Hy there as i get further on with my druid mod i’m confronted with new borders of modding.
What i try to is:
Craft a seedling of a tree wich begins growing when placed on normal ground. When the, lets say apple tree, is full grown it should behave like a renewable resource node and only changing between the states of harvestable and empty.
I got the tree to grow (with crop growing behavior) but i can’t get it to be harvestable without resetting the full growth process
I can craft a full grown tree place it in the landscape and use it as a renewable resource node without problems
But the combination between two options lets me run in circles
It would also be nice to have a renewable resource node which loops in three or four stages like seasons or like a tree in green tree, blossom tree, little fruits, full of fruits
@8BitCrab
thats in case of the berry bush and the silkweed a renewable resource node which isn`t really growing they just change between default and depleted status
I probably know even less about modding than 8BitCrab, so my idea probably won’t work. Can you link two entities, so that if your growing tree is fully grown, it disappears and is exchanged with a harvestable tree?
I had this problem once too.
The thing was that the mass gathering component, it chooses between harvestable or renewable. I am not 100% sure your problem is the same, but you might find something useful in there.
I am afraid you have to do some lua editing to get this done.
Refreshing this topic with a new question about renewable resource nodes
Question:
Is there a way to have effects only on one of the stages
i.e. a bee hive which has one sound if unripe and another one if the honey is ready to harvest ?
the same is about cubemitters etc…
I thought about one solution, That is
can i .json the depleted model in another file and add the effects there ?
or maybe
how to .json the effect to trigger / track the two stages ?