Saberarrow Posted June 27 Share Posted June 27 Hello. How difficult would it be to make a mod that damages a farmed crop, putting in the "destroyed" state (requiring repair) when it is harvested by the player? I'm a beginner at this stuff and I can't find any mods that do anything similar so I can't reverse-engineer-learn how it would be done. I don't mind working towards being able to make it myself, but I don't know how close or far such a goal would be. Link to comment Share on other sites More sharing options...
rsm000rsm Posted June 28 Share Posted June 28 Repairing damaged crops requires the expenditure of produce from the crop in question. For instance, to repair a damage tato plant, you have to use one tato. Since harvesting a tato plant gives you only one tato, you'd have to use that tato to repair the plant. To make this mod idea work, you'd have to either eliminate the repair recipe requirement or increase the amount of produce received whenever a given crop is harvested. Link to comment Share on other sites More sharing options...
Saberarrow Posted June 28 Author Share Posted June 28 28 minutes ago, rsm000rsm said: Repairing damaged crops requires the expenditure of produce from the crop in question. For instance, to repair a damage tato plant, you have to use one tato. Since harvesting a tato plant gives you only one tato, you'd have to use that tato to repair the plant. To make this mod idea work, you'd have to either eliminate the repair recipe requirement or increase the amount of produce received whenever a given crop is harvested. Thanks for the reply. The balance idea is to discourage the player from harvesting crops themselves until they gain the ability (through progression) to double the harvest of all flora. I'm more interested in the initial damage-crop-when-harvested part and how it could be done. Link to comment Share on other sites More sharing options...
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