Zorkaz Posted January 4, 2021 Share Posted January 4, 2021 Since I'm working on a worldspace with temperatures under -20°C I want to disable the construction of carrots, razorgrain or standard water pumps. However the only idea on how to do this is to make a condition in the recipe"IsInWorldspace "FVWorld" == 0" Yet making such a direct entry feels unwise and might lead to tons of issues. Any other approaches for this problem? Link to comment Share on other sites More sharing options...
YouDoNotKnowMyName Posted January 4, 2021 Share Posted January 4, 2021 Since I'm working on a worldspace with temperatures under -20°C I want to disable the construction of carrots, razorgrain or standard water pumps. However the only idea on how to do this is to make a condition in the recipe"IsInWorldspace "FVWorld" == 0" Yet making such a direct entry feels unwise and might lead to tons of issues. Any other approaches for this problem? Yes, this is an issue ... If you do a "blacklist" and disable everything you don't want to be built, then ever mod that adds new objects will still be able to have those "build-able".If you do a "whitelist" and enable only the things that you want the player to be able to build, then ever mod that adds new objects will have them "not build-able". So, compatibillity nightmare no matter what you do ... Link to comment Share on other sites More sharing options...
Deleted77601483User Posted January 4, 2021 Share Posted January 4, 2021 If you don't mind it to be a bit more intrusive for the user for the sake of less compatibility hassle, you could go down the route of making a papyrus script that checks if the placed item matches certain criteria. Then you could for example delete the object, saying something about the crops/water freezing or you could even try to damage the workshop object to make the food items appear dead and the pump broken (presumably from the water expanding too much inside it while being frozen). OnWorkshopObjectPlaced fires each time you build something in a workshop. (place it in a script on the red workshop bench or maybe on a quest alias)DamageObject allows you to make workshop items broken. (remember that crops can't be scrapped so you'll have to find a way around this if you want to go this route, you could also use different cases for different types of items) It's not the most subtle way to go about this but it should be a lot more compatible with other mods because you can filter out the unwanted items using papyrus with different techniques (check the base object, check a keyword etc.) Link to comment Share on other sites More sharing options...
YouDoNotKnowMyName Posted January 4, 2021 Share Posted January 4, 2021 ... and the pump broken (presumably from the water expanding too much inside it while being frozen).Well (see what I did there?), yout wouldn't even get that far!First you would have do actually drill down until you reach some sort of water.And trying to drill a well "by hand" without any machinery through frozen ground might be almost impossible ...(I have no practical experience with drilling wells, but I know how hard frozen ground is!) Sorry, this is a bit offtopic ... Link to comment Share on other sites More sharing options...
Deleted77601483User Posted January 4, 2021 Share Posted January 4, 2021 ... and the pump broken (presumably from the water expanding too much inside it while being frozen).Well (see what I did there?), yout wouldn't even get that far!First you would have do actually drill down until you reach some sort of water.And trying to drill a well "by hand" without any machinery through frozen ground might be almost impossible ...(I have no practical experience with drilling wells, but I know how hard frozen ground is!) Sorry, this is a bit offtopic ... Yeah I just tried to come up with a random explanation for it being broken, didn't really give that much thought into it. Link to comment Share on other sites More sharing options...
Undernier Posted January 5, 2021 Share Posted January 5, 2021 I've been working around a similar issue for a mod for Frost and you could add a condition to the workshop object so that they can only be built in interior cells (if you plan on having interior workshops) or, and it may be more complicated, but if you plan on adding heat sources, you may be able to have a condition that restrict placement to be near those? Otherwise, you could do as Frost did and just remove those items from the workshop menu; or, since you're working on your own world, you could simply not provide the raw materials needed to build those and not change anything in the workshop system. Iirc, you need carrot to build carrot plants ... so, if the player cannot find any carrots in your world, problem solved? Link to comment Share on other sites More sharing options...
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