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I finally was able to implement your feedback about consequences for eating "too much" into my mushroom mod! I had struggled with avoiding duplicative cards, but referenced your happy hour mod and was inspired to try a new approach which finally worked.
it would mean so much to me if you gave it a try and lmk what you think! i recommend trying the ghost cap twice, i'm testing out adding new shrooms to the game while working w/ a cc creator to make them actually look/feel good :)
also, i gave you a little s/o on the description. i hope that isn't... creepy? 😅
cheers!
I always put a lot of effort into making the animations look natural and fit the Paralives style perfectly without breaking the game's original atmosphere. Have a wonderful time playing! 🚬
My best advice is to open your mod's folder, completely delete the "translation.setting" file, and start over from scratch.
Also, if you have any more technical questions, please post them in the Bug Reports discussion thread just above this comment so we don't clutter the main page with off-topic talk. ✨
If you mean that you can only see the technical key in the game, it's an easy fix. In the mod editor, look at the line where your Display Name is written. Right next to it, there is a translation icon. Click on it, and simply type what you want to actually see in the game inside the "Translated text" field.That should fix the key issue immediately.
Do you maybe also have advice on why translated text appears and what to do about it? It happens to me so often and then it only shows the key
As for your question, you need to set up two core logic blocks. You can look at the developers' base code for reference. Something like NeedHygieneDecayOverTime (or any other base need) will show you how to make a need diminish over time. A block like NeedHygieneReplenish will demonstrate how it replenishes when a Parafolk interacts with an object (like taking a shower).
I don't know exactly what kind of custom need you are creating, but you can safely use these blocks as a template. However, I highly recommend opening the developers' base blocks in a separate test/draft mod rather than your main one. When you open them in your main project, they can get saved with empty data strings, which might cause errors in the future. Good luck with your mod! 🦾
I struggle with modding a need on my own. Can you maybe give me advice what things I need to mod? I managed to create a need, but I dont find a way to let it diminish over time and I have not found a way to replenish it (mod-wise).