UnReal World > Modding
Modding Tutorial and Help
BlackSwan:
What the... I just tried it again (replaced pickaxe for a branch and lowered the capacity) and yep, it worked. I then changed the code back, and it still worked. I've been trying for hours to make it work before. I think this game enjoys messing with me. Thank you very much for trying it out and letting me know the result!
Dr.Hossa:
Hey guys,
As i understood, this sticky thread was made for smaller questions and problems, so i wont open a new one.
Would be great if someone can help me out.
My Issue:
I lazily and shamelessly used brygun's earthenware mod as a blueprint.
As i am currently trying to make an all embracing mod, i wanted to make the pottery a little less complex, so i started to mess with it.
I ended up with quite satisfying results, just having clay lumps(which you need a shovel and a pit near the water for), a clay pot and and a bowl in the earthenware menu. I wanted it just to be functional and twerk it before adding more pottery recipes.
Then i decided that i want to have more influence on the outcome by adding "fine clay" so aquiring clay looks like that:
(the idea is, you can use both for your pottery, but fine clay would produce better quality. Realism is somehow added through being near a fire resembling ash.)
Spoiler: show.Dig clay. "Hunting Horn" [effort:3] [phys:arms,hands,stance] *WEATHERLORE* /5/ [patch]
{[TERRAIN:sea lake river ford rapids]}
{[TILE:Pit]} 'Pit for digging clay'
{Shovel}
[NAME:clay lump]
[MATERIAL:stone]
[WEIGHT:2]
[PRICE:0]
[TILEGFX:it-bread]
.Fine clay lump. "Hunting Horn" [effort:2] [phys:hands,one-armed] *WEATHERLORE* %-5% /5/ [patch] [noquality]
{Clay lump} [remove] [patchwise] [noquality]
{Water} #0.5# [remove] [patchwise]
{Fire} 'get some ash'
{Stone}
[PRICE:1]
[WEIGHT:2]
[TILEGFX:it-bread]
[NAME:Fine clay lump]
The pottery recipes look like that:
Spoiler: show.Clay bowl. "Wooden bowl" [effort:0] [phys:hands,one-armed] *WEATHERLORE* %-5% /15/ \3h\
{Clay lump} <Fine clay lump> (3) [remove]
{Water} #1.5# [remove] '+soften clay during shaping'
{Fire}
{Branch} (6) [remove] '+fuel to dry clay'
[PRICE:3]
[WEIGHT:3]
[CONT_CAPACITY:5]
[TILEGFX:it-wdbowl]
.small Clay pot. "Pot" [effort:0] [phys:hands,one-armed] *WEATHERLORE* %-5% /20/ \3h\
{Clay lump} <Fine clay lump> (2) [remove]
{Water} #1# [remove] '+soften clay during shaping'
{Fire}
{Branch} (4) [remove] '+fuel to dry clay'
[PRICE:2]
[WEIGHT:2]
[CONT_CAPACITY:2]
[TILEGFX:it-wdcup]
But somehow the game only accepts the normal clay lump. I simply cannot see where the problem is, why it wouldnt let me use the fine clay.
I have the same problem with my selfmade fishing rod. the game wouldnt let me use Feathers for the swimmer:
{Branch} <Feather> [remove] '+for the swimmer'
(complete rod recipe here:)
Spoiler: show//PHIL'S STONE AGE
.primitive fishing rod. "Fishing rod" [effort:2] [phys:arms,one-armed] *CARPENTRY* /90/ %-70% |-1|
{Wooden stake} (2) [remove]
{Cord} =15= [remove]
{Rock} (1) [remove] '+as a weight'
{Feather} [remove] '+for the swimmer'
{Branch} <Bone> #0.1# [remove] '+for the fishing hook'
{Axe} <Carving axe>
{Knife} <Small knife>
again, the idea is to make it possible to craft the rod without having a feather, using a simple stick for the swimmer, but with an inferior result
Game only accepts branches for the recipe. i also tried <* Feather>(as i actually had capercallie Feathers to test), but still didnt work
what is wrong?? am i missing something obvious?...
Thanks
Buoidda:
The thing in the <> -brackets needs to fulfill the first one too on that row, like {knife}<small knife>
Try:
{*clay lump} <Fine clay lump>
Try [optional] for a {Feather} on a separate row.
{Feather} [optional]
I have still to figure out myself how these optional items help, though. Comb seems to make my twisted cords only slower to make. :o
Dr.Hossa:
ok now works, but it doesnt: it is the other way around, game doesnt allow the normal clay lumps...
And with the rod, i forgot it to report that it worked yesterday "You need branch - preferably a feather"
now it randomly stopped working... didnt change a thing in that code since yesterday
--- Quote from: Buoidda on December 08, 2020, 02:25:50 PM ---The thing in the <> -brackets needs to fulfill the first one too on that row, like {knife}<small knife>
--- End quote ---
so, you sure about that?...
Because at this position, the code works well:
{Branch} <Bone> #0.1# [remove] '+for the fishing hook'
i can use bone or branch
what a mystery...
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.
Buoidda:
Pretty sure yeah. Are you using a vanilla bone or a modded one?
--- Quote from: Dr.Hossa on December 08, 2020, 02:55:46 PM ---...what a mystery...
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.
--- End quote ---
I doubt it is the cause. My test results:
--- Code: ---.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
--- End code ---
Only way I see {Branch} <Bone> working is that you have a test item .Bone. inherited from a "Branch". EDIT: But even that didn't work.
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