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CarryCapacity (v0.4.3)

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On 6/18/2019 at 6:08 AM, Cjleeh said:

@copygirl, Would it be possible to for your mod to support the cupboard in the Vcupboard VintageStory Mod? I would like to move the cupboard in that mod around like we can with the official content in the game. Please, and thanks for the consideration!

Sorry for the slow response. I looked into making it possible to carry the cupboards, and write the required patches to allow for this. I could include this in CarryCapacity, but I feel like it would make more sense to include in BVcupboard. Unfortunately, due to the way behaviors work, it would create a hard dependency on my mod. Behaviors can't be optional, at the moment. The game refuses to load if a behavior isn't found.

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8 hours ago, copygirl said:

Sorry for the slow response. I looked into making it possible to carry the cupboards, and write the required patches to allow for this. I could include this in CarryCapacity, but I feel like it would make more sense to include in BVcupboard. Unfortunately, due to the way behaviors work, it would create a hard dependency on my mod. Behaviors can't be optional, at the moment. The game refuses to load if a behavior isn't found.

For there to be optional behaviors. Would the Mod API need to be changed for it to work? I am also a Minecraft player, and there are quite a few mods that do not have hard a dependency. Though that is of course related to Minecraft modding, not VS. Thanks for the reply CopyGirl, very much appreciated! Also on a unrelated note. I had invested some time to research who is on the VS team. Looks like you do quite a bit of pro-active stuff in the community.

I do have a question since I do not know if I ask anywhere else that it will be seen. I am playing the Neolithic Mod. Version 2.0.6 for Vintage Story 1.9.10. I tried to let them know I think there is a bug, on there GitHub issue tracker. Every so often when I kill a animal in the game. It will disappear, but not drop it's carcass. It happens a bit too often. Don't believe it was intended. I have not gotten a response back for 5 days now. I wanted to ask if you know anything about the mod, and if what I am experiencing is out of place. Thanks!

https://github.com/TonyLiberatto/The-Neolithic-Mod/issues

Edited by Cjleeh

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1 minute ago, Cjleeh said:

For there to be optional behaviors. Would the Mod API need to be changed for it to work? I am also a Minecraft player, and there are quite a few mods that do not have hard a dependency. Though that is of course related to Minecraft modding, not VS. Thanks for the reply CopyGirl, very much appreciated!

It depends on how @Tyron wants to handle this. The game could simply issue a warning for behaviors it can't find instead of refusing to start the game, basically making all behaviors optional; or it could offer a way to mark specific behaviors as optional so the game just doesn't load those behaviors if they could not be found. I've tried my hand at implementing this change a long time ago, but it wasn't a simple surface change and I don't know the codebase as well, so I gave up. The API itself would not have to be changed. All it would need is an { optional: true } field where the behavior is used in an asset. For example:

behaviors: [
  { name: "Container" }, // Required behavior.
  { name: "Carryable", optional: true, properties: { ... } },
]
1 minute ago, Cjleeh said:

Also on a unrelated note. I had invested some time to research who is on the VS team. Looks like you do quite a bit of pro-active stuff in the community.

I did small things here and there for the game. I think the most useful change was rewriting the mod loading system, which I'm still very proud of, and hope will be useful going into the future. But to be honest, besides CarryCapacity and the recording sessions with HelDM and crew my attention is currently on other things.

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2 minutes ago, copygirl said:

It depends on how @Tyron wants to handle this. The game could simply issue a warning for behaviors it can't find instead of refusing to start the game, basically making all behaviors optional; or it could offer a way to mark specific behaviors as optional so the game just doesn't load those behaviors if they could not be found. I've tried my hand at implementing this change a long time ago, but it wasn't a simple surface change and I don't know the codebase as well, so I gave up. The API itself would not have to be changed. All it would need is an { optional: true } field where the behavior is used in an asset. For example:


behaviors: [
  { name: "Container" }, // Required behavior.
  { name: "Carryable", optional: true, properties: { ... } },
]

I did small things here and there for the game. I think the most useful change was rewriting the mod loading system, which I'm still very proud of, and hope will be useful going into the future. But to be honest, besides CarryCapacity and the recording sessions with HelDM and crew my attention is currently on other things.

Ah okay, sorry I added a bit extra to my post. I will add it here, because I am not sure you will see it if I don't.

I do have a question since I do not know if I ask anywhere else that it will be seen. I am playing the Neolithic Mod. Version 2.0.6 for Vintage Story 1.9.10. I tried to let them know I think there is a bug, on there GitHub issue tracker. Every so often when I kill a animal in the game. It will disappear, but not drop it's carcass. It happens a bit too often. Don't believe it was intended. I have not gotten a response back for 5 days now. I wanted to ask if you know anything about the mod, and if what I am experiencing is out of place. Thanks!

https://github.com/TonyLiberatto/The-Neolithic-Mod/issues

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Just now, Cjleeh said:

Ah okay, sorry I added a bit extra to my post. I will add it here, because I am not sure you will see it if I don't.

I do have a question since I do not know if I ask anywhere else that it will be seen. I am playing the Neolithic Mod. Version 2.0.6 for Vintage Story 1.9.10. I tried to let them know I think there is a bug, on there GitHub issue tracker. Every so often when I kill a animal in the game. It will disappear, but not drop it's carcass. It happens a bit too often. Don't believe it was intended. I have not gotten a response back for 5 days now. I wanted to ask if you know anything about the mod, and if what I am experiencing is out of place. Thanks!

https://github.com/TonyLiberatto/The-Neolithic-Mod/issues

Yes, I didn't see. I've only played a few hours of the mod with friends, and this never occurred to us as fair as I know. I couldn't find The Neolithic Mod's implementation for "drop this carcass as a block" - it looks like this might actually handled by the game itself. So possibly a thing to report to the game developers. 😛 Are you able to reproduce this more consistently if you do certain things? I wonder if it can't be placed if both the animal and the player are in the same block space, for example.

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