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FarmLifeMod

Is gonna test how this one and the other farm one play together. I want both lol.....
Great work stasis78.
Let us know if they play well together. :) Best of both worlds and all that. But if I have to choose it's going to be this one.

 
I tried to play with them both and had an error. The game wouldn't load and it said that there was no block named tomato.

I tried changing the load order but that had no effect. :( Still using this mod.

 
What other farm mod? More of an explorer myself so I haven't looked into the farming mods much yet but based on that particular error, I don't think a compatibility patch would be too hard to make. Did it say which mod was failing when it gave you that error?

 
Yeah If they have blocks or items named the same as mine they will collide and cause errors. Sorry!

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Once there is native localization support I will be generating unique names for all items and blocks. But no word from the pimps on this so far.

 
I’ve been working on a new tool that will allow me to essentially import all of my modlet xml and convert it into a database. Then I’ll be able to add some necessary metadata about my items that I simply can’t do with xpath.

I’ll be able to do things like dynamically calculate item values based on all the ingredients and time spent crafting. This will normalize all of the health and water bonuses as well as economic values. I’ll also be able to do things like automatically generate crafting guides and quests for training.

When I no longer have to spend hours manually editing xml files, I’ll be able to focus more on the content and balance things much more rapidly :)

 
I’ve been working on a new tool that will allow me to essentially import all of my modlet xml and convert it into a database. Then I’ll be able to add some necessary metadata about my items that I simply can’t do with xpath.
I’ll be able to do things like dynamically calculate item values based on all the ingredients and time spent crafting. This will normalize all of the health and water bonuses as well as economic values. I’ll also be able to do things like automatically generate crafting guides and quests for training.

When I no longer have to spend hours manually editing xml files, I’ll be able to focus more on the content and balance things much more rapidly :)
Holy cow that sounds freaking awesome!

 
I have a good start on it this weekend so I’m hoping that version 2 of farm life is by the end of the month. It took me a month to make 200ish items. I want to make 2000ish for version two ;)

 
On the topic of the other farm mod, yeah, I've been talking to the person who made it about the compatibility issue and it is just a problem with some things sharing names. They said they'll look into it but they haven't decided yet whether they're going to make them compatible. If you want to do it, though, that would be great! Their mod has a lot less stuff than yours, so I think it's just a bit of overlap in common ingredients like milk and tomatoes. It would be a pity not to be able to use them together when they're both such great mods.

 
Thanks you stallion that means a lot!!!

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On the topic of the other farm mod, yeah, I've been talking to the person who made it about the compatibility issue and it is just a problem with some things sharing names. They said they'll look into it but they haven't decided yet whether they're going to make them compatible. If you want to do it, though, that would be great! Their mod has a lot less stuff than yours, so I think it's just a bit of overlap in common ingredients like milk and tomatoes. It would be a pity not to be able to use them together when they're both such great mods.

Post a link to their mod and I can look into the details of why it doesn't work ;)

 
All I did was remove all tomato blocks in blocks.xml renamed all other tomato named stuff same as other mod.

And changed smoker to smokers and the corresponding xmls that were required.

Happy to upload it if stasis78 wants to take a look

 
Lol. Thats the same thing I did:p Fixed the tomato stuff to all use the same block. And there's two icons that have same name, tomato and milk. But I commented out the smoker from this mod and used xpath to swap out the smokers tools window in the other one for the tools window in this mod. And xpath to set the smoker recipes that used the cooking grill tool in the other mod to use the smoker mat instead. Since thats what is in this mods tools window. Wanted to have everything in the same smoker instead of two different smokers. But even with everything I could find related to the smoker set up with xpath, I couldnt get the recipes from this mod to appear in it for some reason. I suspect it might have something to do with the @modtag system used in this mod. I checked with the Exportcurrentconfigs command tho, and all the recipes had smoker as craft_station. And smoker had the right tools.

 
Lol. Thats the same thing I did:p Fixed the tomato stuff to all use the same block. And there's two icons that have same name, tomato and milk. But I commented out the smoker from this mod and used xpath to swap out the smokers tools window in the other one for the tools window in this mod. And xpath to set the smoker recipes that used the cooking grill tool in the other mod to use the smoker mat instead. Since thats what is in this mods tools window. Wanted to have everything in the same smoker instead of two different smokers. But even with everything I could find related to the smoker set up with xpath, I couldnt get the recipes from this mod to appear in it for some reason. I suspect it might have something to do with the @modtag system used in this mod. I checked with the Exportcurrentconfigs command tho, and all the recipes had smoker as craft_station. And smoker had the right tools.
Yeh you have to edit the xui folder in farmlife to. All recipes on both mods show up on mine. Meh I don't mind another workstation lol I just changed it to smokers lol

 
I mean the recipes from this mod that requires smoker dont show up in the other mods smoker. Even tho craft_station matches and windowToolsCampfire is exchanged with windowToolsSmoker and so on. All confirmed by Exportcurrentconfigs. All the other recipes are fine and working in their respective crafting stations :) But its not a big deal tho. I'll probably just use this on the server still, plenty left to check out :)

 
If anyone has a modlet that allows them to work together feel free to post a link here and I can added it to the FAQs.

