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copygirl

Very Important Vintarian
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Everything posted by copygirl

  1. Same back to you. Let's keep everyone safe until the vaccine reaches the masses! Oooooon an unrelated note. I released CarryCapacity 0.5.1 to address the API change that broke it.
  2. It's incredibly unlikely that any modding related disputes (which I'd argue would themselves be incredibly rare) would ever require anyone to go the legal route and actually sue anyone. Whether that is an unlawful claim at someone owning the rights to your mod, or someone stealing it and you considering suing them. Would you really go to a lawyer and pay for all the legal shenanigans for something so small as a (presumably free-to-use) modification for an indie game? There's often alternative routes, like letting the owner of the site that such a mod is hosted on (these forums, GitHub, ...) or the hosting provider themselves know that an illegal copy of your intellectual work is uploaded there. Even without a license, you could still be approached by the developers, and you can give them permission (likely by signing something) that allows them to use your work in the game itself.
  3. Unlikely. It would go against the Vanilla game's design. The other issue is that I'm guessing simply moving the block would not change the target location of the linked translocator.
  4. Version 0.5.0 is a new release that only works for 1.14. Version 0.4.11 is the most recent version that is still for 1.13.4. When you look at the releases page, you can see which version each release was written for. You can scroll down to see older ones, and click "▸ Assets" to show the .zip file for download. I've also started naming the files differently so it will be easier to see which Vintage Story version they are written for. Does that solve the issue?
  5. I looked into the game's source code and that error happens purely in Vanilla code and doesn't appear to have anything to do with CarryCapacity. I have a small hunch that due to the player's attributes being changed by my mod, there's some race condition where the attributes that the SystemRenderPlayerEffects,onBeforeRender expects are missing?
  6. Released CarryCapacity 0.5.0 that should work with Vintage Story 1.14 onward.
  7. I will have to see what I can do to make the mod work with 1.14 - I was hoping it would continue being compatible without changes. The behavior you described is odd: You seeing a vessel when CarryCapacity is disabled, and then it dropping when you got hurt - which on its own is an intended feature. Unfortunately, there is no way for CarryCapacity to cause the move debuff to be removed when the mod is removed. You would have to successfully pick up and place down a container for it to update. Guess I just have to update the mod quickly.
  8. The mods folder in the install directory is meant for official mods that come with the game. It might be overwritten as you update the game. So I always suggest placing them into the appdata mods folder. They should however work identically. (I should know this because I worked on the mod loading logic of the game.)
  9. Unfortunately I don't see anything suspicious at all. The mod and its system are being loaded. Sorry for being unable to help.
  10. Okay this is "fixed" now. Reinforced containers can't be picked up. It would be better if they could be moved by the owner but from what I understand you need to remove the reinforcement before you can move the chests in survival, so it's probably more in line with the intention of the block reinforcement feature. (Also it is much easier this way as the reinforcement data is stored per-chunk rather than on the blocks themselves.) Is the interaction help visible? If yes, the common issue people run into is that they're holding something in their off-hand, like a torch. You have to have both hands empty to pick something up. If no, please send me your "client-main.txt" log file so I can see if there's any obvious errors.
  11. Managed to help Pamela - it wasn't an issue with the mod, thankfully. Oh, that's a feature that was added in one of the bigger version updates that I did not consider. I will have to look into how to handle locked / reinforced containers and blocks. At this time, the mod also has an issue with protected areas, though it's rare and most of the time not game breaking. Thank you for bringing this to my attention.
  12. Can you upload your client-main.txt and server-main.txt and send it to me? (Perhaps in private message.) The mod (version 0.4.10) is working fine for me on VS 1.13.4.
  13. Is the interaction prompt visible? If not, the mod might not have loaded properly. Can you check or upload your log files? (client-main.txt should be enough.)
  14. I tried with and without the mod. You can only pour the crucible when sneaking, and that seems to work okay even with the mod.
  15. What you're describing seems to be the way the mod is intended to work: The block you're carrying does not appear in the hotbar, you can't switch your hotbar slot or interact with the world. If you want to get more control back while carrying the block, you could try switching it onto your back (as explained in the first post). Otherwise, the mod just allows you to move containers with their contents, since you can't do that in the base game (without breaking - and thus spilling - the items).
