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How do you make a new clay mold recipe?


Sukotto82
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I want to make a clay mold recipe for a sawblade, right now for a stand in until I can understand what all this is I made a knapping recipe, a flint and an obsidian version of the saw that is working fine. the blade icon looks off but it functions and it's only temporary anyway. I really want to make a clay mold for the sawblade instead but I don't understand all of this, "looking at pickaxe clay mold".

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        "other": "block/clay/ceramic",
        "floor": "block/clay/ceramic-dark"
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                "down": { "texture": "#other", "uv": [ 0.0, 1.0, 12.0, 12.0 ], "autoUv": false }
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            "children": [
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                    "to": [ 12.0, 2.0, 0.0 ], 
                    "faces": {
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                        "south": { "texture": "#other", "uv": [ 1.0, 1.0, 13.0, 3.0 ], "autoUv": false },
                        "west": { "texture": "#other", "uv": [ 14.0, 2.0, 16.0, 4.0 ], "enabled": false },
                        "up": { "texture": "#other", "uv": [ 0.0, 5.0, 12.0, 7.0 ] },
                        "down": { "texture": "#other", "uv": [ 1.0, 1.0, 13.0, 3.0 ], "autoUv": false }
                    }
                },
                {
                    "name": "Cube3",
                    "from": [ 0.0, 0.0, 11.0 ], 
                    "to": [ 12.0, 2.0, 12.0 ], 
                    "faces": {
                        "north": { "texture": "#other", "uv": [ 0.0, 6.0, 12.0, 8.0 ] },
                        "east": { "texture": "#other", "uv": [ 12.0, 2.0, 13.0, 4.0 ], "enabled": false },
                        "south": { "texture": "#other", "uv": [ 1.0, 1.0, 13.0, 3.0 ], "autoUv": false },
                        "west": { "texture": "#other", "uv": [ 15.0, 2.0, 16.0, 4.0 ], "enabled": false },
                        "up": { "texture": "#other", "uv": [ 0.0, 5.0, 12.0, 6.0 ] },
                        "down": { "texture": "#other", "uv": [ 1.0, 0.0, 13.0, 1.0 ], "autoUv": false }
                    }
                },
                {
                    "name": "Cube4",
                    "from": [ -1.0, 0.0, -2.0 ], 
                    "to": [ 0.0, 2.0, 12.0 ], 
                    "faces": {
                        "north": { "texture": "#other", "uv": [ 0.0, 14.0, 1.0, 16.0 ] },
                        "east": { "texture": "#other", "uv": [ 1.0, 14.0, 15.0, 16.0 ] },
                        "south": { "texture": "#other", "uv": [ 15.0, 14.0, 16.0, 16.0 ] },
                        "west": { "texture": "#other", "uv": [ 2.0, 14.0, 16.0, 16.0 ], "autoUv": false },
                        "up": { "texture": "#other", "uv": [ 0.0, 0.0, 1.0, 14.0 ] },
                        "down": { "texture": "#other", "uv": [ 1.0, 0.0, 2.0, 14.0 ] }
                    }
                },
                {
                    "name": "Cube5",
                    "from": [ 12.0, 0.0, -2.0 ], 
                    "to": [ 13.0, 2.0, 12.0 ], 
                    "faces": {
                        "north": { "texture": "#other", "uv": [ 0.0, 14.0, 1.0, 16.0 ] },
                        "east": { "texture": "#other", "uv": [ 1.0, 14.0, 15.0, 16.0 ] },
                        "south": { "texture": "#other", "uv": [ 15.0, 14.0, 16.0, 16.0 ] },
                        "west": { "texture": "#other", "uv": [ 2.0, 14.0, 16.0, 16.0 ], "autoUv": false },
                        "up": { "texture": "#other", "uv": [ 0.0, 0.0, 1.0, 14.0 ] },
                        "down": { "texture": "#other", "uv": [ 1.0, 0.0, 2.0, 14.0 ] }
                    }
                },
                {
                    "name": "Cube6",
                    "from": [ 6.0, 1.0, 0.0 ], 
                    "to": [ 10.0, 2.0, 1.0 ], 
                    "faces": {
                        "north": { "texture": "#other", "uv": [ 0.0, 2.0, 4.0, 3.0 ], "enabled": false },
                        "east": { "texture": "#other", "uv": [ 12.0, 2.0, 13.0, 3.0 ], "enabled": false },
                        "south": { "texture": "#other", "uv": [ 3.0, 5.0, 7.0, 6.0 ] },
                        "west": { "texture": "#other", "uv": [ 7.0, 5.0, 8.0, 6.0 ] },
