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CJH

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CJH last won the day on June 28 2019

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About CJH

  • Birthday 10/15/1970

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  1. I understand your request. I am currently working on a different mod but will consider your request.
  2. Maybe its a combination of mods. I'm not sure. I run lots of mods.
  3. 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.
  4. Try the download link now. I fixed the link.
  5. 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
  6. @Digitalr The other thing that does not work is the survival recipe. It's not much good if you can't create the logs when in survival mode. They always come out as normal firewood.
  7. @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.
  8. Sure you can find the entire project on Github here. The current pre-release on Github v0.0.1 here
  9. 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: 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: 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:
  10. 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.
  11. 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).
  12. 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.
  13. 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: Why am I getting those errors? Here is the recipe JSON: 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?
  14. 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.
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