I can take a look at it but it’s not a priority for me at the moment. I’ll probably just add some xpath checks to see if these items exist and delete them before applying my updates.

 
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Also since Qua mentioned modTag I thought I’d let you all know that is going away in v2. I’m going to be moving to xml generation using inheritance and templates. This means I will no longer need to manage modtags. It made things easier to manually handle before but won’t be necessary anymore.

 
Any idea why none of your recipes will show up in the smoker from the other mod?

Code:
		<block name="Smoker"><!--Element appended by: "Farming"-->
		<property name="CustomIcon" value="smoker" />
		<property name="CreativeMode" value="Player" />
		<property name="Shape" value="ModelEntity" />
		<property name="Model" value="#@modfolder(Farming):Resources/Smoker.unity3d?SmokerPrefab" />
		<property name="FilterTags" value="floot,ffurniture" />
		<property name="Path" value="solid" />
		<property name="DisplayType" value="blockMulti" />
		<property name="MultiBlockDim" value="1,2,1" />
		<property name="IsTerrainDecoration" value="true" />
		<property name="Collide" value="movement,melee,bullet,arrow,rocket" />
		<property name="Class" value="Workstation" />
		<property name="Material" value="Msteel" />
		<property name="MaxDamage" value="300" />
		<property name="StabilitySupport" value="false" />
		<property name="ParticleName" value="campfire" />
		<property name="ParticleOffset" value="1,2.4,.6" />
		<property name="Stacknumber" value="1" />
		<property name="HeatMapStrength" value="8" />
		<property name="HeatMapTime" value="1200" />
		<property name="HeatMapFrequency" value="25" />
		<property name="BuffsWhenWalkedOn" value="buffBurningEnvironment" />
		<property name="ActiveRadiusEffects" value="buffCampfireAOE(3)" />
		<property name="Stacknumber" value="1" />
		<property class="Workstation">
			<property name="Modules" value="tools,output,fuel,input" />
			<property name="Collide" value="melee,bullet,arrow,rocket" />
			<property name="CraftingAreaRecipes" value="Smoker" />
	</property>
		<property name="WorkstationIcon" value="ui_game_symbol_workbench" />
		<property name="OpenSound" value="cookopen" />
		<property name="CloseSound" value="cookclose" />
		<property name="CraftSound" value="cookcraft" />
		<property name="WorkstationJournalTip" value="workbenchTip" />
		<property class="RepairItems">
			<property name="resourceWood" value="5" />
			<property name="resourceFeather" value="5" /></property>
		<drop event="Harvest" name="resourceCloth" count="1" prob="0.3" tag="allHarvest" />
		<drop event="Harvest" name="resourceFeather" count="3" prob="0.35" tag="allHarvest" />
		<drop event="Harvest" name="resourceFeather" count="2" prob="0.6" tag="allHarvest" />
		<drop event="Destroy" name="resourceYuccaFibers" count="2,8" />
		<drop event="Fall" name="terrDestroyedWoodDebris" count="1" prob="0.75" stick_chance="1" />
		<property name="TakeDelay" value="15" />
		<property name="DescriptionKey" value="Feed the pig and get meat!" />
		<property name="EconomicValue" value="776" />
		<property name="Group" value="Workbenches,All" />
		<property name="FilterTags" value="fdecor,fother,ffurniture" />
	</block>
Doing a compatibilty modlet shouldnt be too hard, only have to either rename one of the smokers in all the xmls and remove the tomato from one of them and set it to use the other. Or remove one smoker and change the crafting tool requirements for the recipes using it. Would keep your tools window, since thats custom and your quests depend on them. Only three recipes need to switch to the smoker mat. And have the modlet load inbetween the two of course. It would be a bit more work than what I did. Edited yours to insert some code into the others xmls. I'll probably just stick to yours until I have been through all of it tho. But could look at doing a compability modlet tho, for those that want both. Only thing I dont think can be done that way is the two itemicons with same name, but thats only a yellow error. Didnt check if one of them got loaded tho.

Edit: Hmm, would be way easier to use your recipes in that smoker than renaming all the references to one of them via an external modlet. Could just move the xpath I wrote in your files to a modlet, and set it to load before yours

 
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