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DArkHekRoMaNT

Vintarian
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Posts posted by DArkHekRoMaNT

  1. Embedded in vanilla since 1.15.0, do not use the library as mod in later versions, the game will crash.
    All functionality is preserved, so nothing will change for mod authors other than library dependency.

    A simple library for Vintage Story that makes it easy to add compatibility with other mods for assets.

    Easy way

    Spoiler

    You just need to add your asset to assets/<yourmodid>/compatibility/<othermodid>/<vanilla-path>. They will only be loaded if <othermodid> is loaded.

    For example:
    I have a More Variants mod (modid - morevariants), I want to add a patch to support Carry Capacity (modid - carrycapacity) and add recipes for Extra Chests (modid - extrachests). As a result, the assets will look like this:

    • assets
      • morevariants
        • blocktypes
        • patches
        • recipes
        • compatibility
          • carrycapacity
            • patches
              • carryable.json
          • betterchests
            • recipes
              • grid
                • copperchest.json
                • copperlabeledchest.json

    P.S. If assets/<yourmodid>/<vanilla-path> and assets/<yourmodid>/compatibility/<othermodid>/<vanilla-path> exists then if <othermodid> is loaded, the first asset will be replaced.

    Advanced (v1.2+)

    Spoiler

    You can use dependsOn[] in json-patch for create mod-dependent patch. For example:

    • dependsOn[{"modid": "morerecipes"}] - loaded if enabled morerecipes mod
    • dependsOn[{"modid": "morerecipes", "invert": true}] - loaded if disabled morerecipes mod
    • dependsOn[{"modid": "morerecipes"}, {"modid": "captureanimals"}] - loaded if enabled morerecipes AND captureanimals mods
    • dependsOn[{"modid": "morerecipes"}, {"modid": "captureanimals", "invert": true}] - loaded if enabled morerecipes AND disabled captureanimals

    Warning! Unlike the easy way, if you use mod-dependent patches, it is advisable to add compatibilitylib in the mod dependencies, otherwise all patches will be loaded without the library installed.

    How to add to modinfo.json:

    {
      "modid": "bestmod",
      <...>
      "dependencies": {
        "game": "1.13.4", <-- minimal game version for your mod
        "compatibilitylib": "1.2.0" <-- minimal CL version
      }
    }

     

    Full patch example:

    [
      {
        "_comment": "If you add enabled: false to your recipe, you can simply enable it when the desired mod is loaded",
        "file": "recipes/grid/best-other-fish-recipe.json",
        "op": "replace",
        "path": "/enabled",
        "value": true,
        "dependsOn": [{ "modid": "primitivesurvival" }]
      },
      {
        "_comment": "Otherwise, just disable the recipe when the mod is not loaded",
        "file": "recipes/grid/best-fish-recipe.json",
        "op": "add",
        "path": "/enabled",
        "value": false,
        "dependsOn": [{ "modid": "primitivesurvival", "invert": true }]
      },
      {
        "_comment": "Or when two mods are loaded :P",
        "file": "recipes/grid/best-fish-recipe-with-acorns.json",
        "op": "replace",
        "path": "/enabled",
        "value": true,
        "dependsOn": [
            { "modid": "primitivesurvival" },
            { "modid": "acorns" }
         ]
      },
      { "_comment": "For simplicity, you can patch all recipes in a folder at once with *",
        "file": "recipes/grid/morerecipes-disable/*",
        "op": "add",
        "path": "/enabled",
        "value": false,
        "dependsOn": [{ "modid": "morerecipes" }]
      }
    ]

     

    Download: ModDB or GitHub

    Install as a regular mod, just add archive to your mods folder.

    • Like 4
    • Thanks 4
  2. Just adds an elevator :D
    The elevator has a range of 8 to 128 blocks. Better material, more range. You can also improve the elevator once by adding a temporal gear to it and doubling the range.

    P.S. Temporal dust for creating elevators is obtained by grinding a temporal gear in a quern (1 gear to 8 dust).

    Spoiler

    recipe-elevator.png.28d9b8001d980f037764fdaca5d19832.png info-elevator.png.b17b36f83d1d046f2a860e112ee9d149.png

    2020-10-24_03-45-42.thumb.png.ebaf1461dc8141c9e12a16843d904fbd.png

    Download: ModDB or GitHub

     

     

    • Amazing! 2
  3. 11 hours ago, Streetwind said:

    I crafted a birch chest, and it seems it will only ever place in the same fixed direction. It does not face me upon placing, but rather always faces south.

