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genovefa

Vintarian
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Everything posted by genovefa

  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.
  16. I like it, cosy small spaces, good use of all the materials, and nice site you picked for the house, on top of a hill
  17. fixed, Problem was the rideable behavior was on client side only, combined with the despawn behavior being included by copy/paste mistake. So my understanding is there was a bit of a one-two combo here. The client rides the entity, the server says no, you can't ride that, at next client/server sync, and the entity snaps back to where it was. Only, now it's >50 blocks from player, so despawn kicks in. Hope this helps somebody someday.
  18. Ok, solved part of the problem: accidentally copy/pasted "despawn" behavior server.behavior. So now, when I am riding them, they still "disappear", but this time they are still in the world, just have been teleported to a location about where I started riding it?
  19. I have created a rideable entity, but it disappears after I ride it about 50 blocks. Could this reasonably be something I did and can fix, or is it a known VS-side issue? My entity is also not persistent, it's gone when I reload the save (currently on 1.20.12) The entity is all JSON still, haven't done any C# for this mod yet.
  20. Oh, my bad yo, there's actually a "resize element" button, lol
  21. Hello all, Not sure if this will be useful to anyone, considering you can scale a shape when you use it, but I wrote a script you can use to scale up your models quickly, if you made a model too small at first like I did. Does nothing with UV, animations, etc. so you might want to use it only in the modelling stage. Here is the result I got - if you're a real connoisseur you'll recognize what I'm making, too The script is located here: [removed but available at request.] Rough steps to use it: Install Python (programming language & tools to run it) Save scale.py, probably to the directory where you want to scale models Run a command in your terminal or command prompt in that directly something like "python scale.py smallModel.json 5 bigModel.json" On some systems it might be "python3" instead of "python".
  22. Super cool idea... would love to use it right now if I was not so invested in my world. but SOON! Would personally love to be able to mine and polish jade for use in little statues!
  23. Hi, just wondering about irrigation and moisture in farming. It's March of Year 2 in my 9-day month world and I've prepared a field for the spring. I've furrowed the field with source blocks at every intersection. The moisture levels of the farmland tiles seem to be vacillating: When I first plowed them, they went straight to zero. They seem to then accumulate moisture up to 100%... and then go to 0% again. Is this because of the freezing temperatures, or something else, or am I facing a glitch that will kill my crops when I start planting in a few ingame weeks?
  24. Looks like one of the wiki pages actually makes a trampoline block as an example. https://wiki.vintagestory.at/index.php/Modding:Advanced_Blocks
  25. Great idea!
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