                        "up": { "texture": "#other", "uv": [ 3.0, 4.0, 7.0, 5.0 ] },
                        "down": { "texture": "#other", "uv": [ 2.0, 0.0, 6.0, 1.0 ], "enabled": false }
                    }
                },
                {
                    "name": "Cube7",
                    "from": [ 10.0, 1.0, 0.0 ], 
                    "to": [ 12.0, 2.0, 5.0 ], 
                    "faces": {
                        "north": { "texture": "#other", "uv": [ 0.0, 2.0, 2.0, 3.0 ], "enabled": false },
                        "east": { "texture": "#other", "uv": [ 10.0, 4.0, 15.0, 5.0 ], "enabled": false },
                        "south": { "texture": "#other", "uv": [ 5.0, 7.0, 7.0, 8.0 ] },
                        "west": { "texture": "#other", "uv": [ 7.0, 7.0, 12.0, 8.0 ] },
                        "up": { "texture": "#other", "uv": [ 5.0, 2.0, 7.0, 7.0 ] },
                        "down": { "texture": "#other", "uv": [ 2.0, 0.0, 4.0, 5.0 ], "enabled": false }
                    }
                },
                {
                    "name": "Cube8",
                    "from": [ 9.0, 1.0, 1.0 ], 
                    "to": [ 10.0, 2.0, 2.0 ], 
                    "faces": {
                        "north": { "texture": "#other", "uv": [ 0.0, 2.0, 1.0, 3.0 ], "enabled": false },
                        "east": { "texture": "#other", "uv": [ 12.0, 2.0, 13.0, 3.0 ], "enabled": false },
                        "south": { "texture": "#other", "uv": [ 4.0, 0.0, 5.0, 1.0 ], "enabled": false },
                        "west": { "texture": "#other", "uv": [ 14.0, 2.0, 15.0, 3.0 ], "enabled": false },
                        "up": { "texture": "#other", "uv": [ 4.0, 4.0, 5.0, 5.0 ] },
                        "down": { "texture": "#other", "uv": [ 2.0, 0.0, 3.0, 1.0 ], "enabled": false }
                    }
                },
                {
                    "name": "Cube9",
                    "from": [ 8.0, 1.0, 1.0 ], 
                    "to": [ 9.0, 2.0, 2.0 ], 
                    "faces": {
                        "north": { "texture": "#other", "uv": [ 0.0, 2.0, 1.0, 3.0 ], "enabled": false },
                        "east": { "texture": "#other", "uv": [ 12.0, 2.0, 13.0, 3.0 ], "enabled": false },
                        "south": { "texture": "#other", "uv": [ 4.0, 5.0, 5.0, 6.0 ] },
                        "west": { "texture": "#other", "uv": [ 5.0, 5.0, 6.0, 6.0 ] },
                        "up": { "texture": "#other", "uv": [ 4.0, 4.0, 5.0, 5.0 ] },
                        "down": { "texture": "#other", "uv": [ 2.0, 0.0, 3.0, 1.0 ], "enabled": false }
                    }
                },
                {
                    "name": "Cube10",
                    "from": [ 9.0, 1.0, 2.0 ], 
                    "to": [ 10.0, 2.0, 3.0 ], 
                    "faces": {
                        "north": { "texture": "#other", "uv": [ 0.0, 2.0, 1.0, 3.0 ], "enabled": false },
                        "east": { "texture": "#other", "uv": [ 12.0, 2.0, 13.0, 3.0 ], "enabled": false },
                        "south": { "texture": "#other", "uv": [ 2.0, 4.0, 3.0, 5.0 ] },
                        "west": { "texture": "#other", "uv": [ 3.0, 4.0, 4.0, 5.0 ] },
                        "up": { "texture": "#other", "uv": [ 2.0, 3.0, 3.0, 4.0 ] },
                        "down": { "texture": "#other", "uv": [ 2.0, 0.0, 3.0, 1.0 ], "enabled": false }
                    }
                },
                {
                    "name": "Cube11",
                    "from": [ 0.0, 1.0, 3.0 ], 
                    "to": [ 7.0, 2.0, 11.0 ], 
                    "faces": {
                        "north": { "texture": "#other", "uv": [ 0.0, 14.0, 7.0, 15.0 ] },
                        "east": { "texture": "#other", "uv": [ 7.0, 14.0, 15.0, 15.0 ] },
                        "south": { "texture": "#other", "uv": [ 4.0, 0.0, 11.0, 1.0 ], "enabled": false },
                        "west": { "texture": "#other", "uv": [ 14.0, 2.0, 22.0, 3.0 ], "enabled": false },
                        "up": { "texture": "#other", "uv": [ 0.0, 6.0, 7.0, 14.0 ] },
                        "down": { "texture": "#other", "uv": [ 2.0, 0.0, 9.0, 8.0 ], "enabled": false }
                    }
                },
                {
                    "name": "Cube12",
                    "from": [ 0.0, 1.0, 1.0 ], 
                    "to": [ 3.0, 2.0, 3.0 ], 
                    "faces": {
                        "north": { "texture": "#other", "uv": [ 7.0, 4.0, 10.0, 5.0 ] },
