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Development News / Modded crafts menu, spin-off features and wood type modding
« on: February 06, 2025, 07:04:12 PM »
Separate menu for modded crafts is mostly up and running by now although thorough testing that follows will likely bring some more work on the table.
A good amount of re-thinking (and code rewriting) was required to get the [r]epeat last task option to learn and properly distinguish what menu action should be performed
and from which files the data should be fetched. As a spin-off result we'll be now seeing the actual craftable item name always displayed in the [r]epeat last action field.
Moreover, if the item was crafted from the modded crafts menu there will be (mod) prefix tag to indicate that. Eg. "(mod) Big club" or "(mod) Decorated fishing rod".
This way one can easily distinguish [r]epeat crafting of modded alternatives from the original ítems, especially if they have the same name.
We'll be also featuring a new [masterwoodtype] modding tag that can be used to derive the original wood type from the used wood resource into the crafted item. We'll likely also put this in use with some selected items, eg. wooden stakes which will then start to appear as pine stakes or spruce stakes etc. It's not appropriate to have all the wooden items to derive the wood type as this would only make the character's inventory less readable and functional, but it will be used where the wood type really makes difference gameplay wise.
For this and data structure reasons it's likely that the tag can be used only for timber type crafts. There are bunch of issue still to solve to have all this work properly, but the wood type will start to appear as a visible and effective item property also elsewhere than with tree trunks. One of the things still being worked on is that names of the items with wood type property are being generated on-the-fly rather than using hardcoded item names. For example, an item called '"Wooden stake" we'll be displayed as "Pine stake" if it's made of pine.
These are future features - not yet functional in current version 3.85.
A good amount of re-thinking (and code rewriting) was required to get the [r]epeat last task option to learn and properly distinguish what menu action should be performed
and from which files the data should be fetched. As a spin-off result we'll be now seeing the actual craftable item name always displayed in the [r]epeat last action field.
Moreover, if the item was crafted from the modded crafts menu there will be (mod) prefix tag to indicate that. Eg. "(mod) Big club" or "(mod) Decorated fishing rod".
This way one can easily distinguish [r]epeat crafting of modded alternatives from the original ítems, especially if they have the same name.
We'll be also featuring a new [masterwoodtype] modding tag that can be used to derive the original wood type from the used wood resource into the crafted item. We'll likely also put this in use with some selected items, eg. wooden stakes which will then start to appear as pine stakes or spruce stakes etc. It's not appropriate to have all the wooden items to derive the wood type as this would only make the character's inventory less readable and functional, but it will be used where the wood type really makes difference gameplay wise.
For this and data structure reasons it's likely that the tag can be used only for timber type crafts. There are bunch of issue still to solve to have all this work properly, but the wood type will start to appear as a visible and effective item property also elsewhere than with tree trunks. One of the things still being worked on is that names of the items with wood type property are being generated on-the-fly rather than using hardcoded item names. For example, an item called '"Wooden stake" we'll be displayed as "Pine stake" if it's made of pine.
These are future features - not yet functional in current version 3.85.