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Everything posted by xXx_Ape_xXx
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disable commoner class
xXx_Ape_xXx replied to PanzerOfTheLake's topic in [Legacy] Mods & Mod Development
you're on the right track Take a look at the load order in your logs, look for "Mods, sorted by dependency: game, creative, survival" If you're making this as a mod, try adding this in your modinfo.json file: "dependencies": { "game": "1.20.0", } -
Grubs have been in the game for at least 5 yrs, but they are not used or spawn anywhere. They were supposed to drop from fallen logs in the forest, but those haven't been added yet either, so the only way to get them is trough the creative inventory. Tyron talked about them in one of his latest streams, and explained why they weren't in the game yet. I hope we get them one day, they are quite cute, and gnarly
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Not sure how I feel about the new faces yet, it made my regular look seem somewhat angry now, and that's not what I want it to be. Will have to let it grow a bit, and see what I think after using it for a while..
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Carries it in hand, calls it "football" sports be weird..
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Do animals and wild vegetables (re)spawn and if so how often?
xXx_Ape_xXx replied to Solaire0v0's topic in Questions
@Thorfinn Hm I didn't know they change the regrowth of the mushrooms. -
I'm guessing you've chiseled either the plaster or foundation block under it? I usually prevent this from happening by breaking the block where the beam will end, replace the block and now place the beam where I want it. I suspect this is a bug with the beams, but not sure. It seems to want to connect where the full block of a chiseled block would be, if that makes sense.
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Do animals and wild vegetables (re)spawn and if so how often?
xXx_Ape_xXx replied to Solaire0v0's topic in Questions
Hi and welcome to the forums! To answer your two questions: 1. Yes, animals will respawn. Unsure of the time factor here, but from experience it can be just a few days to a month or more. 2. Multi faceted answer to this one: Wild vegetables will not respawn after being harvested (carrots, onions, flax, rye etc) Berry bushes will flower and bear more fruit, given time to do so. Can also be cut and replanted in your desired location. Mushrooms on the ground, will regrow in the same area (not necessarily the same block). Harvesting with a knife is quicker than just the hands. Same for mushrooms growing on trees, they will eventually respawn on the same tree. -
In-Game Time Speed Going Really Fast
xXx_Ape_xXx replied to GoldenRobot's topic in [Legacy] Mods & Mod Development
try sleeping, this bug is often related to world saving while sleeping. Do not recommend fiddling with the /time settings, as that can royaly fuxx your world. -
Glad you got it fixed!
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Hi and welcome to the forum! Open your "clientsettings.json" and look for "modPaths", and check if that points to the correct directory where your mods are located. It should be almost at the bottom of that file. Also check the same in "serverconfig.json" file.
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Nice, glad to see you're seeing some better performance.
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Yes, just download the savefile from the server, and upload that to an eventual new host. It's located in the Data folder, under Saves, and should be a .vcdbs file. You might also want a copy of the serverconfig.json file, for reference when setting up the new server.
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Hi and welcome to the forums! Sadly, the default VS servers do not support mods, as was informed on the product page before purchase. Wish I could give you a more joyful reply..
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Is there a way to customize where save data goes?
xXx_Ape_xXx replied to Mourning star's topic in Questions
Hi and welcome to the forums! Yes, you can change where the game saves its data, by using startup parameters. Client Startup Parameters The ones you're interested in, will be --dataPath and --addModPath These can be entered into the Target: field in a shortcut, like this: Hope that helps -
I had similar issues when hosting from my pc. My solution was to start the server in its own powershell, and connect to it trough the Multiplayer tab, just like any other server. Make a shortcut on your desktop, and name it whatever feels appropriate, then right-click at choose "Properties". "Start in:" should be as in the image above. In the Target: field, paste this (we will create the start-server.ps1 file later): %SystemRoot%\system32\WindowsPowerShell\v1.0\powershell.exe -noexit -ExecutionPolicy Bypass -File C:\your-vs-install-dir\start-server.ps1 Edit the path accordingly. Now go to your VS install dir, and create a new file named "start-server.ps1" In this file, paste this: Start-Process -NoNewWindow -FilePath "C:\your-vs-install\VintagestoryServer.exe" -Argumentlist '--dataPath="C:\Users\Dom\AppData\Roaming\VintagestoryData" --addModPath="C:\Users\Dom\AppData\Roaming\VintagestoryData\Mods"' -Wait Same here, edit the paths to fit your install location. Check your "serverconfig.json" file to make sure it has the correct ip and savegame that you want to host. This worked well for my case, but I give no guarantee this will be your solution.
