Jump to content

CJH

Vintarian
  • Posts

    58
  • Joined

  • Last visited

  • Days Won

    1

Posts posted by CJH

  1.  

    On 4/7/2021 at 6:53 AM, Rufkut said:

    Hello, please make a version where drifters aren’t completely removed. Kindly allow them to only spawn during a temporal storm and when temporal stability is very low.

    I understand your request. I am currently working on a different mod but will consider your request.

  2. Love them, but the mod seems to have an issue with Better Stairs. When I have both mods enabled. When I try to place an iron brazier I get a Better Stairs cobblestone stair block instead. It is ok in the inventory and in the hand.

  3. Realistic Logs and Firewood mod for 1.14.7+

    Description:
    I liked the idea of having firewood that looked like the in-game tree bark and burned longer with a more realistic burning temperature. I created textures for the in-game firewood logs and modified the burning temperatures and durations. Thanks to I33tmaan and Digitalr who assisted me in putting this content mod together. This mod utilizes the in-game handbook, has its own tab and guide tab help feature. To see the handbook tab in survival mode, you must have Survival Categories by ZigTheHedge mod installed.

    Known Issues and Mod detail for modders:
    Due to coding issues, the firewood piles are not yet textured properly. If anyone with C# coding skills would like to take this on, let me know. Also, if you have come up with a mod that adds new tree(s), please let me know so I can add more firewood! Project can be found on GitHub here.

    Required on:
    Server and client.

    Mod Recommendations:
    I recommend the following mods that would compliment this mod. Survival Categories to show the handbook tab, and Medieval Expansion and/or Braziers for the braziers to put firewood in for heat in the winter. DISCLAIMER: I have not tested Medieval Expansion with the Braziers mod to see if there are compatibility issues yet.
    UPDATE: It seems Braziers mod is ok with Medieval Expansion, but NOT ok with Better Stairs. There seems to be a mod issue there.

    Survival Categories by ZigTheHedge
    Medieval Expansion by Rhonen
    Braziers by DigitalR

    DOWNLOAD HERE:
    At the Vintage Story Mod Database web site:
    V0.0.2

  4. On 3/26/2021 at 9:24 AM, l33tmaan said:

    I would definitely recommend rotating the outside bark texture, that looks... wrong.
    Now that I think about it, you might not want to show any exterior bark at all, only the inside. You're definitely not going to see that white birch bark on all 4 sides of your firewood, that's for sure.

    How would I rotate the texture?

  5. @Digitalr None of this is working, because.... the C# code is what rules here. I proved it to myself when I changed the name of my itemtype/ firewood.json to something else. All of my firewood in creative inventory now has a white ? texture because the shape is not being rendered anymore. This proves that the suvivalmod firewood.cs file has something to do with not only the log recipe, but the rendering of the shape of the log. So,  I am exploring ways to patch firewood.cs to make it work for me.

  6. So I am getting my new firewood logs to show up in the creative inventory with the proper textures, but the firewood and firewoodpiles are not being replaced with realisticlogsandfirewood:firewood-oak and realisticlogsandfirewood:firewoodpile-oak. Upon appearing in the game I am getting a dialog box that reads:

    "The save game was created with an older version of the game, to restore some of the blocks a remapping and world reload is required. This process may take a minute or two. Apply remapping now? Create a backup before applying [checkbox] button [Remind me later] button [No, ignore] button [Ok, apply now]".

    It does not seem like the remaps.json I made is working which is in my realisticlogsandfirewood\patches\ folder. Here is the code:

    Spoiler

    [
      {
        "op": "add",
        "path": "/realisticlogsandfirewood:realisticlogsandfirewood",
        "value": [
          "/iir remapq realisticlogsandfirewood:firewood-oak game:firewood force"
        ],
        "file": "config/remaps.json"
      },
      {
        "op": "add",
        "path": "/realisticlogsandfirewood:realisticlogsandfirewood",
        "value": [
          "/iir remapq realisticlogsandfirewood:firewoodpile-oak game:firewoodpile force"
        ],
        "file": "config/remaps.json"
      }
    ]



    Also, the server-event.txt and server-main.txt log files have the following errors:
    20.3.2021 00:29:39 [Error] The texture definition #0 in block with code realisticlogsandfirewood:firewoodpile is invalid. The base property is null. Will skip.
    20.3.2021 00:29:39 [Error] The texture definition #1 in block with code realisticlogsandfirewood:firewoodpile is invalid. The base property is null. Will skip.
    20.3.2021 00:29:39 [Error] The texture definition #2 in block with code realisticlogsandfirewood:firewoodpile is invalid. The base property is null. Will skip.
    20.3.2021 00:29:39 [Error] The texture definition #3 in block with code realisticlogsandfirewood:firewoodpile is invalid. The base property is null. Will skip.
    20.3.2021 00:29:39 [Error] The texture definition #4 in block with code realisticlogsandfirewood:firewoodpile is invalid. The base property is null. Will skip.
    20.3.2021 00:29:39 [Error] The texture definition #5 in block with code realisticlogsandfirewood:firewoodpile is invalid. The base property is null. Will skip.
    20.3.2021 00:29:39 [Error] The texture definition #6 in block with code realisticlogsandfirewood:firewoodpile is invalid. The base property is null. Will skip.

