Stranded: Alien Dawn

Stranded: Alien Dawn

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Basic Decorations
   
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1.655 MB
22 Jul, 2023 @ 9:35pm
25 Jul, 2023 @ 6:49am
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Basic Decorations

Description
This mod utilizes vanilla assets to create decorations that can be placed much closer to other structures, both on floors and inside rooms.

Currently, the mod offers farmable grass, bushes, and trees as part of its decorative options.

Disclaimer: Please note that these decorations are buildings, not actual plants. As such, they do not grow or undergo any changes whatsoever over time.

-- There's a known issue with blade grass being constructed under floors. I am currently investigating how to circumvent this problem.
13 Comments
Demitrious 6 Mar @ 10:19am 
Is this working? I like the ideas
Mando 6 Oct, 2023 @ 2:04pm 
Massive thanks
Jaggid Edje 25 Jul, 2023 @ 6:57am 
Too awesome! Thank you so much!
Mnementh  [author] 25 Jul, 2023 @ 6:54am 
One "Giant's tree' decoration checked, @Jaggid Edje.

Glad to help, @Pareleo. Feel free to ask other questions, perhaps in the Workshop discussions where they can benefit more users.
Paraleo 25 Jul, 2023 @ 5:31am 
tx a lot
Jaggid Edje 25 Jul, 2023 @ 4:37am 
This is a very cool addition to the game. I learned this morning that they even will go and interact with the decorations for relaxation.

I do have a request too...could add the "Giant's Tree" (from Saltu)?

I freaking love those trees and if there is one near my initial landing/crash site, I always build my base around it to make it a centerpiece (i.e. I don't cut them down). It'd be awesome to be able to add the big freaking tree as a decoration even when there isn't one around (or when playing on a map other than Saltu).
Mnementh  [author] 25 Jul, 2023 @ 4:24am 
Suppose your "Metal refinement" technology got broken, and it failed to unlock the "Stone furnace" in the build menu. To address this issue, you can use the following code:

OnMsg.PostLoadGame = function()
if IsResearched("MetalAlloys", UIPlayer) then
RemovePresetLockStateReason("BuildingCompositeDef", "Devices", "Furnace_Stone", "hidden")
end
end

- The `PostLoadGame` message occurs whenever the player loads a saved game.
- `IsResearched(tech_id, player)` checks whether the player has researched the technology with the given ID.
- `RemovePresetLockStateReason(preset_type, group, preset_id, state)` removes the hidden state of the preset. `preset_type` can be "BuildingCompositeDef" (building), "Tech", "Recipe", or any other type of preset you have created and marked as hidden. `group` refers to the group property of the building, tech, recipe or whatever preset that you are unhiding.
Paraleo 25 Jul, 2023 @ 3:55am 
Had to break this in two parts :)

By the way decorations are quite easy to make just make sure the item you are using as a base can be built in rooms and on floors and just change the entity to whatever you want, change the descriptions also ofc and sometimes you need to auto reset the hitbox of the item to adapt it to the new entity size.
One example you can make a dog blanket out of the hay sleeping spots by picking one of the carpet entities.In this case u need to auto adjust to the new size of the item. I actually modded for myself some Gujo nests in as additional animal sleeping spots.

Long thread, I'll keep my posts shorter if any :).
Paraleo 25 Jul, 2023 @ 3:51am 
I do have a ton of modded items also self made but one thing that could be helpful and I didn't see an example of how to get it done since I am not a coder in LUA is :

a mod adds some new stuff let's say to the power category, a player adds the mod in the middle of a playthrough but he already has that research done so the item from the mod stays locked. If you set it to be always unlocked it ruins the immersion and no reason to tie that to a research.

My point is we need an example on how to make the game check at start or on loading if new items have been added to already done research. Maybe injo4tka can make something like that as an example. I am posting stuff related to coding on your threads since you seem to be more talkative :P. But I ll tone it down
P.S. congratz for the new changes.
Mnementh  [author] 24 Jul, 2023 @ 8:05pm 
Me doing mods is simply a result of being bored after experiencing a change in my personal life, coupled with the sleepless nights due to my teething baby, Paraleo.

Furthermore, I believe that modders would benefit from having more examples of how things work.

We conduct such experiments which help us gain a better understanding of what is and isn't feasible. I just think that sharing them could be advantageous for players.