Hi guys,
i was just wondering what has changed in Alpha 9 to make a certain mod which i got help with to work in alpha 8 give a pink X box in alpha 9. oh the actual mod still works. i get steel/iron for nothing (yes i cheat) but i was curious because this style of coding is still confusing.
i checked the code and i honestly can not find what's wrong due to my lack of understanding of the code also the Wiki has nothing on modding PLANTS!!!
here's the code please spot the problem ^-^
<?xml version="1.0" encoding="utf-8" ?>
<Plants>
<ThingDef Name="PlantBase" Abstract="True">
<eType>Plant</eType>
<category>Plant</category>
<thingClass>Plant</thingClass>
<altitudeLayer>LowPlant</altitudeLayer>
<useStandardHealth>True</useStandardHealth>
<statBases>
<Flammability>0.8</Flammability>
</statBases>
<tickerType>Rare</tickerType>
<selectable>False</selectable>
<neverMultiSelect>True</neverMultiSelect>
<drawerType>MapMeshOnly</drawerType>
<shaderType>CutoutPlant</shaderType>
<plant>
<harvestDestroys>true</harvestDestroys>
<soundHarvesting>Harvest_Standard</soundHarvesting>
<soundHarvestFinish>Harvest_Standard_Finish</soundHarvestFinish>
<sowWork>150</sowWork>
<fertilityMin>0.5</fertilityMin>
<fertilityFactorGrowthRate>1.0</fertilityFactorGrowthRate>
<topWindExposure>0.1</topWindExposure>
<growthPer20kTicks>0.48</growthPer20kTicks>
<growMinGlow>Overlit</growMinGlow>
<visualSizeRange>
<min>0.3</min>
<max>1.00</max>
</visualSizeRange>
</plant>
</ThingDef>
<!--=========================== Crops ==============================-->
<ThingDef ParentName="PlantBase">
<defName>SteelWeed</defName>
<label>Steel Weed</label>
<statBases>
<MaxHealth>85</MaxHealth>
<Beauty>12</Beauty>
</statBases>
<description>A strange alien plant that grows a metallic core at it's base. It has nutrional value, but the plant's core can be harvested as a source of metal.</description>
<graphicPath>Plant/IronWeed</graphicPath>
<graphicClass>Graphic_Random</graphicClass>
<selectable>true</selectable>
<pathCost>10</pathCost>
<food>
<quality>Plant</quality>
<nutrition>10</nutrition>
</food>
<plant>
<dieIfLeafless>true</dieIfLeafless>
<shootsSeeds>false</shootsSeeds>
<harvestTag>Standard</harvestTag>
<harvestedThingDef>Steel</harvestedThingDef>
<harvestDestroys>true</harvestDestroys>
<harvestYieldRange>
<min>10</min>
<max>20.0</max>
</harvestYieldRange>
<sowTags>
<li>Ground</li>
<li>Hydroponic</li>
</sowTags>
<topWindExposure>0.1</topWindExposure>
<growthPer20kTicks>0.48</growthPer20kTicks>
<lifeSpan>200000</lifeSpan>
<fertilityFactorGrowthRate>0.4</fertilityFactorGrowthRate>
<visualSizeRange>
<min>0.3</min>
<max>1.05</max>
</visualSizeRange>
</plant>
</ThingDef>
</Plants>
i'd also like it if someone updated the wiki to include plant modding tutorials so i don't have to bug people about this mod and i can fix it myself :)
change <graphicClass> to Graphic_Single. You need multiple textures in order to use Graphic_Random, as its name suggests.
Just guessing but put the Images in a folder of the same name as the plant, graphic_random points to a folder not an image folder.
edit - or do that /\
Quote from: Latta on April 04, 2015, 07:03:25 AM
change <graphicClass> to Graphic_Single. You need multiple textures in order to use Graphic_Random, as its name suggests.
ah... hmmm... but it's a growing plant.... so does that mean rimworld just scales the image from it's original image to simulate animation of the plant growing? that's smart and also saves space...
it does indeed.