    Here is my code for firewoodpile in my MOD folder blocktypes\wood\generic:
     

    Spoiler

     

    {
        code: "firewoodpile",
        class: "BlockFirewoodPile",
        entityClass: "FirewoodPile",
        shape: {
            base: "game:block/basic/invisible"
        },
        textures: {
            "*-acacia": {
                "front": { base: "realisticlogsandfirewood:block/wood/firewood/acacia/front" },
                "side": { base: "realisticlogsandfirewood:block/wood/firewood/acacia/side" }
            },
            "*-aged": {
                "front": { base: "game:block/wood/firewood/front10" },
                "side": { base: "game:block/wood/firewood/side10" }
            },
            "*-birch": {
                "front": { base: "realisticlogsandfirewood:block/wood/firewood/birch/front" },
                "side": { base: "realisticlogsandfirewood:block/wood/firewood/birch/side" }
            },
            "*-kapok": {
                "front": { base: "realisticlogsandfirewood:block/wood/firewood/kapok/front" },
                "side": { base: "realisticlogsandfirewood:block/wood/firewood/kapok/side" }
            },
            "*-maple": {
                "front": { base: "realisticlogsandfirewood:block/wood/firewood/maple/front" },
                "side": { base: "realisticlogsandfirewood:block/wood/firewood/maple/side" }
            },
            "*-oak": {
                "front": { base: "realisticlogsandfirewood:block/wood/firewood/oak/front" },
                "side": { base: "realisticlogsandfirewood:block/wood/firewood/oak/side" }
            },
            "*-pine": {
                "front": { base: "realisticlogsandfirewood:block/wood/firewood/pine/front" },
                "side": { base: "realisticlogsandfirewood:block/wood/firewood/pine/side" }
            },
        },
        sidesolid: { all: false },
        sideopaque: { all: false },
        blockmaterial: "Wood",
        creativeinventory: { "general": [""] },
        replaceable: 400,
        resistance: 3,
        lightAbsorption: 0,
        materialDensity: 600,
        combustibleProps: {
            burnTemperature: 800,
            burnDuration: 35,
        },
        sounds: {
            "place": "block/planks",
            "hit": "block/planks",
            "break": "block/planks",
            "walk": "walk/wood"
        },

    }

     

    Also, the recipe JSON is outputting only default firewood and not the rewalisticlogsandfirewood firewood types. Is this due to the C# code for firewood?

    Here is the code for the recipe JSON:

    Spoiler

     

    [
        {
            ingredientPattern: "A    L",
            ingredients: {
                "A": { type: "item", code: "axe-*", isTool: true  },
                "L": { type: "block", code: "log-*", allowedVariants: ["acacia", "birch"], name: "type" }
            },
            width: 1,
            height: 2,
            name: "realisticacaciafirewood",
            output: { type: "item", code: "firewood-{type}", quantity: 3  }
        },

        {
            ingredientPattern: "A    L",
            ingredients: {
                "A": { type: "item", code: "axe-*", isTool: true  },
                "L": { type: "block", code: "log-*", allowedVariants: ["kapok", "maple", "oak", "pine"], name: "type" }
            },
            width: 1,
            height: 2,
            name: "realistickapokfirewood",
            output: { type: "item", code: "firewood-{type}", quantity: 4  }
        }

    ]

     

     

  7. Ah ok I think I may get it now. The file firewood.json in itemtypes/resource IS the code file that firewoodpile.json later looks for as line 1 in that JSON literally is code: "firewood",. That code points to the shape item/firewood JSON which is in shapes/item folder and that is where the logs are textured. The JSON firewoodpile.json in blocktypes/wood/generic/ points to the firewoodpile.json in the folder shapes/block/wood which gets its textures from the folder textures/block/wood/firewood.

  8. Ok, but what if you want to also change other attributes of the firewood such as having a unique combustibleProps burnTemperture and burnDuration in the firewood.json in the itemtypes/resource/ folder? You mentioned adding code to the itemtypes/resource/firewood.json file, but that is not where that code is. It is located in the shapes/item folder as firewood.json. What makes this so confusing to me is the naming convention used where multiple JSONs in different locations are named the same thing, firewood.json in 2 places (shapes/item and itemtypes/resource)  and firewoodpile.json in 2 places (blocktypes/wood/generic and shapes/block/wood).

