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genovefa

Vintarian
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Stone Age Settler

Stone Age Settler (3/9)

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  1. It's just so weird, I seem to use the pathTraverser like other code in vanilla (seekBlockAndLay.cs AITask, vsvillages mod, etc...) and it routes them to go northwest forever instead of toward the parameter. Source is here: https://github.com/awmc000/vs-silt/tree/main/vs-siltstrider/vs-siltstrider/vs-siltstrider/src
  2. Calling anyone who ever used the pathTraverser I'm using a GUI to send the destination to an AITask running on my entity. It doesn't go to the destination - it goes northwest forever until the AITask expires everytime, so (-, -). I tried sending one north and one south to test this, and some other positions. Does anybody see a potential reason? My prints confirm that the destinations are getting across (follows). ```cs public override void StartExecute() { Vec3d d = new Vec3d(destination.X, destination.Y, destination.Z); Console.WriteLine("Dest:" + destination.X +", " + destination.Z); pathTraverser.NavigateTo_Async( d, // target moveSpeed, // movingspeed 0.12f, // target distance () => { }, // on goal reached () => { stuck = true; Console.WriteLine("Strider is stuck"); } // onstuck ); } ``` ``` 19.11.2025 21:17:56 [Client Warning] =============================================================== 19.11.2025 21:19:31 [Server Notification] [siltstriders] Received SiltStriderNavigationMessage from genovefawith dest1000, 5, 1000 19.11.2025 21:19:31 [Server Notification] [siltstriders] Found AiTask on strider:1000, 5, 1000, vssiltstrider.src.AiTaskFollowCourse Dest:1000, 1000 task x: 19.11.2025 21:19:38 [Server Notification] [siltstriders] Received SiltStriderNavigationMessage from genovefawith dest-1000, 5, -1000 19.11.2025 21:19:38 [Server Notification] [siltstriders] Found AiTask on strider:-1000, 5, -1000, vssiltstrider.src.AiTaskFollowCourse Dest:-1000, -1000 ``` (Spawned 2 of them and they went the same way, NW, or (-, -)
  3. Just wanted to share my current approach and ask other modder's thoughts. The goal is a mount that can be given a BlockPos and will walk there with player(s) on its back. Currently, I have a GUI which sends a message, and the mod system serverside gets this message, parses the 3 digits, and sets the target position in an AITask. I wrote a behaviour but it's not used at all currently, basically empty boilerplate. Anyway, it's far from working even without the player on its back, but there seems to be a problem in that riding an animal suspends all AITasks... Should I override BehaviorRideable, basically removing that behaviour that riding suspends AITasks (making it almost like an untamed animal) and make my own BehaviourNavigable or something? Or keep the GUI -> Mod System -> AITask flow and there is a workaround? Thanks for any thoughts you can contribute
  4. It looks like this isn't the whole stack trace, can you show the top of this where the errors start from?
  5. Good point Echo Weaver and Diff, honestly the way things get buried and forgotten and people have to talk over eachother in a Discord channel is probably the greatest weakness, and one I didn't mention
  6. Discord is a silo and iirc had its IPO and is on track to enshittify over the next few years It also seems really bad for archival - years of questions and answers on a Discord server do not create a knowledge base that future people can reference from the open internet. I think I like the sensory quietness of the 00s style forum more too, this app is not trying to addict you, it does not have infinite scroll or algorithmic recommendations or short form videos or ... And uh, I just like forums. I guess I am nostalgic for the vBulletin era, the BBSes and Usenet are before my time. I will do my part to preserve them by posting here. let's do it yall
  7. genovefa

    Japan Map

    How did you make the map to begin with? Do we have something like worldpainter for VS? awesome project
  8. I see it worked when you removed those angle brackets {} from the code. May I ask why you were trying to use them? I am new to modding myself.
  9. try "flower-cowparsley-free", in the vanilla poultice recipe "flower-horsetail-free" is used, so this must work. flower-cowparsley-free is in the block codes table on the wiki also
  10. https://mods.vintagestory.at/show/mod/34541 Let me know if it doesn't work!
  11. Great idea, this would be like a one-liner mod almost. I will try and make it this weekend.
  12. I looked at the wolf taming mod, and it seems that playing fetch is not initiated by something on the toy side acting on the entity, it's initiated by the entity side (tamed wolf's AI task) looking for a certain condition to be true: that there's a dog toy in range. if (dogToy == null || !dogToy.Alive || dogToy.ShouldDespawn) return false; if (entity.ServerPos.SquareDistanceTo(dogToy.ServerPos) > 30 * 30) { dogToy = null; } return dogToy != null;
  13. Or is it more like i need to reverse the logic here, and craft a good condition for the ShouldExecute function in the AI task?
  14. genovefa

    My house

    Nice hovel. I do the same thing with the wattle in the roof. And actually, I live in a cold climate so I should probably stop, lol.
  15. Wow, awesome, very stately.
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