                        "east": { "texture": "#other", "uv": [ 10.0, 4.0, 12.0, 5.0 ] },
                        "south": { "texture": "#other", "uv": [ 4.0, 0.0, 7.0, 1.0 ], "enabled": false },
                        "west": { "texture": "#other", "uv": [ 14.0, 2.0, 16.0, 3.0 ], "enabled": false },
                        "up": { "texture": "#other", "uv": [ 7.0, 2.0, 10.0, 4.0 ] },
                        "down": { "texture": "#other", "uv": [ 2.0, 2.0, 5.0, 4.0 ], "enabled": false }
                    }
                },
                {
                    "name": "Cube13",
                    "from": [ 3.0, 1.0, 2.0 ], 
                    "to": [ 5.0, 2.0, 3.0 ], 
                    "faces": {
                        "north": { "texture": "#other", "uv": [ 7.0, 4.0, 9.0, 5.0 ] },
                        "east": { "texture": "#other", "uv": [ 9.0, 4.0, 10.0, 5.0 ] },
                        "south": { "texture": "#other", "uv": [ 4.0, 0.0, 6.0, 1.0 ], "enabled": false },
                        "west": { "texture": "#other", "uv": [ 14.0, 2.0, 15.0, 3.0 ], "enabled": false },
                        "up": { "texture": "#other", "uv": [ 7.0, 3.0, 9.0, 4.0 ] },
                        "down": { "texture": "#other", "uv": [ 2.0, 0.0, 4.0, 1.0 ], "enabled": false }
                    }
                },
                {
                    "name": "Cube14",
                    "from": [ 11.0, 1.0, 5.0 ], 
                    "to": [ 12.0, 2.0, 11.0 ], 
                    "faces": {
                        "north": { "texture": "#other", "uv": [ 0.0, 2.0, 1.0, 3.0 ], "enabled": false },
                        "east": { "texture": "#other", "uv": [ 12.0, 2.0, 18.0, 3.0 ], "enabled": false },
                        "south": { "texture": "#other", "uv": [ 4.0, 0.0, 5.0, 1.0 ], "enabled": false },
                        "west": { "texture": "#other", "uv": [ 4.0, 7.0, 10.0, 8.0 ] },
                        "up": { "texture": "#other", "uv": [ 4.0, 1.0, 5.0, 7.0 ] },
                        "down": { "texture": "#other", "uv": [ 2.0, 0.0, 3.0, 6.0 ], "enabled": false }
                    }
                },
                {
                    "name": "Cube15",
                    "from": [ 7.0, 1.0, 6.0 ], 
                    "to": [ 9.0, 2.0, 11.0 ], 
                    "faces": {
                        "north": { "texture": "#other", "uv": [ 3.0, 7.0, 5.0, 8.0 ] },
                        "east": { "texture": "#other", "uv": [ 5.0, 7.0, 10.0, 8.0 ] },
                        "south": { "texture": "#other", "uv": [ 4.0, 0.0, 6.0, 1.0 ], "enabled": false },
                        "west": { "texture": "#other", "uv": [ 14.0, 2.0, 19.0, 3.0 ], "enabled": false },
                        "up": { "texture": "#other", "uv": [ 3.0, 2.0, 5.0, 7.0 ] },
                        "down": { "texture": "#other", "uv": [ 2.0, 0.0, 4.0, 5.0 ], "enabled": false }
                    }
                },
                {
                    "name": "Cube16",
                    "from": [ 9.0, 1.0, 8.0 ], 
                    "to": [ 10.0, 2.0, 11.0 ], 
                    "faces": {
                        "north": { "texture": "#other", "uv": [ 2.0, 6.0, 3.0, 7.0 ] },
                        "east": { "texture": "#other", "uv": [ 3.0, 6.0, 6.0, 7.0 ] },
                        "south": { "texture": "#other", "uv": [ 4.0, 0.0, 5.0, 1.0 ], "enabled": false },
                        "west": { "texture": "#other", "uv": [ 14.0, 2.0, 17.0, 3.0 ], "enabled": false },
                        "up": { "texture": "#other", "uv": [ 2.0, 3.0, 3.0, 6.0 ] },
                        "down": { "texture": "#other", "uv": [ 2.0, 0.0, 3.0, 3.0 ], "enabled": false }
                    }
                },
                {
                    "name": "Cube17",
                    "from": [ 7.0, 1.0, 4.0 ], 
                    "to": [ 8.0, 2.0, 6.0 ], 
                    "faces": {
                        "north": { "texture": "#other", "uv": [ 2.0, 4.0, 3.0, 5.0 ] },
                        "east": { "texture": "#other", "uv": [ 3.0, 4.0, 5.0, 5.0 ] },
                        "south": { "texture": "#other", "uv": [ 4.0, 0.0, 5.0, 1.0 ], "enabled": false },
                        "west": { "texture": "#other", "uv": [ 14.0, 2.0, 16.0, 3.0 ], "enabled": false },
                        "up": { "texture": "#other", "uv": [ 2.0, 2.0, 3.0, 4.0 ] },
                        "down": { "texture": "#other", "uv": [ 2.0, 0.0, 3.0, 2.0 ], "enabled": false }
                    }
                }
            ]
        }
    ]}