  16. Released version 0.4.10 that works with the new 1.13 pre-releases (and hopefully beyond that, too).
  17. The mod is not marked as a clientside-only mod, so it will be disabled if a server doesn't have the mod. Add this to the modinfo.json: "side": "client",
  18. But ... I picked one up recently on a server! ... Testing things I found out it's because I was holding an item at the time. So yeah, if you want to pick up a dummy with CarryCapacity installed, sneak-rightclick with an item. I will fix this for future versions, but right now I don't think it's super important to release a fix..?
  19. I didn't mention the 0.4.8 release as I released that soon after the initial release as I noticed a crash bug. However, I now also put out 0.4.9 which fixes carried blocks being dropped when dying when deathPunishment is set to keep - as in when you're supposed to keep your inventory after death. I want to apologize at this point because I "blamed" the dev team for changing how the inventory-keeping is determined, when in reality I had simply not put in a check before. This is certainly something I've been wanting to put in since the beginning. However, I haven't gotten around to it, and may not attempt to until the carrying feature is considered being added to the Vanilla game proper, since it would probably result in rewriting the entire API for it. CarryCapacity has actually been written before the offhand slot was put into the game, and I have some ideas how to improve the interactions using it.
  20. If you go to the downloads page and click on "Show other available downloads of Vintage Story" , you can find the link for "Tar.gz Archive/Linux" . I personally use the stable.json "API endpoint" to grab the latest download link. I just download that on the server, extract it, and have a "start_server.sh" with the following: #!/bin/bash mono VintagestoryServer.exe --dataPath ./data You can go more fancy if you'd like, for example use a loop to have the server auto restart when it crashes, but at the moment this has been doing just fine for our little friend group server. No flattery needed!
  21. I noticed you had a line in your recipe file like this: ingredient: { type: "item", code: "kunai", name: "rock", allowedVariants: ["obsidian", "flint"] }, This means the ingredient item for knapping would be the item you're trying to craft. If you want to have your crafted from both flint and stone, you'll have to make two different recipes, and therefore two different files. ingredient: { type: "item", code: "stone-obsidian" }, ingredient: { type: "item", code: "flint" }, The "name" entry is only useful when you use the variant in the recipe output, like the stone knife recipe does for example. And I have a feeling the inclusion of flint in the allowed variants is an error. As you can see, flint is a completely different item. Other than that, I can only recommend to keep your mod folder name ("assets/kunaiMod"), and other asset filenames ("assets/kunaiMod/shapes/item/kunaiModel.json") all lowercase, as it will otherwise cause issues on other operating systems, which are case-sensitive. And you will need to get rid of the extra "kunaiMod" folder in the .zip file for the game to recognize and load it. To do that, instead of selecting the folder "kunaiMod" and creating a .zip file, go into the folder, select all files, and then create a .zip file from those (you can rename and move it after).
  22. What's the issue at hand, here? Would you create a custom mod and don't know how that works, have you already created a kunai item, is something unclear about the recipe .json, or did you do that all and there's an error when you try to load the game? Also, please post your full "kunai.json" file. (In general, I can only recommend referring to the existing game assets you can find in the installation directory under "assets", and refer to the "Game Content Modding" on the main wiki page.)
  23. Thanks for the heads up! I finally released version 0.4.7 to address this.
  24. The Vanilla game content is just made of mods itself (essentials, survival, creative). Improving the situation for mods can mean making things easier developing the survival game down the line. Mods can drive sales. Mods can inspire features in the base game, or even be included partially or as a whole. Thinking of mod support later on, when people have already written many, could cause more work both for the game and mod developers. Not trying to argue against that point of yours. I just wanted to add that.
  25. I just want to add when it comes to modding, think the most important specific change that should come first from improving modding user experience is to switch to having mods enabled based on the world / server one plays in. Especially when it comes to mods which add, change or remove content. It would be bad to accidentally load Immersion on a Vanilla world, for example. (We also happen to have a tracking issue on modding on the issue tracker.)
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