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Showing content with the highest reputation on 05/07/2021 in all areas

  1. Some progress - a guardian goddess on the cliffside and a street view down below.
    3 points
  2. Hey modders, In order to further support your modding efforts I've begun work on an official mod database that is tailor-made for uploading and downloading mods. A rudimentary version of it is now online at https://mods.vintagestory.at In the very near future I will develop an API for this site that directly integrates your mods into the client. Ideally we'd want players to connect to modded servers and auto-install all required mods with the press of a button. Happy modding!
    1 point
  3. I've noticed that water source blocks can have water flowing into them if you place a block in water and destroy it. It's given me an idea: Rivers that steadily get shallower before dropping down a bit is kind of unrealistic, the amount of water flowing down a river stays mostly static so long as more isn't flowing into it, and rivers that are completely still are even less realistic, so perhaps a solution when/if there's a worldgen pass that adds them is to use this bug or something similar to create flow in a river that maintains its depth, or perhaps make rivers a mix of rapids like this and "still" areas to simulate slower, wider parts. It could make certain rivers better for navigating by boat than others because you won't have to fight water flows or risk having your boat go too fast and become out of your control.
    1 point
  4. Finally, I found the solution. To implement such experience, you should add this code: behaviors: [ { "name": "HorizontalOrientable" } ], variantgroups: [ { code: "side", loadFromProperties: "abstract/horizontalorientation" } ], creativeinventoryByType: { "*-east": {general: ["*"]} }, shape: { base: "block/yourblockmodel", "rotateYByType": { "*-north": 0, "*-east": 270, "*-south": 180, "*-west": 90 } },
    1 point
  5. Running on 64 bit Windows with 16 GB RAM Version: v1.14.10 (Stable)5/7/2021 6:19:30 AM: Critical error occurred System.NullReferenceException: Object reference not set to an instance of an object. at ExpandedFoods.BlockScrewPress.GetPlacedBlockInfo(IWorldAccessor world, BlockPos pos, IPlayer forPlayer) at Vintagestory.Client.NoObf.HudElementBlockAndEntityInfo.ComposeBlockInfoHud() at Vintagestory.Client.NoObf.HudElementBlockAndEntityInfo.BlockInView() at Vintagestory.Common.EventManager.TriggerGameTick(Int64 ellapsedMilliseconds, IWorldAccessor world) at Vintagestory.Client.NoObf.ClientMain.MainRenderLoop(Single dt) at Vintagestory.Client.NoObf.ClientMain.MainGameLoop(Single deltaTime) at _vKnDSS3ZW5fZhqcIJSzL9xbAUttA._mhcyOBzdAWALla9FVcjc15WACGi(Single ) at _w1hCRzQiukKlSxBw6hggDUXQ0jC._3HP2xkrryy8Ktr1q1yqHHv9s1kb(Single ) at _w1hCRzQiukKlSxBw6hggDUXQ0jC._JbXJA0SA6LQOS6diuqtXAjMb8Fo(Single ) at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(Object sender, FrameEventArgs e) at System.EventHandler`1.Invoke(Object sender, TEventArgs e) at OpenTK.GameWindow.RaiseRenderFrame(Double elapsed, Double& timestamp) at OpenTK.GameWindow.DispatchRenderFrame() at OpenTK.GameWindow.Run(Double updates_per_second, Double frames_per_second) at _ISiSTzGmXXpAqo3PzdxdVD1bClZ._ofvn0Tr1zNGCbNV3SxvKs2MXNP(_C7CLMRbe3BejVtaARYCgl7Bg1vl , String[] ) at _0Y0SN1uu1V65pRLxvnN2xsIjXAg._ofvn0Tr1zNGCbNV3SxvKs2MXNP(ThreadStart ) ------------------------------- Event Log entries containing Vintagestory.exe, the latest 3 ================================== { TimeGenerated = 5/4/2021 4:32:29 AM, Site = , Source = Windows Error Reporting, Message = Fault bucket , type 0 Event Name: AppHangTransient Response: Not available Cab Id: 0 Problem signature: P1: Vintagestory.exe P2: 1.14.10.0 P3: 6079b344 P4: unknown P5: unknown P6: unknown P7: unknown P8: P9: P10: Attached files: \\?\C:\ProgramData\Microsoft\Windows\WER\Temp\WER395E.tmp.WERInternalMetadata.xml \\?\C:\ProgramData\Microsoft\Windows\WER\Temp\WER3A79.tmp.xml \\?\C:\ProgramData\Microsoft\Windows\WER\Temp\WER3A78.tmp.csv \\?\C:\ProgramData\Microsoft\Windows\WER\Temp\WER3AB7.tmp.txt These files may be available here: Analysis symbol: Rechecking for solution: 0 Report Id: d5a34f54-8cf7-46d1-b763-911df9105003 Report Status: 2049 Hashed bucket: Cab Guid: 0 } -------------- { TimeGenerated = 4/23/2021 6:58:42 PM, Site = , Source = .NET Runtime, Message = Application: Vintagestory.exe Framework Version: v4.0.30319 Description: The process was terminated due to an unhandled exception. Exception Info: exception code c0020001, exception address 00007FFE7B4E3B19 Stack: at System.Environment._Exit(Int32) at System.Environment._Exit(Int32) at System.Environment.Exit(Int32) at System.EventHandler`1[[System.