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Hi and welcome to the forums! Some more details would be great, like what OS are you using, processor and ram? Hosting on the same computer you play on? You could also create a log that will show what is causing the server to hang, according to this guide: Performance Issues Follow the guide as described, and post the log here.
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Crafting help mod: looking for recommendation
xXx_Ape_xXx replied to Little_Bunnie's topic in [Legacy] Mods & Mod Development
Hi and welcome to the forums, fellow Vintarian! What you're looking for, can be found in this mod: Improved handbook recipes -
Trouble modding animal spawn rate
xXx_Ape_xXx replied to _Georgia_'s topic in [Legacy] Mods & Mod Development
@_Georgia_ Yes, I would do these changes with a patch And don't be afraid to post questions on discord, there are no dumb or annoying questions! -
Just make a mod to tweak the application any way you want it, it seems pretty straight forward and quite customizable.
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"/weather setprecip 1" This will give you the heavies rainfall the game has to offer To add to this, you could do "/weather setev heavythunder" to add a thunderstorm Can add hail with "/weather setev smallhail" Wiki: Weather
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Trouble modding animal spawn rate
xXx_Ape_xXx replied to _Georgia_'s topic in [Legacy] Mods & Mod Development
@_Georgia_ Hi and welcome to the forums! Had a look at your mod, and there's a couple of ways you can approach this, to achieve what you wish. Firstly, your folder structure inside your zip file, is wrong. It should look something like this: yourmodv1.0.0.zip/ ├── assets/ │ └── yourmodid/ │ ├── blocktypes/ │ │ └── new blocks you want to add to the game here │ ├── itemtypes/ │ │ └── new items you want to add here │ ├── lang/ │ │ └── en.json - languagefile for things your mod adds │ ├── patches/ │ │ └── patch files should be in here │ ├── shapes/ │ │ └── shape files you want to add here │ └── textures/ │ └── new textures you want to use here ├── modinfo.json └── modicon.png Secondly, you've edited the original json files and want to use those to replace the vanilla ones. Not recommended practice, but can be done. This is possible by placing them inside the same folder structure you found them, inside the "game/" folder in your mod .zip file, like this: yourmodv1.0.0.zip/ ├── assets/ │ ├── yourmodid/ │ └── game/ │ └── entities/ │ └── land/ │ └── hooved/ │ ├── deer.json │ ├── goat.json │ └── moose.json ├── modinfo.json └── modicon.png Last, I had a look at the spawning and numbers, and found that changing the value in "maxQuantity" didn't really do much for the amount of animals spawning. However, changing the values in "groupSize" had a huge impact on the amount spawning. This can be changed both for worldgen and runtime, where worldgen is used when a new chunk is generated and tries to spawn animals, while runtime is used in an already generated chunk and the game tries to repopulate the animals (ex. after you've killed everything in the area) I hope that makes some sense, and helps you on your way to create your mod. If you need more help, don't be afraid to ask! You'd get faster answers on the discord, if that's an option -
Mod to remove vanilla animals?
xXx_Ape_xXx replied to StarFeather's topic in [Legacy] Mods & Mod Development
Here you go: No Animals -
Not entirely sure what you're asking, but these might be helpful: Server startup parameters Server Config
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Still very impressive work @7embre I aspire to be on that level, but man do I still have a long ways to go before my builds look anything close to yours.
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@Never Jhonsen You are very correct in that assumption, this build was highly inspired by Kurazarrh's Lupine Ridge, just with my own tweaks and additions. It's also all built in survival, with no chisel mods to help with any of all the chiseling I did (and there's a LOT).