  9. Ok, but how do you get the firewoodpile.json to recognize the new firewood-{type}s? I guess I am not understanding what is being output by the recipe. Would the code for the firewood-acacia for example be in the survival/shapes/item folder with the name firewood-acacia.json? I am thinking to much into this? What I am asking is that do I need to create a new JSON file named firewood-acacia.json in the survival/shapes/item folder. this JSON happens to be the one that textures the firewood logs that you hold in your hand and inventory. I got this to work previously by creating the new firewood-{type}.json files in my mod folder assets/realisticlogsandfirewood/shapes/item folder.

  10. 1 hour ago, l33tmaan said:

    It sounds like you're trying to add variant groups to firewood. This isn't too hard and just requires something like this added to firewood.json:

      Reveal hidden contents

        variantgroups: [ { code: "type", states: ["acacia", "birch", "kapok", "maple", "oak", "pine", "aged"] }, ],

     

    I tried this already and got the items to show up ok in the creative inventory with the proper textures and attributes, however I got the following error with the recipe JSON on server load:
     

    Spoiler

    19.3.2021 14:44:23 [Error] Grid Recipe 'realisticlogsandfirewood:birch firewood': Output Item code realisticlogsandfirewood:birchfirewood cannot be resolved
    19.3.2021 14:44:23 [Error] Grid Recipe 'realisticlogsandfirewood:kapok firewood': Output Item code realisticlogsandfirewood:kapokfirewood cannot be resolved
    19.3.2021 14:44:23 [Error] Grid Recipe 'realisticlogsandfirewood:maple firewood': Output Item code realisticlogsandfirewood:maplefirewood cannot be resolved
    19.3.2021 14:44:23 [Error] Grid Recipe 'realisticlogsandfirewood:oak firewood': Output Item code realisticlogsandfirewood:oakfirewood cannot be resolved
    19.3.2021 14:44:23 [Error] Grid Recipe 'realisticlogsandfirewood:pine firewood': Output Item code realisticlogsandfirewood:pinefirewood cannot be resolved

    Why am I getting those errors?

    Here is the recipe JSON:

    Spoiler

     

    [
        {
            ingredientPattern: "A    L",
            ingredients: {
                "A": { type: "item", code: "game:axe-*", isTool: true  },
                "L": { type: "block", code: "game:log-*", allowedVariants: ["placed-acacia-ud"] }
            },
            width: 1,
            height: 2,
            name: "Acacia Firewood",
            output: { type: "item", code: "acaciafirewood", quantity: 3  }
        },

        {
            ingredientPattern: "A    L",
            ingredients: {
                "A": { type: "item", code: "game:axe-*", isTool: true  },
                "L": { type: "block", code: "game:log-*", allowedVariants: ["placed-birch-ud"] }
            },
            width: 1,
            height: 2,
            name: "Birch Firewood",
            output: { type: "item", code: "birchfirewood", quantity: 3  }
        },

        {
            ingredientPattern: "A    L",
            ingredients: {
                "A": { type: "item", code: "game:axe-*", isTool: true  },
                "L": { type: "block", code: "game:log-*", allowedVariants: ["placed-kapok-ud"] }
            },
            width: 1,
            height: 2,
            name: "Kapok Firewood",
            output: { type: "item", code: "kapokfirewood", quantity: 4  }
        },

        {
            ingredientPattern: "A    L",
            ingredients: {
                "A": { type: "item", code: "game:axe-*", isTool: true  },
                "L": { type: "block", code: "game:log-*", allowedVariants: ["placed-maple-ud"] }
            },
            width: 1,
            height: 2,
            name: "Maple Firewood",
            output: { type: "item", code: "maplefirewood", quantity: 4  }
        },

        {
            ingredientPattern: "A    L",
            ingredients: {
                "A": { type: "item", code: "game:axe-*", isTool: true  },
                "L": { type: "block", code: "game:log-*", allowedVariants: ["placed-oak-ud"] }
            },
            width: 1,
            height: 2,
            name: "Oak Firewood",
            output: { type: "item", code: "oakfirewood", quantity: 4  }
        },
        
        {
            ingredientPattern: "A    L",
            ingredients: {
                "A": { type: "item", code: "game:axe-*", isTool: true  },
                "L": { type: "block", code: "game:log-*", allowedVariants: ["placed-pine-ud"] }
            },
            width: 1,
            height: 2,
            name: "Pine Firewood",
            output: { type: "item", code: "pinefirewood", quantity: 4  }
        }
    ]

     

    Is it because I am misunderstanding the output: line to point to the survival mod C# code firewood.cs and not the firewood.json in shapes/block/wood?