 

I mean. what do all those numbers mean? what are all the different cubes?

what do all the numbers represent?

the clay form is a 14 by 14 and has 2 layers to it the bottom layer being full and the 2nd layer being where the shape shows once you raised all the other clay bits up around it.

you need to be facing south when placing down the clay to initiate the clay forming process for the image to accurately depict what is shown in the recipe file. once you complete the form it alters color and turns into a solid object you can pick up but it also rotates 90 clockwise for some reason from when you where working on it to when you complete it.

when facing east and in the crafting recipe json file for the pickaxe it's something like this

        "##############",
        "##############",
        "#______#######",
        "####_____#####",
        "######____####",
        "########___###",
        "#########__###",
        "#########___##",
        "##########__##",
        "##########__##",
        "###########_##",
        "###########_##",
        "###########_##",
        "##############",

It looks weird because of how text lines up.

when you first put it down it has an 8x8 that you need to finish the outer 3 on all 4 sides. Once you finish the bottom layer it goes up to the layer the image starts to show that will be the mold. in the screenshot this is the same position as the code recipe with the # and _ correlates to in the same pattern.

it is 3 from the top and 2 over for the first whole over to 3 from the top 7 over from the left to the right so I thought; ok so it says cube one from 2.0, 0.0, 3.0 to 14.0, 1.0, 14.0 so that would meant from the top layer to the bottom layer 2.0, 0.0, 3.0 lined up with the first empty space on the clay form but then I though but 14.0, 1.0, 14.0 would not be empty then I see cube 2 show 0.0, 0.0, -2.0 to 12.0, 2.0, 0.0 and I was like now I'm confused, I don't know what the - is for and if the middle value 0.0 and 1.0 that is on most of them was the layer then why 2.0 there is no third layer either layer 0.0 being bottom or top and layer 1.0 being the other top or bottom there is no 3rd layer to be labeled as 2.0 at least not for the pick axe mold for something like the crucible or crock or storage vessel something like that have many more layers but the tool molds only have 2 layers 1 (bottom) completely solid and 1 (top) that has the shape of the tool head being made.