__Canon, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089]].Invoke(System.Object, System.__Canon) at OpenTK.NativeWindow.OnClosedInternal(System.Object, System.EventArgs) at System.EventHandler`1[[System.__Canon, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089]].Invoke(System.Object, System.__Canon) at OpenTK.Platform.Windows.WinGLNative.HandleDestroy(IntPtr, OpenTK.Platform.Windows.WindowMessage, IntPtr, IntPtr) at OpenTK.Platform.Windows.WinGLNative.WindowProcedure(IntPtr, OpenTK.Platform.Windows.WindowMessage, IntPtr, IntPtr) at OpenTK.Platform.Windows.Functions.DestroyWindow(IntPtr) at OpenTK.Platform.Windows.Functions.DestroyWindow(IntPtr) at OpenTK.Platform.Windows.WinGLNative.DestroyWindow() at OpenTK.Platform.Windows.WinGLNative.WindowProcedure(IntPtr, OpenTK.Platform.Windows.WindowMessage, IntPtr, IntPtr) at OpenTK.Platform.Windows.Functions.DefWindowProc(IntPtr, OpenTK.Platform.Windows.WindowMessage, IntPtr, IntPtr) at OpenTK.Platform.Windows.Functions.DefWindowProc(IntPtr, OpenTK.Platform.Windows.WindowMessage, IntPtr, IntPtr) at OpenTK.Platform.Windows.WinGLNative.WindowProcedure(IntPtr, OpenTK.Platform.Windows.WindowMessage, IntPtr, IntPtr) at OpenTK.Platform.Windows.Functions.PeekMessage(OpenTK.Platform.Windows.MSG ByRef, IntPtr, Int32, Int32, OpenTK.Platform.Windows.PeekMessageFlags) at OpenTK.Platform.Windows.Functions.PeekMessage(OpenTK.Platform.Windows.MSG ByRef, IntPtr, Int32, Int32, OpenTK.Platform.Windows.PeekMessageFlags) at OpenTK.Platform.Windows.WinGLNative.ProcessEvents() at OpenTK.GameWindow.Run(Double, Double) at _ISiSTzGmXXpAqo3PzdxdVD1bClZ._ofvn0Tr1zNGCbNV3SxvKs2MXNP(_C7CLMRbe3BejVtaARYCgl7Bg1vl, System.String[]) at _0Y0SN1uu1V65pRLxvnN2xsIjXAg._ofvn0Tr1zNGCbNV3SxvKs2MXNP(System.Threading.ThreadStart) at _ISiSTzGmXXpAqo3PzdxdVD1bClZ._CdxDiVDTWOWMdxOVeU2035FgbIK(System.String[]) } -------------- { TimeGenerated = 4/23/2021 4:53:07 PM, Site = , Source = .NET Runtime, Message = Application: Vintagestory.exe Framework Version: v4.0.30319 Description: The process was terminated due to an unhandled exception. Exception Info: exception code c0020001, exception address 00007FFE7B4E3B19 Stack: } Accidentally "emptied" a screw press while it was pressing whitecurrants, and now every time I try to log into the server I did this on, I crash to desktop.
    1 point
  6. This may or may not be helpful, but I used stairs.json as a reference. These, in particular, are the important parts: class: "BlockStairs", variantgroups: [ { loadFromProperties: "abstract/verticalorientation" }, { loadFromProperties: "abstract/horizontalorientation" }, { code: "cover", states: ["free", "snow"] } ], I think the class and vertical/horizontal properties are what help control orientation. If you look further down, you'll see this: shapebytype: { "*-up-north-free": { base: "block/basic/stairs/normal", rotateY: 0 }, "*-up-west-free": { base: "block/basic/stairs/normal", rotateY: 90 }, "*-up-south-free": { base: "block/basic/stairs/normal", rotateY: 180 }, "*-up-east-free": { base: "block/basic/stairs/normal", rotateY: 270 }, "*-up-north-snow": { base: "block/basic/stairs/snow-normal", rotateY: 0 }, "*-up-west-snow": { base: "block/basic/stairs/snow-normal", rotateY: 90 }, "*-up-south-snow": { base: "block/basic/stairs/snow-normal", rotateY: 180 }, "*-up-east-snow": { base: "block/basic/stairs/snow-normal", rotateY: 270 }, "*-down-north-free": { base: "block/basic/stairs/flipped", rotateY: 0 }, "*-down-west-free": { base: "block/basic/stairs/flipped", rotateY: 90 }, "*-down-south-free": { base: "block/basic/stairs/flipped", rotateY: 180 }, "*-down-east-free": { base: "block/basic/stairs/flipped", rotateY: 270 } }, Something like this will probably give you the results you want. You probably don't need vertical orientation unless you're planning on letting people place those statues upside down. EDIT: Also, those are very nice textures. Too nice for this game. I would recommend heavily downscaling the texture and applying a bit of noise to make it fit in better... or you could probably use the existing stone textures in-game. Your call!
    1 point
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