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Spear and Fang

Very Important Vintarian
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Spear and Fang last won the day on August 31 2023

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  1. Oh oops yeah I forgot about this. Also, I have no plans on continuing to work on it. Here's the source code and seal of approval from Jake. If someone wants to take over, feel free. Original repo is up on Jake's Github if you would rather start from there. farmlife2.zip
  2. Added (optional) achievements via Nat's Achievements mod! Check it out here: https://mods.vintagestory.at/show/mod/9615
  3. 1. Locate this file: %appdata%\Vintagestory\assets\survival\blocktypes\plant\fruittreebranch.json 2. Edit the attributes/fruittreeProperties section directly. i.e. the dieBelowTemp values for each tree type 3. Run the game to test. When you are happy with your changes, run modmaker to generate your mod %appdata%\Vintagestory\ModMaker.exe 4. Reinstall the game directly over itself to restore your changes in #2 to their original values 5. Publish your mod on the modDB 6. Profit!
  4. fwiw, I never direct anyone to the api docs because they are auto-generated and difficult to navigate. And while the Anegostudios github is convenient for pointing people towards and searching, it is missing half of the resources that one might want to look at (and also pretty clunky). Using a decompiler like dnSpy or ILSpy (or Visual Studio has a plug in apparently) is so much better than the other two resources. I use dnSpy myself. Run it, drag and drop all the relevant .dll files into it (i.e. VintagestoryAPI, VintagestoryLib, VintagestoryServer, plus everything in the Vintagestory\mods folder), and Bob's your uncle.
  5. https://github.com/search?q=repo%3Aanegostudios%2Fvssurvivalmod+path%3A%2F^Block\%2F%2F+worldinteraction&type=code
  6. Add this right before you call ExchangeBlock? Should work handling = EnumHandling.PreventDefault;
  7. umm. I'm not sure I understand what's being said here exactly, but... You CAN essentially disable a patch made by another mod by simply patching the same file that the other mod patched. Then use a "dependsOn" to ensure that your patch runs after the other mod's patch. Maybe. Probably.
  8. " failing to render something in a tree hollow and crashing" for the record (and to clarify), this mod only ever puts vanilla items, items from this mod, and items from the old version of Wildcraft trees (if it's installed) in a tree hollow. But that doesn't prevent another mod from modifying vanilla items in such a way that they would no longer render correctly in a hollow. Also, if your existing world used to include the old version of wildcraft trees and that same world now uses the new version of wildcraft trees, that could explain why it's crashing.
  9. Hi Mineymonkey, The error message does indeed indicate that my mod is failing to render something in a tree hollow and crashing. The problem is that I simply can't recreate the issue. To expedite testing on my end I jacked up tree hollows a lot by editing my modconfig file "TreeHollowsMaxPerChunk": 12, "TreeHollowsSpawnProbability": 0.5, Then I created a new world with this loadout primitivesurvival@3.4.5, game@1.19.3, herbarium@1.0.4, creative@1.19.3, survival@1.19.3, wildcraftfruit@1.1.0 I mucked with a lot of hollows, and no crash. So I tried another new world with this loadout primitivesurvival@3.4.5, game@1.19.3, herbarium@1.0.4, creative@1.19.3, survival@1.19.3,wildcrafttree@1.0.0 and once again, I mucked with a lot of hollows, and no crash. My best guess is that the problem lies within your existing world, and it may be tricky to recover from this situation. To confirm or deny this claim, you *could* start a brand new world and see if it crashes... I read recent modDB comments for all the mods involved and did a quick dive into the json files for those other mods and can't find any other clues. Tree hollows should be pretty far removed from those other mods, as I've already taken many steps to ensure this.
  10. That crash is happening in the game engine itself so it doesn't reveal much. Looks like an entity (typically a creature) is causing the crash though. I'd start by updating the game to 1.19.1 - lots of bugs fixed there. Beyond that, I guess I'd check the comments in the individual mod pages to see if any similar reports have popped up, or new releases. I can tell you that I've been playing with Buzzwords, Primitive Survival, and Hudclock (across many 1.19 releases), and haven't had any serious crashes with those. That's not to say it isn't a mod conflicting with one of those though.
  11. I hate to be the bearer of bad news, but this: https://www.vintagestory.at/store/product/7-simple-server-hosting-8-slots/ states that it does not have mod support: "Does not support 3rd party mods (we are working on it)" I believe that ANY other server hosting will support mods
  12. oh sorry I'm just seeing this now. You've got the wrong version of Translocator Engineering for your game version. You'll need version 1.4.7. You'll also want to check the Files tab of your other mods to ensure they are the correct version.
  13. oh are you talking about shape overlays for the player model? I think they are unique and only apply to the player, not other creatures See ..\game\entities\humanoid\player.json shape overlays are defined in attributes\skinnableParts - the type: "shape" sections. Just spitballing - I've never mucked with these in json or c#.
  14. a search of the vanilla assets for "overlays" reveals that they are used almost exclusively with blocks, and just a couple of times with items. This tells me that they have not been implemented (via json at least) for entities. if you saw an entity.Properties.Client.Shape.Overlays then I bet that is actually shader overlays (i.e. the thing that makes entities all frosty looking in the winter)
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