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Zgłoś problem z tłumaczeniem









The reason I added twine counterpart to grass is because real Burlap is made from Jute, Sisal, Hemp, or Flax. The game has none of the above. The In-Dev version only required Thread/Grass, but it seemed way too easy to me. Twine contains charges which made it my prime choice, secondly because I find twine frequently enough it seemed plausable to add a 3rd component.
I'm reluctant to tag bindings because rags/denim etc are already thread, and leather doesn't seem right for a fabric woven bag. You're welcome to alter it locally if it's funner for you though. :)
(I subscribe to all my mods/guides... I see everything lol.)
https://pzwiki.net/wiki/Item_tag
for your example code this would be:
inputs
{
item 1 tags[SewingNeedle] mode:keep, **Item is kept**
item 2 [Base.Thread], **Item is removed**
}
outputs
{
item 1 Base.BurlapPiece, **Item is given**
}
i looked at the mod code and i'd also suggest change Base.Twine to just tags[Binding] as binding includes rags, leather strips and other things that are way more renewable than twine
If someone with .Lua knowledge would like to help revise the below code to include the other needles as possible use items, I will update it. As well this could serve new modders a quick reference to how themselves:
inputs
{
item 1 [Base.Needle] mode:keep, **Item is kept**
item 2 [Base.Thread], **Item is removed**
}
outputs
{
item 1 Base.BurlapPiece, **Item is given**
}