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Fixes after GU 18.1
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Campher and Cinnamon use different trees (Taludas)
- fix an issue in the German localization where the new Cinnamon Tree Prop had no text. Thx @kurila
- improve the new tree prop for the cinnamon tree. The funny stem wobble is gone due to the usage of the updated rdm4-bin-plant.exe from Jakob and Colours are improved.

Customizable Research and Items Mod (Taludas)
- fix several Typos in the iMYA description texts of some value descriptions. Thx @kurila
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Taludas committed Nov 15, 2023
1 parent 95d691c commit 5871285
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<ModOp Type="replace" GUID="120244" Path="/Values/ResearchFeature/ItemCraftingConfig/*[self::Common or self::Uncommon]/MinimumWorkforceTime" ModOpID="CustomItemCraftingConfigMinWorkforceTimeCommonUncommon">
<MinimumWorkforceTime>1800000</MinimumWorkforceTime>
</ModOp>
<ImyaExpose Path="self::MinimumWorkforceTime" ModOpID="CustomItemCraftingConfigMinWorkforceTimeCommonUncommon" ExposeID="MaxResearchTime NoWorforceAllocation Common|Uncommon" Description="Sets the maximum Research Time for an common and uncommon Item with minimum Workforce Allocation [in Milliseconds]."/>
<ImyaExpose Path="self::MinimumWorkforceTime" ModOpID="CustomItemCraftingConfigMinWorkforceTimeCommonUncommon" ExposeID="MaxResearchTime NoWorkforceAllocation Common|Uncommon" Description="Sets the maximum Research Time for an common and uncommon Item with minimum Workforce Allocation [in Milliseconds]."/>

<ModOp Type="replace" GUID="120244" Path="/Values/ResearchFeature/ItemCraftingConfig/Rare/MinimumWorkforceTime" ModOpID="CustomItemCraftingConfigMinWorkforceTimeRare">
<MinimumWorkforceTime>2700000</MinimumWorkforceTime>
</ModOp>
<ImyaExpose Path="self::MinimumWorkforceTime" ModOpID="CustomItemCraftingConfigMinWorkforceTimeRare" ExposeID="MaxResearchTime NoWorforceAllocation Rare" Description="Sets the maximum Research Time for an rare Item with minimum Workforce Allocation [in Milliseconds]."/>
<ImyaExpose Path="self::MinimumWorkforceTime" ModOpID="CustomItemCraftingConfigMinWorkforceTimeRare" ExposeID="MaxResearchTime NoWorkforceAllocation Rare" Description="Sets the maximum Research Time for an rare Item with minimum Workforce Allocation [in Milliseconds]."/>

<ModOp Type="replace" GUID="120244" Path="/Values/ResearchFeature/ItemCraftingConfig/Epic/MinimumWorkforceTime" ModOpID="CustomItemCraftingConfigMinWorkforceTimeEpic">
<MinimumWorkforceTime>3600000</MinimumWorkforceTime>
</ModOp>
<ImyaExpose Path="self::MinimumWorkforceTime" ModOpID="CustomItemCraftingConfigMinWorkforceTimeEpic" ExposeID="MaxResearchTime NoWorforceAllocation Epic" Description="Sets the maximum Research Time for an Epic Item with minimum Workforce Allocation [in Milliseconds]."/>
<ImyaExpose Path="self::MinimumWorkforceTime" ModOpID="CustomItemCraftingConfigMinWorkforceTimeEpic" ExposeID="MaxResearchTime NoWorkforceAllocation Epic" Description="Sets the maximum Research Time for an Epic Item with minimum Workforce Allocation [in Milliseconds]."/>

<ModOp Type="replace" GUID="120244" Path="/Values/ResearchFeature/ItemCraftingConfig/Legendary/MinimumWorkforceTime" ModOpID="CustomItemCraftingConfigMinWorkforceTimeLegendary">
<MinimumWorkforceTime>5400000</MinimumWorkforceTime>
</ModOp>
<ImyaExpose Path="self::MinimumWorkforceTime" ModOpID="CustomItemCraftingConfigMinWorkforceTimeLegendary" ExposeID="MaxResearchTime NoWorforceAllocation Legendary" Description="Sets the maximum Research Time for an Legendary Item with minimum Workforce Allocation [in Milliseconds]."/>
<ImyaExpose Path="self::MinimumWorkforceTime" ModOpID="CustomItemCraftingConfigMinWorkforceTimeLegendary" ExposeID="MaxResearchTime NoWorkforceAllocation Legendary" Description="Sets the maximum Research Time for an Legendary Item with minimum Workforce Allocation [in Milliseconds]."/>