what are all of these numbers and what numbers would I need to know for making a new mold?

making the recipe is simple enough but I would still need to make the shape for the new mold because it would have a different indent.

I can make the recipe that's super easy, I can edit the blocktypes > clay > mold > toolmod to add the new mold to the tooltype states that has a list of the other molds but I would still need a shape the sword seems to have the least number of cubes of 9 I think and something like the anvil has like 49 or 50 something high like that. so then that brings me to what are the cubes?

the numbers already confuse me because they don't seem to consistently line up with the shape being made unless I'm overlooking something obvious but then there is the cubes I thought the hammer head would be the smallest as its a simple shape but it's bigger than the sword by only a cube or 2 but still more cubes than the sword.

so I guess now that I gave all the details about what I'm trying to figure out to summarize what do the numbers represent and how do you determine how many cubes you need for a given mold?

 

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2020-12-04_05-02-29.png

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@Sukotto82 So it sounds like you've got the recipe figured out, but that's pretty much independent of the rest of the process.    Looking at the pickaxemold recipe we find the output, then locate that file (because you'll need one of those - a block that represents the raw and burned versions of the mold).
 

    output: { type: "block", code: "toolmold-raw-pickaxe"  }

that file can be found here Roaming\Vintagestory\assets\survival\blocktypes\clay\mold\toolmold.json.  

That file looks pretty complicated because it represents all of the molds.  But it's really just a block like most of the blocks in VS.  You have two options - 1) Patch this file, or 2) make your own copy of this file, and remove all of the stuff that's not related to your new mold.  In this file note the "shape:" section.  It refers to the shape files for the molds which can be found in Roaming\Vintagestory\assets\survival\shapes\block\clay\mold.  That's what you're mostly asking about.  Normally you don't edit those files manually, you use VS Model Creator (VSMC) to edit those files.  You're going to need to familiarize yourself with that app, to build your shape file for the clay mold and apply the textures to it.

If you want to understand what all that json is in the shape file, start a new project in VSMC and create a simple shape.  Then save it, and open the json file it creates in a text editor.  You'll discover that it's really not hard to understand, although it gets a lot more complicated once you start applying textures.  Hint, when you're ready to apply a texture, drag and drop a .png file right into VSMC and you'll be presented with a few options.  If you keep saving and looking at the json file, you'll understand pretty quickly what that file is all about.

Anyway, if you get your shape made and textures applied to it, then back to toolmold.json to point to that "shape:" and also to the "texturesByType:".

I skimmed over a lot of things but basically:  The recipe creates the block.  The block has a shape and (in this case) two textures (raw and burned) assigned to it.

The trick is to make your shape look at least similar to the recipe, because there's no real relationship between the two!

Edited by Spear and Fang
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wow, here I thought I just needed a shape file for the mold and was about to just reference the pickaxe mold and see if I could still get the output to be a saw once the mold is poured and hardened. I ran into a whole new problem with my new clay types.  they keep crashing the game when you try to make a mold even when using the vanilla blue and fire clay to make a mold as soon as you shift click the ground with clay in your hands it crashes the game. I'll have to figure this out first then I will re visit the custom clay mold but you have a lot of good reference material here. thank you. 

 

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I just looked at all the files and for the most part it all makes since to me until you get to the shape and cube things that's where I get lost. 

as I've been told, looks like I'm going to have to download and learn how to use this Vintage Story Mod Creator shape making tool thing.

the only thing that I didn't fully understand in the other stuff was the density and structural stuff I'm guessing that has to do with your mod specifically?

kina like 7 days to die there are different densities to different materials and different structural stats so like wood can only support up to 7 blocks away without needing to be supported by another support but metal can go like 20 and they very depending on the density certain blocks have different weight values and structural values and if the weight value exceeds the structural value the structure will collapse I've made a mod for a block in 7 days to die that can support so much weight you can use one of the heaviest building materials and still build out nearly a thousand blocks before it collapses (I made this specifically for building bridges over large bodies of water but can be used anywhere in the game).

