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Everything posted by DArkHekRoMaNT
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Help with Harmony patching
DArkHekRoMaNT replied to AmethystZhou's topic in [Legacy] Mods & Mod Development
Although this is a test example, I do not recommend doing patches this way. It is better to bind to some clear labels, for example if(shouldGenSurfaceDeposit) and this.SurfaceBlockChance. Searching and patching a constant in this way is very fragile -
Help with Harmony patching
DArkHekRoMaNT replied to AmethystZhou's topic in [Legacy] Mods & Mod Development
I haven't used Matcher, but I think it iterates the instructions only once. So you need to create a new CodeMatcher for the second value or just reverse the order (look for 1.11f before 9f). -
Mod error missing modinfo despite having it
DArkHekRoMaNT replied to Saehlos's topic in [Legacy] Mods & Mod Development
You don't need to archive the mod back, it will just work in the folder. But if you still want to pack it, make sure that you packed the contents of the folder, and not the folder itself. Modinfo should be /moinfo.json not /ModFolder/modinfo.json into the archive -
What do you mean? If you need French translation pack for other mods - check moddb, maybe it exists. In-game translation for all languages updates regularly from crowdin
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Medieval Fashion mod is gone?
DArkHekRoMaNT replied to Tarian's topic in [Legacy] Mods & Mod Development
You can also try your current version, most likely it will still work on 1.19 -
Medieval Fashion mod is gone?
DArkHekRoMaNT replied to Tarian's topic in [Legacy] Mods & Mod Development
Medieval Fashion used some assets from another mod (models, textures), for which the author did not receive permission. Because he refused to remove other people's assets, the mod was removed entirely. -
Can someone recommend a boat/sailing mod?
DArkHekRoMaNT replied to Skeptical Zack's topic in [Legacy] Mods & Mod Development
https://mods.vintagestory.at/joyofsailing -
Patching a value in another mod
DArkHekRoMaNT replied to Dekkan's topic in [Legacy] Mods & Mod Development
Patch the recipe with "dependsOn": [{ "modid": "othermodid" }] or add a new recipe to assets/yourmodid/compatibility/othermodid/recipes/.../newrecipe.json . In the patch you can use "file": "othermodid:recipes/../originalrecipe.json" -
@ZergMazter If the author doesn't change this, then you have only a couple of options: 1. You're lucky and your mod loads after MoreMolds. So you can create an empty file assets/moremolds/patches/moremolds-recipes-grid-plank-removal.json in your mod, this will overwrite the original patch. 2. Make a patch via C# 3. Modify mod files directly 4. Do nothing and just get over it
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Better way to detect rooms and new Behavior
DArkHekRoMaNT replied to Ritzga's topic in [Legacy] Mods & Mod Development
Room way is right. Didn't you add references? I don't remember exactly where the rooms are, maybe in VSEssentials -
There are plans to integrate mddb into the game, this has already been partially implemented. But the use of CurseForge and this topic in general have long been irrelevant. This was three years ago.
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No longer relevant. VintageStory has its own modhub now. https://mods.vintagestory.at
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JSON Validity/Superset?
DArkHekRoMaNT replied to twizzork's topic in [Legacy] Mods & Mod Development
Usually you don't need to work with json directly from C# code. The game itself does this -
JSON Validity/Superset?
DArkHekRoMaNT replied to twizzork's topic in [Legacy] Mods & Mod Development
Iterate api.World.Block and get all with code "game:bed-*". Or attach custom BlockBehavior/BlockEntityBehavior via patch bed blocktype json and do code there -
JSON Validity/Superset?
DArkHekRoMaNT replied to twizzork's topic in [Legacy] Mods & Mod Development
What do you even want to do? What is the goal? -
JSON Validity/Superset?
DArkHekRoMaNT replied to twizzork's topic in [Legacy] Mods & Mod Development
You shouldn't work with json files directly as you would with strings. Either use a ready-made block/item from the game, or a patch. Patches are made through a fork of the Tavis.JsonPatch library using other json or C# code. -
If you want it without a mod just change assets/survival/blocktypes/plant/glowworms.json from your game folder and replace drops: [] with drops: [{ "type": "block", "code": "glowworms- {type}" }] Or try More Recipes. Although it is no longer maintained, but in general most things will work, this is a content mod
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Answered in MR topic
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@Bat_Tech419 It would be better to ask it here instead of ExpandedFoods. In any case, all MR files are on GitHub glowworms.json
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Try /cl config
- 80 replies
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Yes, I'm busy now, just added a quick patch for the shelves
- 80 replies