<ModOp Type="replace" GUID="120244" Path="/Values/ResearchFeature/ItemCraftingConfig/*/MaximumWorkforceTime" ModOpID="CustomItemCraftingConfigMaxWorkforceTime">
<MaximumWorkforceTime>600000</MaximumWorkforceTime>
</ModOp>
<ImyaExpose Path="self::MaximumWorkforceTime" ModOpID="CustomItemCraftingConfigMaxWorkforceTime" ExposeID="MinResearchTime FullWorforceAllocation" Description="Sets the minimal Research Time for an Item with maximum Workforce Allocation [in Milliseconds]."/>
<ImyaExpose Path="self::MaximumWorkforceTime" ModOpID="CustomItemCraftingConfigMaxWorkforceTime" ExposeID="MinResearchTime FullWorkforceAllocation" Description="Sets the minimal Research Time for an Item with maximum Workforce Allocation [in Milliseconds]."/>

</ModOps>
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<ModOp Type="replace" GUID="124850,124849,124845,124846,124844,124843,124842,124841,124840,124839" Path="/Values/Godlike/CraftingConfig/MinimumWorkforceTime" ModOpID="CustomMinTimeGodlikes">
<MinimumWorkforceTime>5400000</MinimumWorkforceTime>
</ModOp>
<ImyaExpose Path="self::MinimumWorkforceTime" ModOpID="CustomMinTimeGodlikes" ExposeID="MaxResearchTime NoWorforceAllocation Godlikes" Description="Sets the maximum Research Time for a Godlike Research with minimum Workforce Allocation [in Milliseconds]."/>
<ImyaExpose Path="self::MinimumWorkforceTime" ModOpID="CustomMinTimeGodlikes" ExposeID="MaxResearchTime NoWorkforceAllocation Godlikes" Description="Sets the maximum Research Time for a Godlike Research with minimum Workforce Allocation [in Milliseconds]."/>

<ModOp Type="replace" GUID="124850,124849,124845,124846,124844,124843,124842,124841,124840,124839" Path="/Values/Godlike/CraftingConfig/MaximumWorkforceTime" ModOpID="CustomMaxTimeGodlikes">
<MaximumWorkforceTime>600000</MaximumWorkforceTime>
</ModOp>
<ImyaExpose Path="self::MaximumWorkforceTime" ModOpID="CustomMaxTimeGodlikes" ExposeID="MinResearchTime FullWorforceAllocation Godlikes" Description="Sets the minimum Research Time for a Godlike Research with maximum Workforce Allocation [in Milliseconds]."/>
<ImyaExpose Path="self::MaximumWorkforceTime" ModOpID="CustomMaxTimeGodlikes" ExposeID="MinResearchTime FullWorkforceAllocation Godlikes" Description="Sets the minimum Research Time for a Godlike Research with maximum Workforce Allocation [in Milliseconds]."/>

<!-- custom Progress Balancing Godlikes-->
<ModOp Type="replace" GUID="126888" Path="/Values/ProgressBalancing">
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<ModOp Type="replace" GUID="125340" Path="/Values/Godlike/CraftingConfig/MinimumWorkforceTime" ModOpID="CustomMinTimeScholarPermits">
<MinimumWorkforceTime>1800000</MinimumWorkforceTime>
</ModOp>
<ImyaExpose Path="self::MinimumWorkforceTime" ModOpID="CustomMinTimeScholarPermits" ExposeID="MaxResearchTime NoWorforceAllocation ScholarPermits" Description="Sets the maximum Research Time for a Scholar Permit with minimum Workforce Allocation [in Milliseconds]."/>
<ImyaExpose Path="self::MinimumWorkforceTime" ModOpID="CustomMinTimeScholarPermits" ExposeID="MaxResearchTime NoWorkforceAllocation ScholarPermits" Description="Sets the maximum Research Time for a Scholar Permit with minimum Workforce Allocation [in Milliseconds]."/>

<ModOp Type="replace" GUID="125340" Path="/Values/Godlike/CraftingConfig/MaximumWorkforceTime" ModOpID="CustomMaxTimeScholarPermits">
<MaximumWorkforceTime>60000</MaximumWorkforceTime>
</ModOp>
<ImyaExpose Path="self::MaximumWorkforceTime" ModOpID="CustomMaxTimeScholarPermits" ExposeID="MinResearchTime FullWorforceAllocation ScholarPermits" Description="Sets the minimum Research Time for a Scholar Permits Research with maximum Workforce Allocation [in Milliseconds]."/>
<ImyaExpose Path="self::MaximumWorkforceTime" ModOpID="CustomMaxTimeScholarPermits" ExposeID="MinResearchTime FullWorkforceAllocation ScholarPermits" Description="Sets the minimum Research Time for a Scholar Permits Research with maximum Workforce Allocation [in Milliseconds]."/>

<!-- custom Progress Balancing Scholar Permits-->
<ModOp Type="replace" GUID="129525" Path="/Values/ProgressBalancing">
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@@ -1,5 +1,5 @@
{
"Version": "1.0.2",
"Version": "1.0.3",
"ModID": "Taludas_CombinedResearchandItemsMod",
"IncompatibleIds": [
"Spice_Research",
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@@ -1,27 +1,7 @@
<ModOps>

<!-- # Change Cinnamon Orchard to new FreeAreType and use the new cinnamon tree for it-->
<ModOp Type="replace" GUID="5000001" Path="/Values/Region/Trees/Hunter">
<Hunter>
<GUID>1999002241</GUID>
<PlantPercent>50</PlantPercent>
</Hunter>
</ModOp>

<ModOp Type="replace" GUID="133030" Path="/Values/FreeAreaProductivity/FreeAreaType">
<FreeAreaType>Hunter</FreeAreaType>
</ModOp>

<!-- # Change Cinnamon Orchard Prop to the new cinnamon tree -->
<ModOp Type="replace" GUID="133030" Path="/Values/Object/Variations">
<Variations>
<Item>
<Filename>data/modgraphics/models/tree_planter/tree_planter_cinnamon.cfg</Filename>
</Item>
</Variations>
</ModOp>

<!-- # Add the new cinnamon tree to the tree brush -->
<ModOp Type="remove" GUID="133003" Path="/Values/Object/Variations/Item[Filename = 'data/dlc08/graphics/props/terrain_props/trees/palm_tree_coconut_03.prp']"></ModOp>

<ModOp Type="addNextSibling" GUID="133026">
<Asset>
<Template>Tree</Template>
Expand All @@ -35,7 +15,7 @@
<Object>
<Variations>
<Item>
<Filename>data/modgraphics/models/cinnamon_tree/cinnamon_tree_01.prp</Filename>
<Filename>data/dlc08/graphics/props/terrain_props/trees/palm_tree_coconut_03.prp</Filename>
</Item>
</Variations>
</Object>
Expand All @@ -51,7 +31,6 @@
<English>
<Text>Cinnamon Grove</Text>
<Status>Exported</Status>
<ExportCount>1</ExportCount>
</English>
</LocaText>
<LineID>50482</LineID>
Expand Down Expand Up @@ -198,47 +177,30 @@
</Asset>
</ModOp>

<!-- # ConstructionCategory Orchards NW -> unnecessary with GU16
<ModOp Type="addNextSibling" GUID="25178">
<Asset>
<Template>ConstructionCategory</Template>
<Values>
<Standard>
<GUID>1999002251</GUID>
<Name>NW Orchards ConstructionCategory</Name>
<IconFilename>data/ui/2kimages/main/3dicons/icon_plantation_sa.png</IconFilename>
</Standard>
<ConstructionCategory>
<BuildingList>
<Item>
<Building>133004</Building>
</Item>
<Item>
<Building>133030</Building>
</Item>
<Item>
<Building>133031</Building>
</Item>
<Item>
<Building>134614</Building>
</Item>
</BuildingList>
<CategoryDescription>1999002252</CategoryDescription>
</ConstructionCategory>
<Text>
<LocaText>
<English>
<Text>Hacienda Publics</Text>
<Status>Exported</Status>
<ExportCount>1</ExportCount>
</English>
</LocaText>
<LineID>27185</LineID>
</Text>
<Locked />
</Values>
</Asset>
</ModOp> -->
<!-- # Change Cinnamon Orchard to new FreeAreType and use the new cinnamon tree for it-->
<ModOp Type="replace" GUID="5000001" Path="/Values/Region/Trees/Hunter">
<Hunter>
<GUID>1999002241</GUID>
<PlantPercent>100</PlantPercent>
</Hunter>
</ModOp>

<ModOp Type="replace" GUID="5000001" Path="/Values/Region/Trees/Camphor/PlantPercent">
<PlantPercent>100</PlantPercent>
</ModOp>

<ModOp Type="replace" GUID="133030" Path="/Values/FreeAreaProductivity/FreeAreaType">
<FreeAreaType>Hunter</FreeAreaType>
</ModOp>

<!-- # Change Cinnamon Orchard Prop to the new cinnamon tree -->
<ModOp Type="replace" GUID="133030" Path="/Values/Object/Variations">
<Variations>
<Item>
<Filename>data/modgraphics/models/tree_planter/tree_planter_cinnamon.cfg</Filename>
</Item>
</Variations>
</ModOp>

