I'm making a farming mod for various vegetables, fruits, and produce that are absent from the game, and I've got most of it done, just with a few problems. Here's how it is meant to go: 1. Crafting Table: Alien Tentacle - > 3 Tentacle Seeds (Testing purposes) 2. Tentacle Seeds take as much time as wheat to grow 3. Once grown, they harvest commonly into 1-2 Tentacle Seeds, 1 Plant Fiber, 1 Farm Tentacle. 4. Take 1 Farm Tentacle and 1 Bread to make Breaded Tentacle. That's the order of operations I wish to have. Now, my problems lie in two things; 1. Harvesting the fully grown crop only yields the Farm Tentacle rarely; sometimes I only get a seed and fiber. The .object for the crop is as follows: 2. The Cooking Recipe for Breaded Tentacle does not show in the cooking craft menus. The .recipe file is as follows; I have tested that each item and image shows up properly, so I do not have "Perfectly Generic Item" showing up at any time. I am uncertain as to why these two problems exist. Any help would be spectacular, as these are all I need to fix before I move on and get this mod rolling.
First of all (Might be completely wrong on this one!! "interactionTransition" : { "2" : { "dropOptions" : [ 0.3, the 0.3 looks like all the items have a 0.3 chance to drop? problem two, Have you added the item into the player.config file?
Ah, the 0.3 part makes sense. I forgot that the percent looks like that. Kind of silly. I'll try that out. I have added every item to the player.config file. If there's a way to add recipes there, I didn't see one.
That is adding recipes, If you add an item into the player file in the tier1 area then you can craft it from the start. so if you need to add the item: "tentaclebread" to the player.config it would look somewhat like this: Code: { "defaultHumanoidIdentity" : { "gender" : "Male", "hairType" : "male2", "color" : [51, 117, 237, 255] }, "species" : [ "human", "glitch", "hylotl", "apex", "avian", "floran" ], "humanoidTiming" : { // Idle, Walk, Run, Jump, Fall, Swim, SwimIdle, Duck, Sit, Lay "stateCycle" : [1.0, 0.75, 0.75, 0.25, 0.25, 0.50, 0.50, 1.0, 1.0, 1.0], "stateFrames" : [1, 8, 8, 4, 4, 7, 2, 1, 1, 1], // EmoteIdle, Blabbering, Shouting, Happy, Sad, NEUTRAL, Laugh, Annoyed, Oh, OOOH, Blink, Wink Eat Sleep // , normal , caps , :) , :'(, :| , :D , , :o, :O , , ;) "emoteCycle" : [1.0, 0.3, 0.3, 0.3, 1.0, 0.3, 0.5, 1.0, 1.0, 1.0, 1.0, 0.5, 0.3, 1.0], "emoteFrames" : [1, 2, 2, 2, 5, 2, 2, 2, 2, 3, 3, 5, 2, 2] }, "defaultItems" : [], "tierBlueprintsUnlockedMessage" : "New blueprints have been unlocked.", "blueprintOnPickupMessage" : "New blueprint available.", "defaultBlueprints" : { "tier1" : [ { "item" : "tentaclebread" }, { "item" : "mininglantern" }, { "item" : "copperarmorhead" }, { "item" : "copperarmorchest" }, { "item" : "copperarmorpants" }, . . . . . . . . . etc tec
Plants take too long to grow, sheesh. Just changed the file to say 1.0 instead of 0.3, and out of 18 planted, I only got 14. Guess that's not bad odds, but I'd still prefer a guaranteed harvest.