on the floor in a spawned world*.
* - Items you define in 'flora' can be new and will be able to spawn on the floor without any further player action.
But mother pipe or bear pipe doesnt want to give me seeds, haven't tried with other herbs, in the flora_herbs file. I've tried to close the game, make new char and remove the root tag, adding the noseed_nutrition tag. I can't for the life of me figure out how to make those herbs give seeds, after threshing the plant.