I've just published v2.0.2, which makes the function resourcecrops.register_fire_essence_smelting(input, result) available to other mods. API.md should now have all you need to add a crop for any material!
Wow, I never expected my mod to be big enough that other people want to make addons for it, thank you so much!
I've just made a bit of documentation and put it up on the github in API.md. This includes what I hope is a relatively through explanation of the resourcecrops.add_crop() function which should cover most of your needs for setting up a new resource. I feel that I'm terrible at writing documentation, so if you have any questions or feedback on it please let me know so I can make it better!
Please note: there is a fire_essence_smelt() function mentioned at the bottom of API.md, but it is not yet available to other mods. This is because it needs a code change, so I'll have to push an actual update to the mod through ContentDB to make it compatible. I want to combine that with another small tweak that I've been meaning to do, so hopefully I'll have this done within a day or two, and I'll reply here when it's done.
So far I don't think I can make a client-side version of ore_info. As expected, the CSM API can't read the ore definitions, but it also seems I can only read the world one node at a time, which would be painful for performance. The default restrictions for client side modding has reading nodes completely disabled, and even if it wasn't, there is also a distance limit on how far from the player a client mod can read nodes, which I highly doubt a reasonable server owner would set high enough to read diamonds from the surface (diamonds start at -1024).
I'll look into this over the next week or so! I've never looked into client side modding yet, so I'll have to see what is available. Your suggestion with scanning the world does seem like a good idea, I think I can take inspiration from Minecraft's Just Enough Resources mod which has (or had, it's been a while since I've checked) profiling functionality to scan chunks for their contents, though it is a slow process. I could save that persistently across game launches, per world, and make it editable so you could remove misclassified nodes. I'll let you know if I manage to make this work!
Thank you for the bug report, I'll work on fixing that when I have time. I'll also work on adding support for Elepower, are there any other mods I should look into adding support for?
This mod searches the game's list of ores registered to be generated during worldgen, so if the mod that adds lead handles it's own ore generation, mine won't find it. Could you tell me which mod adds the lead ore so I can look into the problem more?
I've just published v2.0.2, which makes the function
resourcecrops.register_fire_essence_smelting(input, result)available to other mods. API.md should now have all you need to add a crop for any material!Wow, I never expected my mod to be big enough that other people want to make addons for it, thank you so much!
I've just made a bit of documentation and put it up on the github in API.md. This includes what I hope is a relatively through explanation of the
resourcecrops.add_crop()function which should cover most of your needs for setting up a new resource. I feel that I'm terrible at writing documentation, so if you have any questions or feedback on it please let me know so I can make it better!Please note: there is a
fire_essence_smelt()function mentioned at the bottom of API.md, but it is not yet available to other mods. This is because it needs a code change, so I'll have to push an actual update to the mod through ContentDB to make it compatible. I want to combine that with another small tweak that I've been meaning to do, so hopefully I'll have this done within a day or two, and I'll reply here when it's done.So far I don't think I can make a client-side version of ore_info. As expected, the CSM API can't read the ore definitions, but it also seems I can only read the world one node at a time, which would be painful for performance. The default restrictions for client side modding has reading nodes completely disabled, and even if it wasn't, there is also a distance limit on how far from the player a client mod can read nodes, which I highly doubt a reasonable server owner would set high enough to read diamonds from the surface (diamonds start at -1024).
I'll look into this over the next week or so! I've never looked into client side modding yet, so I'll have to see what is available. Your suggestion with scanning the world does seem like a good idea, I think I can take inspiration from Minecraft's Just Enough Resources mod which has (or had, it's been a while since I've checked) profiling functionality to scan chunks for their contents, though it is a slow process. I could save that persistently across game launches, per world, and make it editable so you could remove misclassified nodes. I'll let you know if I manage to make this work!
I'll probably add support and have it off by default, enable it in config.
Thank you for the bug report, I'll work on fixing that when I have time. I'll also work on adding support for Elepower, are there any other mods I should look into adding support for?
I don't have any translation code, but the mod is now avaliable on GitHub. https://github.com/TwigGlenn4/resource_crops
I had planned to but never got around to it, so thanks for the reminder! I'll reply here when it's avaliable.
Thank you for the update!
This mod searches the game's list of ores registered to be generated during worldgen, so if the mod that adds lead handles it's own ore generation, mine won't find it. Could you tell me which mod adds the lead ore so I can look into the problem more?
I have now included a screenshot.png in the 1.2.1 release.