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Posted

Hey, I want too write a patch to allow the pottery inspiration perk to be compatible with the beehive kiln mod. Would I be able to use a xskills behavior modifier too do this? I was originally going to try to basically copy how the mod currently acts on pit kilns on the flue block, but I couldn't find anything in the jsons on how to accomplish this.

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Posted

Really enjoying this mod. It pads out the sense of progression for the game without feeling overpowered.The skills are all good without anything gamebusting being included, and adds some much needed "game" feel to vintage story's usual sort of grounded, realistic progression.

  • Thanks 1
Posted

HI guys i have a problem, My mod isn't working properly. When I press the key that's supposed to activate the skill, nothing happens. The mod is loaded correctly, and there are no errors or anything like that.

Posted (edited)

Skills, abilities, professions, specializations...
I will, as in the documentation for now refer to abilities.
Some abilities have requirements. These can be "professions" or "specializations".

E.G: "Miner":
Requirements:
Required Level 5, which I have
Limited (1/1) specialization, which apparently I have, but it I wouldn't know which one because it doesn't say if its a specialization or a profession.

Is there documentation on which "abilities" are specializations and professions?
I would highly recommend adding a tag like S and P (and A for for something which isn't a specialization or profession)

Edit:
I was unable to choose farmer with Green Thumb at 0 or 1... So? Green Thumb is not a specialization blocking Farmer. Or is this because I edited my abilities? (Ill give a restart a try with the Green Thumb at 0)
image.png.7c01d2031685580795486016d02b7c5c.png
Edit 2:
I THINK I understand that you can have only one profession and I do have digger... But digger is referenced as a specialization???? I'm lost :(

 

Edited by AnomynousX
Posted
On 1/4/2025 at 4:44 PM, AnomynousX said:

Skills, abilities, professions, specializations...
I will, as in the documentation for now refer to abilities.
Some abilities have requirements. These can be "professions" or "specializations".

E.G: "Miner":
Requirements:
Required Level 5, which I have
Limited (1/1) specialization, which apparently I have, but it I wouldn't know which one because it doesn't say if its a specialization or a profession.

Is there documentation on which "abilities" are specializations and professions?
I would highly recommend adding a tag like S and P (and A for for something which isn't a specialization or profession)

Edit:
I was unable to choose farmer with Green Thumb at 0 or 1... So? Green Thumb is not a specialization blocking Farmer. Or is this because I edited my abilities? (Ill give a restart a try with the Green Thumb at 0)
image.png.7c01d2031685580795486016d02b7c5c.png
Edit 2:
I THINK I understand that you can have only one profession and I do have digger... But digger is referenced as a specialization???? I'm lost :(

 

"professions" and "specializations" are just synonyms in this case. It's my bad that sometimes one term is used and sometimes another. So everything that has "Limited (1/1) specialization" in its requirements is an specialization.

  • Like 1
Posted
On 1/6/2025 at 8:13 PM, Xandu said:

"professions" and "specializations" are just synonyms in this case. It's my bad that sometimes one term is used and sometimes another. So everything that has "Limited (1/1) specialization" in its requirements is an specialization.

Hello o/
Is it possible to add compotibility ( Cooking skills ) with chiseledfirepit from mod ChiselTools?

Posted (edited)

Hi!

First of all, thank you for your mod. I've been playing with it for 2 years now and it's really a welcome addition to the vanilla experience (that and primitive survival).
I recently uploaded a local save we used to play as multiplayer locally to a server config (ARM64) and even if most of my mods work fine, yours is apparently creating a bug (I say apparently since the bug disapear when I remove xlib).
The bug is just visual but it's still very much a nuisance: items are boucing when you drop them on the floor and stay (only as a visual) even after you walk on it and it get back in your inventory. Same with "processing" items (like those in quern) or when you breaks blocks (as you can imagine, this is when it gets the worst). The bug stops when you diconnect from the server.

Not sure if it is ARM related or something else. We never had this bug (different from the "usual logs bouncing" when you axe a tree) when we were playing on a local game and it appeared the first time we payed on the same save as a server game.
Config:
server v 1.19.8 ARM64 on ubuntu 24.04.1 LTS

seed: imported
Mods (all latest stable and compatible version with 1.19.8):
BetterRuins
bricklayers
CarryOn
CommonLib
CompatibilityFix
expanded_matter
MoreRoads
PlayerCorpse
primitivesurvival
ProspectTogether
stillnecessaries
StoneQuarry
workbench-expansion
xlib
xskills

Any idea? Or suggestion?

2025-01-07224501-ezgif.com-optimize.gif

Edited by Tro Klass
Posted
On 1/7/2025 at 11:29 PM, DejFidOFF said:

Hello o/
Is it possible to add compotibility ( Cooking skills ) with chiseledfirepit from mod ChiselTools?

Hi. This should wok now.
 

On 1/11/2025 at 8:47 AM, LebenTod said:

Hi! Can we hope to be compatible with "From Golden Combs" in the future? =)

 

image.png.b68f67b9c266196c4a2630e0a2cac19b.png

Can you explain what you expect from compatibility for someone that has never played with from golden combs? 

