Hello, just stopping by to ask if you could increases the amount of hits it takes to break these clumps and nodes. Its very unsatisfying to finally find one (Since they are supposed to be rare) and have it break in less hits than a common rock.
With an Iridium Pickaxe it should take at the minimum 4 hits to break, just to savor the find.
Hello, I was looking a bit around the code and you can definitely change the required hits to break these rocks Its under the name of.
"Health" : 10,
In the "Clumps.json" file, each resource has its own Health. An example I set one to 40 and with an iridium pick it took 14 hits to break, at health of 100 it took 34 hits. For the Normal 10 it takes 4 hits (Said before it should take at minimum 4 hits with an iridium pick I was using prismatic tools at that time so I was just guessing haha)
Anyhow, you should play around with this to have some variance since they all break with the same number of hits.
It would affect the hits needed for non upgraded pickaxe too in way that i find tedious hence my previous answer. Feel free to edit files for personal use as you are motivated to look at stuff.
I've been encountering invisible nodes since I installed this mod, this is the second one I've managed to break and both dropped bombs from it, so I'm not sure what node is missing on my end
Hello, I wanted to know what I need to change for clumps to appear more in caves, I saw in the Clumps.json that there is some lines that say "SpawnFrequency", so does the spawn frequency line is the one that I need to change?, also in that line the limit for spawnFrequency is 1?, also there are some lines that say "Chance", what do they do?, srry if the questions are basic.
edit: The thing is that I dont see any clumps in my save :(, from level 1 to 100
If you want to edit, i suggest looking at Item Extension documentation for more details :) Note that the chances are on the low side but if you don't see any custom node over nearly the entire mine descent then you may have an issue and i would check that the mod is working first (error in log and such) before trying to edit stuff.
Is this mod the reason I keep getting purple quality gems? How can I disable gem quality? Even with bigger inventory mod, a dive in the skull cavern is an inventory management nightmare. I am making enough profit as it is with increasing spawn rate and amounts, no need to triple their price.
If you have any farm animals that drop gems like the frogs then it's probably that. It's a known game thing with animals. They will always drop quality regardless of what an author puts in because it's based on the animals hearts with you.
I recommend tbe mod Quality Smash. It helped me with this.
At some point there was an interaction issue with the Break in One Hit option of CJB cheat. If it's not that, you'll have to report that to IE author with a log.
Hi, I'd like to know if there is a fix for this issue as well? I can break the giant geode node (normal, or frozen geodes) but not the gem/ore nodes (for example, giant copper node, giant emerald node) Maybe I missed some step or installed the mod incorrectly? Thank you in advance!
I don't think i had cases of people being able to break some clumps but not others. If you can provide a log it's possible someone will have a clue, but it's hard to track those specific cases.
Came here to report the same thing. Also the Salpetre/Saltpeter and Jamborite clumps don't spawn.
If anyone wants to fix them; Open clumps.json Use ctrl+F to find "Calcite" About 5 lines below that, change "SpriteIndex" from 184 to 186. (Aquamarine will still spawn after the change) Use ctrl+F to find "Salpetre" 5 lines below, change "SpriteIndex" from 200 to 202.
{If you have experience with json files, you can also copy the entire Salpetre bit before changing it from 200, and change the spawns from 287 to 64, and then it will continue to be the Ruby node, but will spawn Rubies. If you wish for both Ruby and Salpetre to spawn make sure to change the ID and name of the clump so it doesn't overlap with itself!}
147 comments
With an Iridium Pickaxe it should take at the minimum 4 hits to break, just to savor the find.
If you would, Thank you
Thank you for the response tho.
"Health" : 10,
In the "Clumps.json" file, each resource has its own Health. An example I set one to 40 and with an iridium pick it took 14 hits to break, at health of 100 it took 34 hits. For the Normal 10 it takes 4 hits (Said before it should take at minimum 4 hits with an iridium pick I was using prismatic tools at that time so I was just guessing haha)
Anyhow, you should play around with this to have some variance since they all break with the same number of hits.
Feel free to edit files for personal use as you are motivated to look at stuff.
edit: The thing is that I dont see any clumps in my save :(, from level 1 to 100
I recommend tbe mod Quality Smash. It helped me with this.
Thanks.
Edit: It didn't work by the way.
If anyone wants to fix them;
Open clumps.json
Use ctrl+F to find "Calcite"
About 5 lines below that, change "SpriteIndex" from 184 to 186. (Aquamarine will still spawn after the change)
Use ctrl+F to find "Salpetre"
5 lines below, change "SpriteIndex" from 200 to 202.
{If you have experience with json files, you can also copy the entire Salpetre bit before changing it from 200, and change the spawns from 287 to 64, and then it will continue to be the Ruby node, but will spawn Rubies. If you wish for both Ruby and Salpetre to spawn make sure to change the ID and name of the clump so it doesn't overlap with itself!}
ru.json for Lumisteria Glimmering Clumps and Nodes - Pastebin.com