Open kaptain-kavern opened 8 years ago
Heliconia
Taro Root
Coffee Beans
Coconuts
Bananas
That should be all of the plants. Let me know when they all make it in game :)
omg neat !
I just wake up here. Let me have my coffee () and it will be quick :stuck_out_tongue:
Bamboo and Lemongrass are already in btw :wink:
The rainforest looks great btw :)
I posted a screenshot to the forums.
to do list:
Ok buddy, all new graphics are in :+1:
I have some IRL matter to attend to and I came back to reply to your question. (all of it is doable except maybe rain/light relation)
Do you want me to explain where it is done in the code (for you to know it) or just that I do it?
awesome :)
no worries. real life comes first.
I will take a look at the code in a bit. I may be able to make the changes myself. If not, I will let you know. I will work on testing today. If everything looks good, I will post v1.0 tonight :)
to do list:
Make the plants (ferns) slow down pawns considerably more.
The value is defined with the \
Make trees take a lot longer to cut down, but provide a lot more wood.
The value is defined with the \
Make the other plants take longer to cut down/clear.
Same as above
Make rafflesia less common?[done]
You already figured out this one.
Make the plants/trees provide a lot more cover.
The value is defined with the \
Make the predators hit harder, so that only a few hits can take out a pawn.
For now all I've done is copy/paste Vanilla values, so our felines are hitting exactly as hard as cougars/panthers in vanilla. (just for you to know, regarding on how you want to balance them with vanilla animals).
The value are defined in each animal code. It is starting from <li>
and closed by a <\li>
) define one attack (like for felines : two "paragraphs", one for each front paws, and one other for a bite attack). And there you can change values. Note that it works like I explained above for plants and plantbases; if you change values for the bases (I always put them first on top of the files) all animals using that base will inherit those values; else you can define them for each animals (lower in the file) in their respective code part
Is it considered dark when raining? If not, make it be considered dark for solar panels.
For this one i'll have to investigate a bit, but i'm pretty sure i've seen reference to that in the code. I'm not sure where :laughing: ... Maybe in biomes, or weather files ... I will search
can you also remove the pathcost from the banana tree and make it an occupied square?
In the code it set to <passability>PassThroughOnly</passability>
so I was thinking it would count as occupied square? (But haven't particularly tested this)
Does the Banana tree not behave like other trees?
It does. I was confused because it has a pathcost
I made all of the changes except for the solar panels in rain. I was told by someone on slack that rain already effects solar panels.
Also, I dont see any heliconia in game.
Damn, too bad I don't have enough time to hang out on the Slack as before ... :cry:
It's weird, because I see some :
Ho ! But there are not selectable (like grass and our Ferns and Bromeliad) want me to change that ? We could even make them plantable in pot! (I imagine potted Rafflesias for putting in prisoner rooms ^^)
no its fine if they are there. I may have just not been able to find them. I will look again :)
If you have time today do some testing. If everything is working good, I will post up v1 tonight. :)
I'm doing it right now.
There is little things to polish (like Coffee and LemonGrass are just blend simple ingredient, it may be nice to complexify things a bit, like having a coffee to drink - coded like a drug like chocolate in Vanilla) but for the rest it will really be by playing that we may noticed things or have bug reports/suggestions from users. That for saying, to me it's like we can do the 1.0 release :tongue:
I think we need to push out a quick patch (v1.0.2) to fix banana yield. Can you change the banana yield from 30 to around 8 or 12? Does this change seem resonable?
I'm OK. Let's start with 12 and see how it goes :wink:
Edit : Done :+1:
Could you please look at #16 ? I have a little change in the code in mind but I want your opinion before doing anything
awesome thanks.
i responded. i agree that the taro are way too overpopulated and ferns shoukd be more prevelant. I dont know the fix though.
Plants to add: cocoa tree (plant) cocoa beans (ingredient) chile pepper (plant) [3 variations] red chile green chile yellow chile vanilla (plant) vanilla beans (ingredient) tobacco (plant) tobacco (ingredient)
Ok doke. So I guess i'm waiting for more textures :p
On an other note : I noticed our flowers have very low beauty value compared to vanilla potted ones : Bromeliad: 3 and Heliconia: 5 for Daylily: 24 and Rose: 14 ; but are in par with the wild ones Astragalus and Dandelions.
This brings me to the point : I find it could be nice to been able to put Tropical flowers in pots to embellish bases, what you think?
i like the idea. can you get a screenshot? I am not sure if they will look good potted.
2 ways I see for this :
maybe we should try 25 for heliconia and 15 for bromeliad even for the wild ones. and just add the tag to make them appear in pots. thoughts?
Ok for me. It's the simplest solution regarding code ^^
If the flowers look weird potted though, I may have to create a new texture for potted versions anyway though lol
First Try
Better now
It's in dev ==> Commit : https://github.com/kaptain-kavern/CK_AnimalPlant_Pack/commit/4eea60fd4526cb4ea08871c6540de0cf4e572c6e
looks pretty good. I will fix the texture tonight (to center them in the pot). It may be easier to just copy and paste the defs so we can make changes to the wild and potted separately.
maybe we should add more :P potted ferns?
