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Spear and Fang

Very supportive Vintarian
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Spear and Fang last won the day on September 29 2024

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Community Answers

  1. server-main.log and/or client-main.log probably has a clue
  2. I haven't seen the third one named but somewhat assumed it was one of Zaldaryon's, since they were the only other modder that I'm aware of that was obfuscating code. Not sure if the timelines line up though.
  3. 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.
  4. You spelt Ahegao wrong
  5. well there is a mod... https://mods.vintagestory.at/flawless but I'm not sure if it works
  6. If it's a brand new thing I find it's easier to write entirely new files, and players prefer this as well because they can then distinguish between your mods assets and vanilla assets. But you could get the same results with either approach.
  7. 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
  8. agreed, almost certainly a mod that hasn't been updated to 1.22 because that Entity.Pos was made obsolete in vanilla in 1.22
  9. 1. _Patch1 indicates the use of a harmony patch 2. WatershedsMod is identified as the harmony patcher So probably that mod. Could of course be a conflict between that mod and another too.
  10. 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
  11. 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
  12. This has been discussed with the VS team and I don't think it will ever happen. iirc the decision made was that the modDB is for public mods only and anything else either needs to be in Server Tweaks or distributed via some other means.
  13. probably like this is best. it's what I'd call a theme pack. By creating a "game" folder in your mod, you can put assets inside of it (in a folder structure that mimics the game's folder structures) to directly overwrite vanilla assets at runtime. In this case, I'm stomping over the barrel and related shapes with ones from an older version of the game. Lightly tested in VS 1.22. Should work with any version of the game I imagine. oldbarrel.zip
  14. I'm really struggling with this part of the new logo graphic design is my passion
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