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Friday Progress Report 172

32/40 new animations converted, I should be able to finish all of these soon.



This is an example of the problem, the rigs have different proportions, so this happens. After finishing these animations I will make the original ones I still need.

My brother is finishing the Plant Traits, it is getting done much quicker than expected, something that never happened before!!!

Here how it works, first we planted a carrot without any traits.



Once we got the seeds some of them gained traits, we will plant these that have Extra Ka Production.



The new plant has the trait now, it generates more Ka Nutrient (consuming more Nu as drawback)



Seeds from this plant will inherit this trait unless it lose a level or mutate into something else.

There is space for 4 traits for each plant.



All traits are defined in xml files, easily moddable.

1. Trait ID
2. Display Name
3. Trait Description
4. Type of trait, this defines which property of the plant will be affected
5. How is the value be altered, multiplicative or additive
6. Base amount to modify the attribute
7. Level dependent amount to modify the attribute (traits can level up)
8. This tag allows the trait to affect grass crops
9. This tag allows the trait to affect common crops
10. Nu Nutrient daily consumption of the plant increase or decrease
11. Ka Nutrient daily consumption of the plant increase or decrease
12. Pi Nutrient daily consumption of the plant increase or decrease
13. Chance the trait will appear on a seed (if a trait slot is available and the plant is valid)
14. Chance of the trait to level up on the next seed harvest
15. Chance of the trait to go down (reaching level 0 means the trait is removed)
16. Chance of the trait mutating on next seed harvest, requires the next field to be fillled
17. Which trait can this trait mutate into (ID).
18. Which trait counters this (inverse traits), if the inverse trait is present this trait cannot exist in the plant.

Right now we only have a few trait types, implementing more of these will allow more possible traits.