<ModOp Type="replace" GUID="500950" Path="/Values/ConstructionCategory/BuildingList/Item[Building='133004']">
<Item>
Expand All @@ -250,92 +212,6 @@
<ModOp Type="remove" GUID="500950" Path="/Values/ConstructionCategory/BuildingList/Item[Building='133031']"></ModOp>
<ModOp Type="remove" GUID="500950" Path="/Values/ConstructionCategory/BuildingList/Item[Building='134614']"></ModOp>

<!-- <ModOp Type="addNextSibling" GUID="130248">
<Asset>
<Template>Trigger</Template>
<Values>
<Standard>
<GUID>1999002253</GUID>
<Name>Unhide New Orchard Construction Category</Name>
</Standard>
<Trigger>
<TriggerCondition>
<Template>ConditionPlayerCounter</Template>
<Values>
<Condition/>
<ConditionPlayerCounter>
<PlayerCounter>PopulationByLevel</PlayerCounter>
<Context>15000005</Context>
<CounterAmount>100</CounterAmount>
</ConditionPlayerCounter>
</Values>
</TriggerCondition>
<TriggerActions>
<Item>
<TriggerAction>
<Template>ActionUnlockAsset</Template>
<Values>
<Action/>
<ActionUnlockAsset>
<UnhideAssets>
<Item>
<Asset>1999002251</Asset>
</Item>
</UnhideAssets>
</ActionUnlockAsset>
</Values>
</TriggerAction>
</Item>
</TriggerActions>
</Trigger>
<TriggerSetup/>
</Values>
</Asset>
</ModOp>
<ModOp Type="addNextSibling" GUID="130248">
<Asset>
<Template>Trigger</Template>
<Values>
<Standard>
<GUID>1999002254</GUID>
<Name>Unlock New Orchard Construction Category</Name>
</Standard>
<Trigger>
<TriggerCondition>
<Template>ConditionPlayerCounter</Template>
<Values>
<Condition/>
<ConditionPlayerCounter>
<PlayerCounter>PopulationByLevel</PlayerCounter>
<Context>15000005</Context>
<CounterAmount>200</CounterAmount>
</ConditionPlayerCounter>
</Values>
</TriggerCondition>
<TriggerActions>
<Item>
<TriggerAction>
<Template>ActionUnlockAsset</Template>
<Values>
<Action/>
<ActionUnlockAsset>
<UnlockAssets>
<Item>
<Asset>1999002251</Asset>
</Item>
</UnlockAssets>
</ActionUnlockAsset>
</Values>
</TriggerAction>
</Item>
</TriggerActions>
</Trigger>
<TriggerSetup/>
</Values>
</Asset>
</ModOp> -->

<!-- #Reduce Internal Storage for Orchards to vanilla value of other farms -->
<ModOp Type="replace" GUID="133004,133030,133031,133496,134614,135085,135088" Path="/Values/FactoryBase/FactoryOutputs/Item/StorageAmount">
<StorageAmount>4</StorageAmount>
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@@ -0,0 +1,44 @@
<Prop><Type>Plant</>
<VertexFormat>P4h_N4b_G4b_B4b_T2h_C4b_C4b</>
<MeshFileName>data/modgraphics/models/cinnamon_tree/rdm/cinnamon_tree_lod0.rdm</>
<AlwaysVisible>0</>
<Indestructible>0</>
<ForceHighResShadow>0</>
<ForceZPrePass>0</>
<EnableReflection>0</>
<Materials><Material><Common>Common</>
<DIFFUSE_ENABLED>1</>
<cPropDiffuseTex>data/modgraphics/models/cinnamon_tree/maps/cinnamon_tree_01_diff.dds</>
<NORMAL_MAP_ENABLED>1</>
<cPropNormalTex>data/graphics/effects/default_model_normal.png</>
<cDiffuseColor.r>1.000000</>
<cDiffuseColor.g>1.000000</>
<cDiffuseColor.b>1.000000</>
<DISABLE_PLANT_GLOSSINESS>1</>
<FADE_OUT_SHADOW>0</>
<BackFace>BackFace</>
<DOUBLE_SIDED>0</>
<Transparency>Transparency</>
<cAlphaRef>0.697000</>
<cShadowAlphaRef>0.493000</>
<Wind>Wind</>
<FARM_FIELD_WIND>0</>
<cWindColorBoost>3.000000</>
<TiledTint>TiledTint</>
<PROP_TINT_ENABLED>0</>
<cPropTintTiling>1.000000</>
<cPropTintIntensity>1.000000</>
<TerrainAdaption>TerrainAdaption</>
<cAlignToTerrainNormal>0</>
<cUseTerrainTinting>0</>
<cBoostTerrainTinting>1</>
<cTerrainTintIntensity>1.000000</>
<DisableReviveDistance>0</>
</>
</>
<Colors><Count>1</>
<Color0.r>0.894118</>
<Color0.g>0.847059</>
<Color0.b>0.505882</>
</>
</>

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