Nomad Vore Game Alpha 34.3C

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Re: Nomad Vore Game Alpha 34.3C

Postby milo4x » Thu Apr 01, 2021 6:18 am

Just4comments wrote:Is there a way to create crafting recipes for items that don’t have them?

Yep.

The folders you need are assets/data/recipes, which is where you'll want to put the new recipe,
and assets/data/items, which is where you'll want to start looking for the specific item you want to make the recipe for, and any of the ingredients you want it to have. Then you'll want to open up those xml files in a text editor (these ones we're just viewing).

For instance, if you wanted to create a recipe for ark meat, you'll go into assets/data/items/consumable and open arkmeat.xml

Once you've done that, go into the recipes folder and open up any of the recipes there. Create a new xml file in the recipe folder, and copy the code over.
There's a few things you'll want to change in that copied code, obviously. The second line in the file should be something like this:

<recipe name="faraday suit" requiredskill="1" startunlocked="false">

The name here refers to the name of the recipe - it doesn't matter what you call it, but obviously change that to something relevant, like "ark meat". Requiredskill refers to the level of a skill (i forget the one as it's been a while) that you need to craft the recipe. Change it to whatever you feel is right, I think the range is 0-4. Startunlocked i'm pretty sure you'll always want to be "true", as otherwise there will be no way to unlock it (since I have no clue how one would go about inserting unlocking a recipe into the game).

Then there's the <description></description> section. Change the text between those to whatever you want the description to be.

After that there will be one or multiple ingredients, that look similar to this:

<ingredient item="scrap metal" quantity="4" />

Add, change and delete these lines until you have the ones you want. Here is where the files we opened earlier are used: copy the name of the item from the item's file, on a line that'll look something like:

<ItemResource name="battery" weight="1" value="100">

to the ingredient line. Quantity is self explanatory. So in this case it may be something like:

<ingredient item="battery" quantity="2" />
<ingredient item="fabric" quantity="1" />

Below those there may be something along the lines of:

<tokenRequirement item="roboticist" quantity="1" />

This adds extra skill requirements (quantity is skill level). Probably remove these, or add them if you like. Skill files are in assets/data/perks
Finally, the last line you'll want to change looks like this:

<result item="capture device" />

Copy the name of the item you want to create in, and you can even add a quantity produced like so:

<result item="arkmeat" count="20" />

Then save the file, and you're done. The reason I say copy the names from the file is that the naming is a bit inconsistent. Sometimes there are spaces in between words, sometimes not.
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Re: Nomad Vore Game Alpha 34.3C

Postby Just4comments » Thu Apr 01, 2021 6:51 am

milo4x wrote:
Just4comments wrote:Is there a way to create crafting recipes for items that don’t have them?

Yep.

The folders you need are assets/data/recipes, which is where you'll want to put the new recipe,
and assets/data/items, which is where you'll want to start looking for the specific item you want to make the recipe for, and any of the ingredients you want it to have. Then you'll want to open up those xml files in a text editor (these ones we're just viewing).

For instance, if you wanted to create a recipe for ark meat, you'll go into assets/data/items/consumable and open arkmeat.xml

Once you've done that, go into the recipes folder and open up any of the recipes there. Create a new xml file in the recipe folder, and copy the code over.
There's a few things you'll want to change in that copied code, obviously. The second line in the file should be something like this:

<recipe name="faraday suit" requiredskill="1" startunlocked="false">

The name here refers to the name of the recipe - it doesn't matter what you call it, but obviously change that to something relevant, like "ark meat". Requiredskill refers to the level of a skill (i forget the one as it's been a while) that you need to craft the recipe. Change it to whatever you feel is right, I think the range is 0-4. Startunlocked i'm pretty sure you'll always want to be "true", as otherwise there will be no way to unlock it (since I have no clue how one would go about inserting unlocking a recipe into the game).

Then there's the <description></description> section. Change the text between those to whatever you want the description to be.

