![]() ![]() For block1, set the "Next" property to block2, and for block2, set it's next to block1. But maybe someone else can get some use out of this idea, especially for single player games. Unfortunately, it's too expensive for my use case, especially for a public server where there may be 1000s of these blocks. I'd be interested in seeing what you come up with though! That's an interesting thought, but I don't think I want to go down that path with mine. I might have to test out a few variables as this is something I would like to see in a mod! You could completely change the items a player receives based on what level they are, or even depending on what item they use to harvest with. ![]() In the same way that the vanilla game makes farming without having perked into LOTL pretty much useless, giving more harvest based on perk level. In theory it is possible to reward players who perk into farming by allowing different tools to give different items (harvest). That's more reactive farming than proactive farming, but it would give you the chance to introduce mechanics like plants that needed more water (upgrade with a jar or water), have insect problems (upgrade with nitrate or whatever), need more fertilizer (rotting flesh), or more support (upgrade with wood). I suppose if you wanted to put plants on different growing paths, you could require an additional crafting step with the seed that makes a copy with slightly altered functionality (faster/slower growing, higher yield, etc), but that's not really the kind of increased farmer interaction you were talking about.Ī possible alternative would be to have each stage of plant growth produce a block that needs to be upgraded, and randomize that block with the kind of code Telric gave you in the other, related thread. I looked at the A17.4 blocks.xml last night, and couldn't find anything resembling multiple paths, so it's entirely possible I mis-remembered what was going on back then. So it appears that the second upgradeBlock property just overwrites the first.Īctually, I only started playing with A17, and in those days, I wasn't doing the building (it was co-op, and everyone else was a seasoned player). While using an item that repairs with snowballs works to move the plant to stage "plantedYucca1". Trying to use an item that repairs using compost just gives a "missing snowball" error. Here is an example using H7SB Farming as a base, though I've tried many variations of this: ![]() I've done some unsuccessful testing on this, mostly with having two "UpgradeBlock" properties within a given block. ![]()
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