I didn't know there was such structural integrity issues in vintage story I mean you can have floating blocks but in 7d2d you can't have floating blocks except in glitched areas but then as soon as that block is updated it recognizes it has nothing supporting it and collapses.

Edited by Sukotto82
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ok. fixed the crash. I guess I forgot to add the new clay types to the clayform file. just trying to get the clay to show up as the color of the clay used instead of always being blue clay for the raw at least. I'll tackle the baked another time. I need to find out how to do that with the raw textures first. right now when you make something with clay the clayform actually takes on the color of the clay your using but once finished it reverts to the blueclay texture. I can change this to any one of the colors but I can't get it to do a raw-{type}-clay kind of thing yet. I've looked at other items that have multiple textures for the same object but none of those seem to work the same with the clay. i might just be missing something.

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and not sure if anyone is interested but here are some of the clay textures I'm working with atm. 

they are heavily based off of the 14 primary stone/sand types and an extra plain white one making a total of 15 new clay colors to make bricks hardened clay and other stuff from. 

I tried really hard to keep them as close to the same color a gradient as their stone origins.

ClayTextures.zip

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:) thanks. and they do look pretty good in game. I'd argue maybe even better in some cases. I have tons more to do eventually but I'm wanting to get what I have done and ready to be shared. I'll be added a number of other options for different textures and if I get my way even a way to adjust the colors of the blocks by using different types of claywaterportions.

the plan with that is to allow you to put any of the clay building blocks in a barrel with claywaterportions and it will add a hue of the clay water portion to the block changing it's color slightly and by using tannin and limewater you can even lighten and darken without changing colors of the blocks. using the same color clay block in the same color claywaterportion will add saturation of that block making it brighter, havent worked out a way to remove saturation yet. I might make a new liquid or use borax or something.

first I need to get what I have done and everything working as planned. post it in mods forum for people to download and see if any bugs I didn't find arise and hopefully get them fixed as fast as I can.

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I finally got around to messing with that editor thing and after importing a copy of the pickaxe mold renamed saw mold I seen what all the numbers were and why some were negative and whatnot. I deleted all the cubes in the pickaxe copy and re-did it with my saw mold shape and I'm just about to test it out. I had to redo a few things since what I was working on was made in 1.13.4 and didn't work in 1.14.2 but I have most of it working now. just a few problems like barrel recipes not working except vanilla brine, and modded clay from sand. most of the other barrel recipes stopped working. it has cheese curdled milk cottage cheese and stuff like that that are working but none of the pickled vegetables or most of the other barrel recipes are working like wine, limewater, the quicklime varient of limewater, weak tannin, strong tannin and a bunch of others stopped working even though I didn't change them in 1.13.4 so I'm still trying to bugshoot what I did wrong that is causing these things to not work. I tried uninstalling the game and re installing it but a few of my modded items are still in the game even though I didn't put them back it. I just launched the game after reinstalling it and like 5 of the bunch of modded items were still in the game without me putting them back in.

Edited by Sukotto82
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On 12/5/2020 at 5:54 PM, Spear and Fang said:

If you can get through all of that, you still need to create the blocks/items that are output once you pour the molten metals and remove the finished product.  They have their own block files...

mostly all good. it has it's texture it's shape and everything looks good but there is no function. I'm missing something that allows you to pour into the mold.

everything else looks good and I tried looking at the various other molds and I can't find what I'm missing. the item that is output is already in game as it's a metal sawblade but when I use the crucible full of melted metals(copper) and go to the mold there is no animation or action or anything that allows me to pour the molten metal in the mold.

any ideas what would make everything look right but not allow you to pour the metal?

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1 hour ago, Sukotto82 said:

mostly all good. it has it's texture it's shape and everything looks good but there is no function. I'm missing something that allows you to pour into the mold.

everything else looks good and I tried looking at the various other molds and I can't find what I'm missing. the item that is output is already in game as it's a metal sawblade but when I use the crucible full of melted metals(copper) and go to the mold there is no animation or action or anything that allows me to pour the molten metal in the mold.

any ideas what would make everything look right but not allow you to pour the metal?

Oh, I had that same problem.  What was it?  I want to say it's an  incorrect drop code in the mold itself - the mold doesn't know what it's outputting so it doesn't let you pour.  I could be wrong though.

"attributesByType": {
    "largemold-burned-nail": {
      "requiredUnits": 100,
      "fillHeight": 1,
      "drop": {
        "type": "block",
        "code": "{tooltype}-{metal}",

        "quantity": 6
      }
    },

If you went the patching route, try prefixing the code with your mod id i.e. "code": "mymodid:{tooltype}-{metal}", because in that case the mold is in the game: domain, not yours,

 

 

Edited by Spear and Fang
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my shape code doesn't look as aligned as the other shape mold codes. I probably did something different than I should but it works so that's good well works except the not being able to pour the metal into it.

I added it to the games vanilla toolmold file so I thought it would know it was a tool and since it's an existing tool head (sawblade) I thought it would work fine once I got a shape for the mold but I did something wrong.

I'm such a noob lol

it's a complete mess and missing a bunch of stuff and lots of things not working I'm trying to figure out but I'll use the mod maker thing to zip the changes I've made so far then I'll reopen the zip and put the textures in a texture folder and re zip it and post it here. not sure if it will even work but I'll give it a try.

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On 12/12/2020 at 12:50 PM, Sukotto82 said:

I did everything in the games vintagestory > assets > survival folders

@Sukotto82

"survival" is not actually a thing, and that should not be the name of that folder, unless your mod id was also "survival".  But I wouldn't recommend that at all - come up with a more unique mod id like "claymisc".  Here's the thing:  It doesn't matter where it is in Tyron's folder structure (creative, game, or survival), you always reference it with "game:" when you're targeting it from your mod.

I think you need to start with your modinfo.json.  Your modid should be all lowercase, no spaces or special characters.  Then this should match the folder name inside your assets folder.  One goal after making those two changes is to get everything that's currently in your mods assets/game folder into your "modid" folder.  Have a look at my Primitive Survival mod's folder structure and modinfo.json.  This is how things *should* look.  Also note that I don't have a game folder.

Read the Domains section here...
https://wiki.vintagestory.at/index.php?title=Modding:The_Asset_System

This sentence is important for the next thing I'd like to say:  Basically a domain is a prefix for any given code (identifier for item, block, etc.) or path (textures, sounds, etc.).

So in your mod, if you want to reference one of Tyron's assets (like drop one of his blocks, or output one of his items from a recipe, or leverage one of his textures or shapes or sounds, always prefix it with game:

If on the other hand you are modifying one of his assets to reference something in your mod (i.e. via a patch), you would always prefix that asset with your modid:.   Not literally modid:, whatever mod id you decide to give your mod.

On yet the other hand (yes, I have three hands), if the file and the reference to the file are in the same domain, you don't need any prefix, but you can use one if you like and it will still work just fine.

I mean, the stuff in your mod might work as is, but it's difficult for other people to help if you deviate from this standard.  And yes, I know that some other mods have a game folder.  Ideally they shouldn't.  It's possible that they needed one to make something work, but I'd consider that a last resort.  By last resort I mean that if you have to do that, Tyron would consider it a bug in HIS code, and would like to know about it so he can fix it.

Other than that, I'd say that if you look at my Primitive Survival mod you should be able to follow my clay molds through from end to end and get yours working!

Good luck and happy modding!
 

Edited by Spear and Fang
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And from many years of programming experience, another recommendation is that you don't deviate from what you see in the documentation/reference material at all.  So if there's a json attribute in a file called modid:, I would not type ModID or ModId or MODID.  It may work, but it's just not worth the risk.  Also avoid special characters, spaces, and numbers unless you see plenty of examples of similar usage in the existing files.  I use dashes in some of my file names for example, but that's only because Tyron has used lots of dashes in his filenames, so it seemed safe.

 

Edited by Spear and Fang
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