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Spear and Fang last won the day on September 29 2024
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head/hats issue
Spear and Fang replied to Micah Holmes's topic in Mod Development Questions/Troubleshooting
the two item.json files are missing a } at the end of the attributes section, so keys like creativeinventory will not load properly also linting will help, but not ideal for solving this particular issue. i.e. JSON5 Validator Online - JSON5 lint Tool to validate JSON5 data -
Clay Forming
Spear and Fang replied to Micah Holmes's topic in Mod Development Questions/Troubleshooting
not locked down no. As a test I added this to stick.json class: "ItemClay", variantgroups: [ { code: "type", states: ["red" ] } ], I chose stick because it was an item and the class I was adding was an item class. I added the "type" variant group because the ItemClay class relies on it here vssurvivalmod/Item/ItemClay.cs at 849fa8cad9e392368566efc7474e73db6404a145 · anegostudios/vssurvivalmod Of course you have to be super cautious about adding variant groups willy nilly, because that changes the asset completely. So I would probably not do this to vanilla assets. I chose red so I would have less worries about outputs/rendering, i.e. json files like survival\blocktypes\clay\clayform.json Then I just needed one more thing, an actual recipe. I arbitrarily added one to survival\recipes\clayforming\axemold.json, the same as the existing recipe but with this ingredient ingredient: { type: "item", code: "stick-*", name: "color", allowedVariants: ["red"] }, and boom. I was clayforming axe molds with sticks.- 1 reply
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Summoning Stones Not working
Spear and Fang replied to Micah Holmes's topic in Mod Development Questions/Troubleshooting
server-main.log and/or client-main.log probably has a clue -
Having been in and around conversations with Maltiez frequently, I would describe him as relatively emotionless, admittedly having zero sense of humor, and always straight to the point (which was often borderline offensive, especially to those who were unfamiliar with his personality). Add to this his acknowledgement of using ai at times to work though some difficult hurdles. So yeah, he rubbed a lot of people the wrong way. I'd be curious to see a venn diagram of the Maltiez is a jerk crowd, the anti-AI crowd, and the fire Maltiez crowd.
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You spelt Ahegao wrong
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modmaker could in fact be the problem here. before using modmaker, make the vanilla edits and then test the change(s) If they work prior to making the mod, then modmaker has made a mistake. One notable thing that modmaker always gets wrong is the positioning of entries in a "......bytype". It simply doesn't account for the "move" that is often a requirement. https://wiki.vintagestory.at/Modding:JSON_Patching#Move_operation
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Spawning mushroom
Spear and Fang replied to Dong Dong's topic in Mod Development Questions/Troubleshooting
you can grab them from creative inventory and place them on a tree. to place them you probably need to shift-right click (or crouch click) if you don't see them in the creative menu you can "expose" them by changing this line to creativeinventory: { "general": ["*-north"], "flora": ["*-north"] }, or even creativeinventory: { "general": ["*"], "flora": ["*"] }, I placed these mushrooms like this -
Creating Custom Cabinets
Spear and Fang replied to jun1per's topic in Mod Development Questions/Troubleshooting
I am not familiar with the new recipes, but your wildcard assessment seems about right. I suppose I'd temporarally edit OR json patch the cabinet block file itself with your new wood type to see if that is all you need. Not sure about domain though. EDIT: Also seems like I'm missing something else here - not sure if it's related to the new tags system, or it's hardcoded, or what...likely your wood type must exist in assets\survival\blocktypes\wood\woodtyped\planks.json. And then there's assets\survival\itemtypes\utility\cabinetdoor.json