Serpens Posted August 6, 2016 Share Posted August 6, 2016 (edited) Hi, I have a simple task, that might be not as simple as it should be.. I want to change a mod that way, that in a recipe of an item we can use berries OR juicy berries (because there are worlds in which only one exists). Perfect would be 3 berries or 7 juicy berries. But it seems there is no standard way of doing so.. (same for the berrybush-hat which is not buildable with juicy-berrybush -.-) So I thought I can just add a new recipe for the same thing. But does this work? It seems not..? So I created a new thing called "thing2" (instead of "thing"). I also copied all the .tex and .xml files and renamend them to thing2. But the problem is, that within the anim.zip the name "thing" is used, instead of "thing2", and I have absolutely no clue, how to edit those .bin files. I already searched for anim modding, but it seems I need a scml file to change that? But I don't have scml fle of this thing, I only have the anim.zip... So lord, please tell me there is an easier way for doing this simple task?!?!?! Edited August 7, 2016 by Serpens Link to comment Share on other sites More sharing options...
Lumina Posted August 6, 2016 Share Posted August 6, 2016 There is a tool that allow you to rename a build file if i'm not wrong. Matt's tool if i remember well ? Link to comment Share on other sites More sharing options...
Serpens Posted August 6, 2016 Author Share Posted August 6, 2016 thanks, I downloaded the rename tool and started the exe. What to put as input and what as output file? I tried the anim.zip file as input, but just after that I got an error message: "The first 4 bytes do not match "BILD". Link to comment Share on other sites More sharing options...
Lumina Posted August 6, 2016 Share Posted August 6, 2016 the input should be the build.bin inside the .zip, if i remember well. Long time i didn't use it... Link to comment Share on other sites More sharing options...
DarkXero Posted August 6, 2016 Share Posted August 6, 2016 Make more recipes. Two ways here: 1) Make new prefabs where the constructor function returns an already existing prefab. Give recipes to new prefabs. I did it in: http://forums.kleientertainment.com/topic/54230-helpcould-i-make-some-different-items-to-create-the-a-same-new-item/ 2) Just make new recipes. When you make a recipe, the product is the same as its id. But you can change it. Example: -- Original -- Recipe("strawhat", {Ingredient("cutgrass", 12)}, RECIPETABS.DRESS, TECH.NONE) local AllRecipes = GLOBAL.AllRecipes local Ingredient = GLOBAL.Ingredient local RECIPETABS = GLOBAL.RECIPETABS local STRINGS = GLOBAL.STRINGS local TECH = GLOBAL.TECH local sortkey = AllRecipes["strawhat"].sortkey local rec1 = AddRecipe("strawhat2", {Ingredient("berries", 3)}, RECIPETABS.DRESS, TECH.NONE) rec1.product = "strawhat" rec1.image = "strawhat.tex" rec1.sortkey = sortkey + 0.05 STRINGS.NAMES.STRAWHAT2 = "Straw Hat 2" STRINGS.RECIPE_DESC.STRAWHAT2 = "Second." local rec2 = AddRecipe("strawhat3", {Ingredient("berries_juicy", 7)}, RECIPETABS.DRESS, TECH.NONE) rec2.product = "strawhat" rec2.image = "strawhat.tex" rec2.sortkey = sortkey + 0.10 STRINGS.NAMES.STRAWHAT3 = "Straw Hat 3" STRINGS.RECIPE_DESC.STRAWHAT3 = "Third." Link to comment Share on other sites More sharing options...
Serpens Posted August 7, 2016 Author Share Posted August 7, 2016 thank you very much I tried both, but both times the invenotry image does not work. I guess it is because it is a mod item, not a game item. So I don't want to add a second and a third alternative, but a first and a second. How to solve this? Link to comment Share on other sites More sharing options...
DarkXero Posted August 7, 2016 Share Posted August 7, 2016 38 minutes ago, Serpens said: I tried both, but both times the invenotry image does not work. I guess it is because it is a mod item, not a game item. So I don't want to add a second and a third alternative, but a first and a second. How to solve this? Specify the atlas to use. local resolvefilepath = GLOBAL.resolvefilepath rec1.atlas = resolvefilepath("images/inventoryitems/myitem.xml") Link to comment Share on other sites More sharing options...
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