After that there will be one or multiple ingredients, that look similar to this:

<ingredient item="scrap metal" quantity="4" />

Add, change and delete these lines until you have the ones you want. Here is where the files we opened earlier are used: copy the name of the item from the item's file, on a line that'll look something like:

<ItemResource name="battery" weight="1" value="100">

to the ingredient line. Quantity is self explanatory. So in this case it may be something like:

<ingredient item="battery" quantity="2" />
<ingredient item="fabric" quantity="1" />

Below those there may be something along the lines of:

<tokenRequirement item="roboticist" quantity="1" />

This adds extra skill requirements (quantity is skill level). Probably remove these, or add them if you like. Skill files are in assets/data/perks
Finally, the last line you'll want to change looks like this:

<result item="capture device" />

Copy the name of the item you want to create in, and you can even add a quantity produced like so:

<result item="arkmeat" count="20" />

Then save the file, and you're done. The reason I say copy the names from the file is that the naming is a bit inconsistent. Sometimes there are spaces in between words, sometimes not.


So, this is the recipe I'm trying to make:

<?xml version="1.0"?>
<recipe name="bounce" requiredskill="0" startunlocked="true">
<description>
A body-sculpting drug to promote the growth of one's posterior, for
those who want some more badonk.
</description>
<ingredient item="mutagen" quantity="1" />
<result item="bounce" />
</recipe>

The item appears in crafting, but attempting to craft it results in the game crashing due to a null exception. Am i missing something in the recipe?
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Posts: 38
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Re: Nomad Vore Game Alpha 34.3C

Postby AThrowaway27 » Thu Apr 01, 2021 6:30 pm

So, this is the recipe I'm trying to make:

<?xml version="1.0"?>
<recipe name="bounce" requiredskill="0" startunlocked="true">
<description>
A body-sculpting drug to promote the growth of one's posterior, for
those who want some more badonk.
</description>
<ingredient item="mutagen" quantity="1" />
<result item="bounce" />
</recipe>

The item appears in crafting, but attempting to craft it results in the game crashing due to a null exception. Am i missing something in the recipe?


Looks like the item you're trying to craft is called "Bounce" (note the capitalization). Try changing that, see if it helps.
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Re: Nomad Vore Game Alpha 34.3C

Postby Just4comments » Fri Apr 02, 2021 3:47 pm

AThrowaway27 wrote:
So, this is the recipe I'm trying to make:

<?xml version="1.0"?>
<recipe name="bounce" requiredskill="0" startunlocked="true">
<description>
A body-sculpting drug to promote the growth of one's posterior, for
those who want some more badonk.
</description>
<ingredient item="mutagen" quantity="1" />
<result item="bounce" />
</recipe>

The item appears in crafting, but attempting to craft it results in the game crashing due to a null exception. Am i missing something in the recipe?



Looks like the item you're trying to craft is called "Bounce" (note the capitalization). Try changing that, see if it helps.

Yup, that was it.
Just4comments
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Posts: 38
Joined: Fri Apr 06, 2018 9:20 pm

Re: Nomad Vore Game Alpha 34.3C

Postby milo4x » Fri Apr 02, 2021 8:53 pm

AThrowaway27 wrote:
Looks like the item you're trying to craft is called "Bounce" (note the capitalization). Try changing that, see if it helps.


Yup, as I mentioned, best to copy paste to prevent difficult to notice errors like this.

A fair amount of the things in the game can be changed relatively simply, from creating new recipes to changing item and perk stats, adding new dialogue, even changing the internals of ships and available slots.
One thing to note with editing ships, though - the game WILL crash if you try to fire a weapon from a ship without a weapon emitter (you'll get what I mean by that if you look at the ship files), so make sure if you're editing the starting shuttle to have weapons that you add a weapon emitter! Also, it's best to take it easy on the ship stats, or you might find that in combat you'll find yourself shooting way past your enemies when you advance!

You can possibly even add new perks and items, although I've never tried it. With items you'd have to edit loot tables or specific npcs to drop it (which isn't actually hard), though, or add a recipe for it, or you won't be able to get it, I'd guess.

This game is surprisingly moddable.
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