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Skallagrim

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  1. A garden fork would be nice, too. But shovel will do for now. I hope the bushes can be created by lua yet. I'll look it up the weekend, I got to get back to work.
  2. I like the idea. I wanted to try replanting tree's. But replanting berry-bushes sounds even better. Too bad I hardly have time.
  3. 0.1.5 is out. I could not wait until the modloader is fixed. Now all the critical files are crammed into one file. This should solve the issue loading files in the wrong order for the moment. It should also work now independent of OS. An important change I did is that planting from the original farming are now converted to the way this mod handles them. You will no longer lose your original farm using this mod. This has also the nice effect that it fixes invisible plantings that you can still right click, but not see! Sadly, plantings from the original farming that you can see but you can no longer right click are likely lost. But it is still worth giving the mod a try saving the planting Newly converted plants will keep their growing state, but the next grow time will be reset. Keep that in mind. If original planting are available, a window will pop up at the beginning and tell you the status of the conversion of planting. In case not all plantings got converted right at the start, try moving closer to your farm. If there is nothing to convert, there should be no window at game start. Let me know if something goes wrong / does not work. Cheers, Skallagrim PS: I have the plan to add "growing trees" to the next version, I hope it will work out. And if it turns out easy to add textures, I might write how to easily add things yourself.
  4. Thanks. Just tried it with Debian, "require" lines are still ignored and files were NOT loaded alphabetically. Which means the mod only works with Windows (7?) at the moment Maybe I just put all lua code into one huge file I had hoped to add a converter from original farming plots yesterday, but my trusty laptod died on me after nearly 5 years hard labor. It does not look good, but I have not given up on it yet.
  5. If they have reached the last growing phase, they will rot after a few days, depenting on the vegetable. You can harvest some of them at the second to last growing phase, but you will not get any seeds.
  6. I added this function to the ISBuildUtil.lua file: And then call it every time a floor tile is created.
  7. 0.1.4 Jumped a number, did some experiments. Nothing you will notice if I did it right (fingers crossed). Should now work with .17 0008 and later. Have trouble with the lua loader ignoring my "require" lines, files are wrongly beeing loaded alphabetically (for me that is). Now I changed folder and file names for the loading in the proper order, which is not nice, but it works for now. I added a new tool, the "Makeshift Sickle", it can cut long grass. I found it annoying to lie down floor tiles and have the grass still hang out. Now you can cut the grass first and then make the floor. Also you can cut the grass around your garden to make it look more orderly. To make this tool you need a string, a stick (from planks) and a kitchen knife. Strings can be made from yoyos or shoes (laces). recipe Craft Makeshift Sickle{ KitchenKnife, Belt/String/Wire, WoodenStick/Poolcue, Result:makeshift_sickle, Time:200.0,}
  8. .17 0011 Appart from the vending machines, I could not loot any container in this building. X:11893 Y:6806 And the Knox Bank in West Point has this door leading to a scary drop.
  9. Intel Core 2 Duo 2GHz, 32 bit NVIDIA GeForce 9300 GS 2GB RAM Multithread: on Shaders: no Lights: low FPS-lock: 30 .17 0011 Resultution: 1024x768 Fraps: ~12-15 fps Resultution: 1680x1050 Fraps: ~3-15 fps
  10. Thanks, but ZombRand(5,8) helped to make the one day old seeds of my extended garden look a bit more mature (for the picture only), I feel a bit like a cheat.
  11. I found a way to set an IsoObject invisible/visible. Setting IsoObject invisible: tile_object:getProperties():Set("invisible", "true")Setting IsoObject visible again: tile_object:getProperties():getFlags():set(36, false)!important, "getProperties():Set()" has to have been used once before, to initialize the necessary objects.More details: PS:
  12. Oh, you are right, but IsoThumpable has two setSprites. I forgot that. The one from IsoObject takes a IsoSprite as argument, while the second one from IsoThumpable only needs a String. I was hoping to only offer the string which spares me the creation of an new IsoSprite myself. Sorry for not beeing more specific. Not realy, but thanks for trying. I hope to not have the IsoSprite removed or replaced constantly. And if not possible, have it done by something that does it savely.
  13. At the moment I use the IsoThumpable object for icons that are visible sometimes and sometimes not. I use this object solely because it is the only object I know, that has a "setSprite()" method. In order to get it invisible I currently do it like this: IsoThumpable.setSprite("") But I have a bad feeling about doing it like this. Is there mabe a better way? I am looking for something like "setVisible(false)"
  14. New Version 0.1.2 out. Found out one of the differences between objects and spezialobjects in squares, you can shoot and damage/destroy spezialobjects. In the new version plantings will now only succumb to the shovel as intended. Also, the weed on the ground is now removed when plowing.
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