On 1/12/2025 at 1:46 AM, Tro Klass said:

Hi!

First of all, thank you for your mod. I've been playing with it for 2 years now and it's really a welcome addition to the vanilla experience (that and primitive survival).
I recently uploaded a local save we used to play as multiplayer locally to a server config (ARM64) and even if most of my mods work fine, yours is apparently creating a bug (I say apparently since the bug disapear when I remove xlib).
The bug is just visual but it's still very much a nuisance: items are boucing when you drop them on the floor and stay (only as a visual) even after you walk on it and it get back in your inventory. Same with "processing" items (like those in quern) or when you breaks blocks (as you can imagine, this is when it gets the worst). The bug stops when you diconnect from the server.

Not sure if it is ARM related or something else. We never had this bug (different from the "usual logs bouncing" when you axe a tree) when we were playing on a local game and it appeared the first time we payed on the same save as a server game.
Config:
server v 1.19.8 ARM64 on ubuntu 24.04.1 LTS

seed: imported
Mods (all latest stable and compatible version with 1.19.8):
BetterRuins
bricklayers
CarryOn
CommonLib
CompatibilityFix
expanded_matter
MoreRoads
PlayerCorpse
primitivesurvival
ProspectTogether
stillnecessaries
StoneQuarry
workbench-expansion
xlib
xskills

Any idea? Or suggestion?

2025-01-07224501-ezgif.com-optimize.gif

This looks like a server/client - synchronisation issue. While I can understand the part with the block I have no idea why the pickaxe acts like this. Since I am currently working on the 1.20 version of the game I can not look into the issue for 1.19. And it seems to be a multiplayer issue which makes it even more difficult to investigate. The stable release of 1.20 should not be too long form now. Maybe this will fix the issue by it's own. So I would ask if you can check whether this issue still occurs in 1.20 and tell me if this is the case.

You also said that it also happens with querns and xskills does nothing specific to querns. So are you sure it is related to those mods?

Posted
2 hours ago, Xandu said:

Can you explain what you expect from compatibility for someone that has never played with from golden combs? 

Currently, collecting honey from new hives "From Golden Combs" does not provide experience. Plus, I would like the "beekeeper" skill to work with them.

Posted

Hi there! Love the mod, though the grind to level up cooking is kind of nuts! (Im the dedicated chef for our server and despite that only have a single level in cooking despite preparing a ton of meals)

 

One question: i picked up the perk (canteen cook I think) that allows me to make portions of 8 instead of 6. However, when I cook something with 8 portions, once the bar reaches the end, it starts over, and never finishes the meal. We have expanded food too, maybe it's incompatible?

Thanks!

Posted
1 hour ago, Sofia Q.F. said:

Hi there! Love the mod, though the grind to level up cooking is kind of nuts! (Im the dedicated chef for our server and despite that only have a single level in cooking despite preparing a ton of meals)

 

One question: i picked up the perk (canteen cook I think) that allows me to make portions of 8 instead of 6. However, when I cook something with 8 portions, once the bar reaches the end, it starts over, and never finishes the meal. We have expanded food too, maybe it's incompatible?

Thanks!

What meals do you cook?

I spent a lot of time getting the mod work with expanded food properly. This sounds like the issue with the "Core of Arts" mod that we encountered 2 days ago on discord.

Posted
17 minutes ago, Sofia Q.F. said:

I was trying to make a redmeat stew, but yes, we do use "art of growing" but I never expected that to be causing an issue with meat too!

It is an issue with cooking in general. "Core of Arts" replaces the default cooking pot which makes code applied to it not work anymore.

 

The first question was related to your experience issue. You get more experience if you use more diverse ingredients.

Posted
35 minutes ago, Sofia Q.F. said:

makes sense thank you!

Other question, how do I get salt out of a cooking pot? I feel a bit dumb lmao

You can't take it out of the pot. It shouldn't be in there. It seems to be part of the conflict with "Core of Arts".

Posted (edited)

Hey so after trying for hours i am lost and try it here :D

We would like to set AllRounder to have a max of 5 Tiers at the levels 5,10,15,20 and 25.

But after trying my brain is fried and i hope you can kinda explain how to get that into the Skill with and maybe provide the values? 

i am really trying to understand here :D 

EDIT:
Yes i have tried understanding the explanations above :( 

Edited by Kostelo
Posted
21 minutes ago, Kostelo said:

Hey so after trying for hours i am lost and try it here :D

We would like to set AllRounder to have a max of 5 Tiers at the levels 5,10,15,20 and 25.

But after trying my brain is fried and i hope you can kinda explain how to get that into the Skill with and maybe provide the values? 

i am really trying to understand here :D 

EDIT:
Yes i have tried understanding the explanations above :( 

Hi. With the default configuration you cannot set specific levels. It will just use subsequent levels for this. To add specific levels you need requirements. For examples see at the assets/xskills/skills folder inside of the mods folder. And you have to patch the survival file for it. (https://wiki.vintagestory.at/Modding:JSON_Patching)

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