Jump to content

copygirl

Very Important Vintarian
  • Posts

    223
  • Joined

  • Last visited

  • Days Won

    22

Posts posted by copygirl

  1. 1 hour ago, 3RS said:

    After the updating to todays current stable patch, I've had consistent crashes placing picked up storage onto Mudbrick Slabs.  Haven't tried any other surface yet, so I don't know if it's just Mudbrick Slabs.  I'll try some others out and edit this post with my findings.  Don't think this is a mod conflict either, but when it comes to coding, I'm a grade A dunce.

    There must have been a tiny change to the signature of that API method. I rebuilt the mod and tested to make sure it works. The crash should be fixed in version 0.5.2.

    • Thanks 1
  2. On 11/22/2020 at 2:01 AM, Devestatio said:

    Glad you got it sorted out, sorry I didn't reply sooner, unfortunately my household got hit with covid, so as you can guess the sickness is sapping away all my life force, making it difficult to function at all.  But I'm alive and that's what counts :) hope you're all taking care and being safe ❤️

    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.

  3. 4 minutes ago, Sukotto82 said:

    if I made a really good mod someone else couldn't take it claim it's theirs put some tight copyright claim on it then try to sue me for using my own work simply because I didn't copyright it and they took it and copyrighted it.

    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.

    9 minutes ago, Sukotto82 said:

    I'd love to have something I did be added to a game. if I didn't like a game I wouldn't bother making mods for it at all no matter how small and to have something I made be put into the official game would be amazing and I'd be all for it.

    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.

  4. Just now, Pamela Wild said:

    This file will not work in v 1.13.4. 

    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. 8 minutes ago, Raul Beltran said:

    @copygirlI tried to steal the vendors barrel by trying to pick it up a few times with your mod, and got a hard crash with this log.

    Guess that'll teach me for trying to steal from the vendor HAHA  :D:D:D

    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. 2 minutes ago, Vallen said:

    Kashcah and I were messing around with the 1.14 pre-release. She was hosting a LAN game and I joined. I forgot that I still had Carry Capacity enabled and accidentally tried picking up a storage vessel. We both crashed. Big oops on my end. We checked that Carry Capacity was disabled and tried again. Kashcah could then see me standing there. At my end, I was walking around with a storage vessel in my hand. I asked her to kill my character. She did and each hit dropped a storage vessel in world until I died. She went into creative mode and destroyed each vessel taht was dropped with a click. I respawned and was no longer carrying the vessel! Yay! BUT, then I found that I was still encumbered at a 75% speed rate. Permanently. So, my question for you is, do you have any advice on how I can get my speed back to normal? Thanks again for all you do.

    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.

  7. 2 hours ago, Raul Beltran said:

    Doest is matter if they are in the mods folder within the game directory, or do they need to be in the mods folder from the games app data mod folder?

    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.)

  8. 11 hours ago, Raul Beltran said:

    I've not seen that interaction help popup at all, but I am also having problems with the mod "XLeveling and XSkills" as well, so not sure if it's something on my end causing the issue. Thank you for looking into this for me. I included the debug file as well, in case there is something else in there that can help you :)

    Unfortunately I don't see anything suspicious at all. The mod and its system are being loaded. Sorry for being unable to help.

  9. 1 hour ago, Aledark said:

    I noticed if i place a chest on ground and reinforce it then lock it...pick it up on back and then replace it...destroys the lock /reinforce :(

    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.)

    1 hour ago, Raul Beltran said:

    Doesn't work for me with 1.13.4, the zip is in the mods folder and the mod is enabled in the mod menu.

    Is the interaction help visible? JktFaLl.png.cf3203d7c749503da2334fac30d51037.png.567ae5f23e633bb4d4d5ceded2c39067.png
    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.

    • Thanks 1
  10. Managed to help Pamela - it wasn't an issue with the mod, thankfully.

    6 hours ago, Dauron said:

    It appears the Lockable behavior is being ignored when picking up a block. Not sure if this is intended or not but either way the reinforced and locked properties remain at the initial block location. So for example if you move a chest that is locked and then put a block at the location the chest was at then that block will have the locked and reinforced values the chest had.

    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.

  11. 6 minutes ago, Pamela Wild said:

    I'm having the same problem as Maffy D...can't pick anything up. Both hands are empty and the interaction prompt is visible. This is the only mod I have installed as well.

    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.

  12. 13 minutes ago, Maffy D said:

    Not sure what I'm doing wrong here. Crouch+hold right mouse button with both hands empty but I just keep opening containers I want to pick up. 

    Is the interaction prompt visible? JktFaLl.png.cf3203d7c749503da2334fac30d51037.png
    If not, the mod might not have loaded properly. Can you check or upload your log files? (client-main.txt should be enough.)

  13. 28 minutes ago, breeze108 said:

    I'm having trouble with this. I can pick up a chest, but that's it. The space in the tool bar with the chest is blank, and I can't scroll my mouse, or do anything but put it back down or walk. I would leave a screenshot of it, but screenshots don't have the toolbar in them, so no point.

    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).

  14. 8 hours ago, Belcas said:

    Found another bug. With the mod active client/server, straw dummys aren't pickupable anymore.

    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..?

  15. 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. 😳

    On 3/22/2020 at 6:31 AM, Sparkle Kitti said:

    A nice feature to add to this mod would be the ability to pick up chickens, rabbits, and maybe raccoons and foxes. You could make it so that you take a small amount of ongoing damage to reflect the wild animal trying to escape.

    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.

    • Cookie time 1
  16. 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! 💚

  17. 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).

    • Thanks 1
  18. 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.)

    • Thanks 1
  19. 6 hours ago, Belcas said:

    Hi. I am running my own dedicated server with your mod. Today i updated to the latetest version 1.12.9. There is an error while starting the server.
    [...]
    Found out that the new version changed the behavior section of storagevessel. They are no longer carryable with the mod. Hope this helps.

    Thanks for the heads up! I finally released version 0.4.7 to address this.

    • Thanks 1
  20. 1 hour ago, Michael Wendt said:

    I think mods are great and cant wait to have great mod support, but looking at the list of add ons I feel like get the game close to complete, cause time spent on mods so people can make mods that may just be features slows down adding the features, once game is basically complete, or way more complete, then make modding support huge to expand on game. because also mods cant hardly keep up with the changes.   Just my humble opinion. 

    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.

    • Like 2
×
×
  • Create New...

Important Information

We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue.