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  • 1 year later...
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  • 4 months later...
Posted (edited)

It's not for the fainthearted, but you can do your own fixmapping. You have to figure out exactly what blocks are missing textures, then remap them to something different. Dirt, air, whatever makes sense.

Unless you are comfortable doing that, it's a whole lot better to follow @Maelstrom's advice and just break the block and replace it with something that looks good.

Edited by Thorfinn
  • 4 weeks later...
Posted

Have that problem right now. And this is the first time creative mode failed to break unknown blocks. I need to regen the chunks, but with underground mines in the area, I cannot go too high a number to regen the area without loosing the underground mines.

  • 2 months later...
  • 1 month later...
Posted (edited)

it this helped with your issue please dont respond, this is still one of the top results in google and its easier if this thread isnt bogged down with replies so more people can find a fix for their issues or atleast just quote this entire post XD
 

one of the lovely discord users helped me with my issue, it wont get rid of the blocks but essentially makes them transparent (you can still go look at them and see a frame where the block is and break it to get rid of it but you wont see if anymore from a distance and you can move through them (might not work in all cases)

use this command ingame after you have made the vanishing block json and replace the name with the block ID of the problem block and keep a copy of the vanishing block json somewhere on your computer as it will get removed after updating the game

/bir remap vanishingblock-1 problem-block-name force
 

make a notepad and name it vanishingblock.json and place it in your vintagestory>assets>survival>blocktypes>wood folder
and then copy all of the text following the "{" into our file named vanishingblock.json (which should now just be called vanishingblock)

{
    code: "vanishingblock",
    entityClassByType: {
        "*": "Transient"
    },
    variantgroups: [
        { code: "wood", states: ["1","2","3"] },
    ],
    attributesByType: {
        "*": {
            transientProps: {
                convertFrom: "*",
                convertTo: "air",
                inGameHours: "1",
            },
            preventsDecay: false,
            treeFellingGroupCode: "{wood}",
            treeFellingGroupSpreadIndex: 3
        }
    },
    creativeinventory: { "general": ["*"], "flora": ["*"], "construction": ["*"] },
    drawtype: "json",
    blockmaterial: "Wood",
    requiredMiningTier: 1,
    shapeByType: {
        "*": {
            base: "block/basic/cube",
        },
    },
        textures: {
        all: { base: "block/transparent" },

    },
    replaceable: 500,
    resistance: 4.5,
    sounds: {
        "place": "block/planks",
        "walk": "walk/wood",
        "hit": "block/planks",
        "break": "block/planks",
        byTool: {
            "Axe": { hit: "block/chop", break: "block/planks" }
        }
    },
    drops: [
        { type: "block", code: "log-placed-{wood}-ud", quantity: { avg: 1 }  }
    ],
    combustibleProps: {
        burnTemperature: 800,
        burnDuration: 60,
    },
    maxStackSize: 16,
    materialDensity: 700,
    heldTpIdleAnimation: "holdbothhandslarge", heldRightReadyAnimation: "heldblockready", heldTpUseAnimation: "twohandplaceblock",
    guiTransform: {
        rotation: { x: -22.6, y: 135, z: 0 }
    },
    fpHandTransform: {
        rotation: { x: 0, y: -77, z: 0 }
    },
    tpHandTransform: {
        translation: { x: -1.23, y: -0.91, z: -0.8 },
        rotation: { x: -2, y: 25, z: -78 },
        scale: 0.4
    },
        sidesolid: {all: false},
    sideopaque: { all: false },
       
    collisionbox: { x1: 0, y1: 0, z1: 0, x2: 0.001, y2: 0.001, z2: 0.001},
    
}

Edited by Walkeri
found a fix for my issue and forgot to add somthing
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