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copygirl last won the day on June 27

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  1. Yes, I didn't see. I've only played a few hours of the mod with friends, and this never occurred to us as fair as I know. I couldn't find The Neolithic Mod's implementation for "drop this carcass as a block" - it looks like this might actually handled by the game itself. So possibly a thing to report to the game developers. Are you able to reproduce this more consistently if you do certain things? I wonder if it can't be placed if both the animal and the player are in the same block space, for example.
  2. It depends on how @Tyron wants to handle this. The game could simply issue a warning for behaviors it can't find instead of refusing to start the game, basically making all behaviors optional; or it could offer a way to mark specific behaviors as optional so the game just doesn't load those behaviors if they could not be found. I've tried my hand at implementing this change a long time ago, but it wasn't a simple surface change and I don't know the codebase as well, so I gave up. The API itself would not have to be changed. All it would need is an { optional: true } field where the behavior is used in an asset. For example: behaviors: [ { name: "Container" }, // Required behavior. { name: "Carryable", optional: true, properties: { ... } }, ] I did small things here and there for the game. I think the most useful change was rewriting the mod loading system, which I'm still very proud of, and hope will be useful going into the future. But to be honest, besides CarryCapacity and the recording sessions with HelDM and crew my attention is currently on other things.
  3. Sorry for the slow response. I looked into making it possible to carry the cupboards, and write the required patches to allow for this. I could include this in CarryCapacity, but I feel like it would make more sense to include in BVcupboard. Unfortunately, due to the way behaviors work, it would create a hard dependency on my mod. Behaviors can't be optional, at the moment. The game refuses to load if a behavior isn't found.
  4. copygirl


    The owner of the server, so it depends on which you want to connect to. Public servers are run by people from the community, they're not "official". @Tyron should probably allow servers to set a one-line description as well as have servers in the list display an icon if they require whitelisting or a password.
  5. Looking at the clay.json asset file, the only difference I can see is triesPerChunk, which is 0.05 for blue clay, and 0.016 for fire clay. It simply appears to be a little more than 3 times as rare and otherwise identical when it comes to world generation.
  6. This might also be something for the Modding And API related tracking issue. I was thinking the big Mod update would be 2.0.0 - where we start properly using SemVer. Using behaviors more for functionality sounds very good.
  7. copygirl

    Armor mod

    If you're talking about the "Basic Armour Mod", then please ask your question in its thread.
  8. I released version 0.4.0 proper now, only difference from rc.2 was me fixing being able to pick up blocks inside claimed areas. If there's any bugs I will attempt to fix them. But for now I see CarryCapacity as being complete enough to leave in the state it is, and focus on other work. In the future, I'm planning on rewriting everything once again so you can also pick up entities - like chickens and boars, though only once you tamed them - as well as being able to open others' containers in their hands or on their back. Perhaps I'll make a little backpack mod as well - a proper one, not like in Vanilla where you can carry 4 at once
  9. @Hexalan Sorry for the late reply, I could only test now, and see what might have caused this. Looks like it's on Neolithic Mod's side. However, I can pick up chests and baskets just fine. Are you holding anything in your off-hand? Both your hands need to be empty.
  10. After over 7 months, and lots of nagging Tyron to add the right hooks and events, finally another version of CarryCapacity has been released! Many apologies for skipping a version. An important, somewhat minor change I made to the engine hasn't made it into 1.8. And now, with the addition of entity action events in 1.9.3 and 1.9.4, I could round out a few more flaws to the point I'm happy with another (pre-)release! Additions, Changes and Fixes since CarryCapacity 0.3.4: Allow carrying blocks in both hands and on back! Added a shoulder slot for The Neolithic Mod to use. Allow carrying additional blocks: Labeled chests, crates, barrels, planters and anvils. Add world interaction hints when looking at blocks that can be carried. Lock current hotbar and off-hand slot while carrying blocks in-hand. Prevent sprinting while carrying blocks in-hand. Drop held blocks on the ground when taking damage.
  11. They can be found in loot chests inside ruins. In previous versions I've only found those kind of ruins underground, not sure if we have above-ground ones with chests rather than just loot vessels now.
  12. I'd say I agree with Erik's assessment of the game's shortcomings. I don't think being "less like Minecraft" is necessarily what's important, but rather "more like a proper game". Minecraft has set a bunch of standards for sandbox bloxel games, some of which are simply not good game design. It would be worth revisiting the basics to create an experience that is more concise and immersive. (I really do like the term "immersive".) I'm looking forward to people from the community writing mods to explore these aspects. I've been thinking, perhaps Tyron might be interested in taking over these ideas if they're indeed successful and implementing them into the game proper, or suggesting these mods as enhancing the default Vanilla play-style. The night is still young!
  13. @Erik That's epic! I gotta ask what their implementation looks like / uses to make this possible! I wonder if it can support trees growing a full 3x3 blocks or larger even larger. @tony Liberatto The goal is not to have random looking trees but that they can grow dynamically, and over time, depending on a number of factors, for example, more space for leaves => more energy from sunlight => tree grows larger. It could even be expanded to use nutrients from the ground and when low on nutrients it would cause smaller / weaker trees, even (though probably too complicated for the base game).
  14. @Drago No sorry, I don't see it. I don't think an addon could add larger trees like that if the base mod doesn't. It would actually be quite complicated. Even trees that are usually 2x2 in Vanilla Minecraft such as dark oak are just a 1 wide with Dynamic Trees. One issue is the amount of block IDs this could take up. Like with 1 wide trees it would be about (num_wood_types * orientations * num_growth_stages * factor_leaves). The factor_leaves being how many blocks have a leaves version as well as a normal version. Let's use 1.5 but it could easily be more. That's already 6 tree types (probably more coming in the future or from mods) and let's go with 8 growth stages => 6 * 6 * 8 * 1.5 => 432. With trees that grow beyond 1 block, assuming branches will never grow wider than a block, you'd already have (8 + 4 * num_1wide_growth_stages) for each additional growth stage, up to a 3x3 at least. That is, 8 for the sides and corners, and 4 * 8 for for the side with a branch growing out of it. So... let's say you want 3x3 wide trees, you get: (6 * (6 * 8 * 1.5 + 1 + 16 * (8 + 4 * 8))) => 4278!!! And that is without trees larger than 3x3 (although that is less of a problem), branches that are 1 block thick at most (more of a problem if you want larger ones), and only 6 tree types. Perhaps you can cheese the number of blocks by applying some tricks, or resort to not using separate block types for everything, but alternatives likely have some caveats as well.
  15. Oh heh.. thanks @Erik for mentioning me. And yeah, I looove Dynamic Trees and I want it! My plan was to ask the author of the mod and adapting the code for Vintage Story. The main reason the mod was laid on ice was because I had no idea how to have trees that can grow larger than just one block in width, and I felt like that is kind of necessary because Vintage Story already has big trees and big trees are awesome! If I started implementing the system for 1 block wide trees and then wanted to tack on bigger ones, ... I fear I'd have to redo everything anyway.
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