  11. 15 minutes ago, l33tmaan said:

    This is not easy. I'm not even 100% sure what you mean here, it sounds like you want the game and any mods in the future that reference game:firewood to automatically refer to your firewood instead. Is that correct?

    I am just trying to use the WorldProperties for block/wood in the survival folder. My thinking is that it would make it super easy to add more wood types just by patching this one JSON and have all the other JSONs and c# code use {wood} as the type. That way you just had to patch one JSON and add textures via the mod. Currently the game is coded for firewoodpile and firewood to create only one type of fire log. I want the new code to be universal to add more tree log types for future compatability.

    • Confused 1
  12. Hey ya'all! I am wanting to mod the firewood logs and firewood piles to add textures for the different types of firewood. I am running into coding issues mostly because the game code only allows for one type of wood named "firewood". This presents the issue that all the code needs to be patched to allow for the different types of logs in the game, and added in the future. I would love to collaborate with someone to make this happen.

    UPDATE:
    I am at an impass as how to proceed. I think the best route would be an entirely new code mod, but I am not proficient in C# so I need help! I could use a GitHub collaborator that knows C# code and/or is well versed in modding Vintage Story.

    GOALS:

    1. Create log textures to add in-game wood types. COMPLETE
    2. Modify the burn times of logs to be more realistic. COMPLETE
    3. Modify the temperature of logs to be more realistic. COMPLETE
    4. Have all code point to using survival/worldproperties/block/wood.json file as the variant group for future compatibility.
    5. Add new firewood recipe/grid JSON(s).
    6. Add new firewood resource/itemtype JSONs.
    7. Add new firewood shapes/item JSONs.
    8. Add new firewoodpile blocktypes/wood/generic JSONs.
    9. Add new firewoodpile shapes/block/wood JSONs.

    PROJECT FILES:
    Find them in my GitHub here

  13. 25 minutes ago, Taska Raine said:

    I think the problem is that the number 525600 is just so excessively large that, when converted to milliseconds, the number is just too large to fit in an integer or double. It turns that number into a negative and thus, the spawner will always spawn meteors indefinitely.

    With a little reworking I THINK I can fix it to work. I'll see what I can do-but for now, you could dial back the maximum minutes to avoid the problem.

    Ok sounds good. I didn't think a large integer would be a problem lol

  14. 591031407_NoBellsDrifters240x148.png.b8f55a474b5b229c0f16b813b521b2b8.png

    No bells or drifters mod for 1.14.7+

    Description:
    So I liked the idea of a more peaceful world but wanted to keep Locusts for the Temporal Tinkerer mod. So I created this simple mod to stop only Bells and Drifters from spawning. It's my first mod and was fairly simple to create. I simply modified the game code and then used the ModMaker.exe utility. It is also my first time using Github, so kind suggestions on how I can better set my repository up would be appreciated.  Enjoy!

    Required on:
    Server and client.

    DOWNLOAD HERE:

    Update: March 19, 2021
    Reason: Changed ModID for capital letter issue with Linux in modinfo.json

    V1.0.1 at Vintage Story Mod DB

    • Like 1
  15. So maybe it is more variants (without chests) that is creating the following server loading errors with V1.5.0:

    21.2.2021 15:24:42 [Error] Grid Recipe with output Block code tradeomat:tomat-crate-north contains an ingredient that cannot be resolved: Block code morevariants:chest-east
    21.2.2021 15:24:42 [Error] Grid Recipe with output Block code tradeomat:tomat-tall-north contains an ingredient that cannot be resolved: Block code morevariants:chest-east
    21.2.2021 15:24:42 [Error] Grid Recipe with output Block code zeekea:tall_locker-acacia-north contains an ingredient that cannot be resolved: Block code morevariants:chest-east
    21.2.2021 15:24:42 [Error] Grid Recipe with output Block code zeekea:tall_locker-birch-north contains an ingredient that cannot be resolved: Block code morevariants:chest-east
    21.2.2021 15:24:42 [Error] Grid Recipe with output Block code zeekea:tall_locker-kapok-north contains an ingredient that cannot be resolved: Block code morevariants:chest-east
    21.2.2021 15:24:42 [Error] Grid Recipe with output Block code zeekea:tall_locker-maple-north contains an ingredient that cannot be resolved: Block code morevariants:chest-east
    21.2.2021 15:24:42 [Error] Grid Recipe with output Block code zeekea:tall_locker-pine-north contains an ingredient that cannot be resolved: Block code morevariants:chest-east

×
×
  • Create New...

Important Information

We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue.