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Spear and Fang

Very supportive Vintarian
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Everything posted by Spear and Fang

  1. 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
  2. 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.
  3. server-main.log and/or client-main.log probably has a clue
  4. 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.
  5. 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.
  6. You spelt Ahegao wrong
  7. well there is a mod... https://mods.vintagestory.at/flawless but I'm not sure if it works
  8. 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.
  9. 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
  10. 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
  11. 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.
  12. 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
  13. 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
  14. 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.
  15. 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
  16. I'm really struggling with this part of the new logo graphic design is my passion
  17. While you may in fact be experiencing a mod related memory leak, keep in mind that by its very nature this game wants to use a LOT of ram, and more so when using mods. This game is written in C#/.NET and the longer you play a single session, the more ram it tends to use. C#/.NET memory usage is elastic — it grows to meet demand and may not shrink immediately, but that’s by design for performance. High “used” memory in Task Manager doesn’t necessarily mean a memory leak. A few simple ways to mitigate this, in order of importance: 1. Never exit to the main menu and then immediately load into a world again. If you exit to the main menu, exit the game completely. 2. Exit the game completely after x number of hours of gameplay. Some people say 3, but it depends entirely on personal experience. 3. Do not run any other applications while playing the game, and ensure that external startup apps (i.e. 3rd party antivirus software) are not running in the background. (not directly related to your issue, but these apps can "muddy the waters" so to speak). 4. Ensure Settings - Graphics - Optimize RAM is set to "Aggressively...". Warning: this change will probably impact performance. Anecdotally while playing game version 1.22 (lightly modded) I noticed that changing the view distance frequently in order to map more of my world seemed to cause a memory leak of sorts, or at least greatly increased memory usage. And lag. I believe that this was entirely related to the vanilla game and exiting the game completely and reloading cleared this up completely. Having said that, please consider disabling any "map" related mods to see if things improve for you. Shader type mods often use a lot of memory and are easy to disable, so also worth your consideration. This game is constantly being updated and the focus is often performance related. The trade-off for high performance is often high memory usage. Thank you for attending my TED talk.
  18. Fair enough. I just thought I'd point that out, because I've found the moderation team to be fair and reasonable. I like Billy a lot but he brought this on himself.
  19. what no Billy was asked to change his Discord profile description, and he said fuck that and left. hardly bullying
  20. no. but that is the case with water in vanilla, so the same applies here.
  21. Same, but I feel obligated to keep updating it. And yes, my worms are still edible.
  22. if the file you are trying to open is not in a folder called "shapes", it probably isn't a model and will error out.
  23. yeah I don't think that is possible, at least I don't see anything like that in vanilla. BUT if you have another recipe ingredient that doesn't return anything maybe you could stick it in there?
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