    Is this a bug, or normal for the current version?

    It's strange.  My chests use code similar to vanilla chests.  And rotation works.  Are you using other mods?

  4. 17 hours ago, RussellL360 said:

    Thanks so very much for this excellent mod... and for adding Carry Capacity support on top of it :)

    Wish List: add support for the "More Variants" mod by DArkHekRoMaNT please please pretty please? :)

    I'm going to add it myself when I complete the mod library for normal compatibility work.  Now this can only be added with a micromod (like with CarryCapasity)

    • Like 1
  5. 2 hours ago, Stefano Da Giau said:

    So the cage breaks if you release the animal? Why? They are way too fragile for the materials they're made of, and too expensive. An ingot lost for sure anyway either you catch the animal or not. That's not worth it..

    Are you going to catch all the animals in the world? :D It is unlikely that you will need so many animals that 1 ingot per 1 animal is expensive (imo, it's too cheap, especially since the metal of the cage doesn't matter).

    I also wrote the mod for a long time ago, maybe I removed it, but cages definitely dropped out before. 

    But you can break an empty cage if you can't catch the animal.  The chance to catch and the chance to break are indicated in the description of the cage, you can also increase the chance of catching a certain animal if you use its bait

  6. 8 hours ago, Aidan Case said:

    cant seem to find the cages after i installed the mod. it also says its for 1.11. any ideas?

    Vintage Story version? On 1.13.4 this is tested and should work (as indicated in the mod file name). On VS 1.11 this 100% doesn't work with 1.13.4 version, but maybe 1.12.14 version can work.

    If you have version 1.13.4, then try to enable Developer Mode and Error Reporter in the settings, as well as type the command /errorreporter 1 and reload the world. Does anything appear in the reporter window after entering into the world?

  7. 11 minutes ago, Bladimiro Herrero said:

    This collection of simple things makes life so much easier in the game, can the torch holder recipe be modified to use copper or bronze or brass, so we can have different variations, I also find the recipe a bit expensive, maybe a plate and an iron fence would balance it a bit, just my thoughts on it. thanks for all your hard work and for sharing !

    More item/block variants are added by my other mod - MoreVariants.  At the moment it is only wood, but I am working on metal items: door, fence, torchholder and chandelier. 

  8. 14 minutes ago, Tanisha Buchholz said:

    Tried on the newest version of VS, this mod interferes with the knapping recipes; The knapping window box shows up, but there's no listed options to choose from for the tool heads. (as far as I've tested it)

    CaptureAnimals and TemporalMirror are currently not working on 1.13 (API changes need to be fixed).
    Recently I had to switch from Linux to Window because of work. And unfortunately the whole IDE remained in Linux and there is actually no normal MonoDevelop for Windows. I want to switch to VSCode, but it takes time to set up which I don't have yet :(

  9. 27 minutes ago, Mr1k3 said:

    The placed translocator acts just like the ones you find underground, its completely random as to where it takes you. It does however teleport you to an existing translocator in the world so you can return. From my testing as you use more and more translocators in the same area, the search area it scans for a partner is increased each time, increasing the "warping spacetime..." wait time.

    I have plans for another mod to be able to manipulate translocator destinations, and even make a portable device, but its still in development.

    Unexpectedly, I thought the translocator was linked with a specific translocator. I had one generated translocator that led to nowhere, I thought that the second translocator was simply destroyed due to a generation error

  10. On 10/2/2020 at 2:47 AM, Dauron said:

    As far as the Carry Capacity version goes, if people run the CC version without CC it will work but it throws errors about the behavior not being found on the server side which would happen in single player as well. I wanted to provide a "standalone" version that would not have errors pop up for those that do not use CC.

    What kind of errors occur on the client side? I tested this in single world - no errors. Are you json-patching files for CarryCapacity or just adding to the main block file?

  11. 1 hour ago, Bladimiro Herrero said:

    The models are awesome, the only thing is they don't work with "carry capacity" so I cant pick up the chest and move them around.

    The pressure plates from " Medieval Expansion " work just fine for the doors.

    CarryCapacity, ExtraChests and BetterCrates compatibility will be added in the next release.
    Are the pressure plates working or not working? If they working it is strange :D 

    • Like 2
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