That's how I've done in the end, separate defs. Because they should behave differently than the wilds one.
The plant that have 25 of beauty will have to be replanted twice more often than the one with 15
He no problem for adding more :-p
could make the ferns 10 beauty and need to be replanted even less?
Also, thinking about this more, I think we should leave the wild flowers at their vanilla equivalent beauty
Done.
Added potted ferns and changes wild bromeliads and Heliconias beauty to 6 and 7(still a bit more than Vanilla, because hey it's beautiful tropical flowers ;) )
awesome. any potted fern screenshots?
SpaceDorf is worried about plant beauty. have you expierenced this too? If so, would raising ferns to beauty 1 solve the problem?
very cool. do you think that the fern should be slightly bigger? does the pot use all three variations of ferns?
In fact, we can play a bit with size in the code with <visualSizeRange>
and for all potted versions of plant I had to set them to the same value (something I noticed in Vanilla code) for it looking better. I can try to increase ferns a bit.
Also as you can see on the first screenshot (above) , like vanilla flowers, I set them to been able to be planted in pot AND soil; except for ferns, I can't explain exactly why but that seemed weird to cultivate ferns in the forest ^^ - it can be changed too though
And yes the pot use all textures version. If I understand how things work correctly, the <graphicClass>Graphic_Random</graphicClass>
tag in the code means : Use randomly anything find in the folder path (declared with <texPath>
just above in the code)
These textures should fit the pots better. These are separate textures and do no replace the wild ones:
Potted Bromeliad
Potted Heliconia
Ok the potted ones are done. :+1:
Also I've "tried something" just want to know your opinion.
I tried to make the Flowers planted in Crop to use the wild textures, (meaning that as they grow there will be several plants to flourish one the same spot). Just tell me what you think (I can't decide myself)
(You can also see the potted with their new textures)
Or using the same textures as potted ones :
That top screenshot is awesome. Good idea :)
Can you make the potted flowers a little bigger?
I just upped them a bit, from
<visualSizeRange>
<min>0.9</min>
<max>1.1</max>
</visualSizeRange>
to
<visualSizeRange>
<min>1.2</min>
<max>1.5</max>
</visualSizeRange>
alright cool. whatever looks good :)
Can you remove the injestible tag from ferns? That way animals will eat taro and other edibles/harvestables instead.
Or would this remove harvestables completely?
... maybe we make ferns non-injestable, but have shorter lifespans?
For know I've done like in Vanilla, meaning all plants that is useful have a lower
It was more because we haven't discuss it rather than because I wanted it that way.
I fear that completely removing the
What we can try also is change those values. Making fern values lower than other plants. That way I think animals will prioritize fruits-bearing and other "good plant" rather than ferns, but will not die of starvation in a the middle of ferns forest ;)
That way we don't introduce massive changes and I think reach the same goal you were aiming for
alright cool.
would this need to be pushed out in a patch?
I haven't done it yet. But it can be include in next release. I also have to make some changes in plants (about blight incident resistance like discussed in the forum thread) so I will include both changes at once.
I also have all the code ready for Bongos, if needed for next release ;)
oh ok cool. bongos should be ready for next release :)
Ok I tried the changes discussed above and it's all working. Animals are not completely ignoring ferns but they make "efforts" to search and eat the good plants first. - (This alone wasn't savecompatible)
As changes above will require a new save. I also completely reworks some plants defs location in the different files (even created more files - the ones in bold below) :
Plants_Cultivated_Decorative.xml
contain the potted version of plants we addPlants_Cultivated_Farm.xml
contain the crop version of plants we addPlants_Tropical.xml
now only contain the wild version of the modded plants we addPlants_Vanilla.xml
contain the wild version of vanilla cultivated plantsPlants_Bases.xml
contain only the basedef all other plants are usingTwo reasons :
It will help when we will introduce modular packs/mini mods. Also if someone have something he don't like it is easier to erase part of the mod.
The only thing is that all of this is not save-compatible (So it's on a separate branch for now - https://github.com/kaptain-kavern/CK_AnimalPlant_Pack/commit/b0d35fd498257b26791af13f5035d100a1810409). So maybe there is no need to rush the release and wait for adding more. Either way it's OK with me, just something to consider
I have the other ongoing changes (namely Bongo's and the optional changes to elephant for eating trees) on the Dev branch
With the next released in mind (new plants, crops, recipes, etc), I went nuts and progressed on several "fronts" yesterday, here is an update because I want to know if it suits you :
looks good :)
Can you please check out the checklist issue?
https://github.com/kaptain-kavern/CK_AnimalPlant_Pack/issues/2#issuecomment-250930615
Fern (3 variations)Palm (3 variations)Mahogany TreeStrangler FigSpreadsheet with all plants Data extracted from game files (for balancing values)