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Spear and Fang

Very Important Vintarian
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Everything posted by Spear and Fang

  1. Thanks so much for this Vallen...I have been working on this, and appreciate the additional info!
  2. @l33tmaan Now you're going further than I ever did with soup/stew recipes, but since those error messages are all related to missing textures and/or shapes (rendering), I would say that yes you'll need to add all of your new item/block codes to pot.json just like in my example above. If it was me, I would add them using existing mappings (i.e. this sort of thing "value": [ "meat", "group5" ]) and get them working (even if they look wrong) before trying to tackle your own shapes/textures, because afaik THAT'S when things are going to get difficult.
  3. ...I'll try and piece some of this together for you as best as I can remember it (hopefully I don't lead you astray, I did this a while ago). I also used bushmeat meals as a jumping off point. Then I looked closely at the texturemapping section of the vanilla pot.json. I've attached it here for easier reference. So for my fish soup/stews I patched pot.json, leveraging one of the existing hardcoded texture mappings. I went with poultry, because it was the location and fishy color I was looking for, so "value": [ "meat", "group5" ] Meaning my pot patch was like this (where psfish-pike-raw is the code for my raw pike): { "file": "game:blocktypes/clay/pot", "op": "add", "path": "/attributesByType/claypot-cooked/textureMapping/psfish-pike-raw", "value": [ "meat", "group5" ] }, ASIDE: My patch above is in my modid folder (which is ideally where you want it) - NOT in a game folder - and that's the reason why "file" is prefixed with game:, while the "path" isn't prefixed with my modid (i.e. it's not primitivesurvival:psfish-pike-raw). I didn't look too closely at your mod, but hopefully this is enough of a clue to get you going! pot.json
  4. @l33tmaan What you're trying to implement here is no small feat! The first part (nutritionPropsWhenInMeal ) is relatively easy to solve. If you look again at chicken or red meat, you'll notice that it's actually an attribute, so you need to nest it inside attributes, like so: "attributes": { nutritionPropsWhenInMeal: { satiety: 375, foodcategory: "Protein" } }, The second part though...
  5. It doesn't seem to be a common thing, but the vanilla cleaver appears to be a relatively simple example of an item that is successfully using an overlay. I've never actually tried it myself.
  6. Oh did I ever. My ego was off the chain. Thanks again!
  7. Yet another release. Nothing brand new, just some minor improvements. Bump! Added: Complete support for internationalization. Updated: In game Handbook Guide pretty much up-to-date. Added: More complete Russian translation, again thanks to @ZigTheHedge!
  8. https://github.com/anegostudios/vsapi/blob/master/Common/Collectible/Item/EnumItemStorageFlags.cs#L14
  9. If anyone else is experiencing a similar problem in multiplayer, please let me know! I really need to know if this is a one-off or not before I do an even deeper dive.
  10. Very cool @jakecool19! It does indeed get pretty lonely around the house. And the programmer in me wants that welcome mat to say "hello world".
  11. Oh lawd, you're right! I wonder what happened there since it was working (my screenshots were of pelts on claystone and cobble). I'll get that sorted out asap. Thanks for the heads up.
  12. Why thank you! Cured (salted) fish would be quite easy to implement. Not sure if it would be used a lot, as salt is pretty hard to find right now in Vanilla. I'll keep it in mind though. I'm currently mulling over the idea of implementing a "hole smoker" or "pit smoker". Perhaps a mechanic similar to the charcoal pit but allowing you to smoke all your fish, meat, and cheese. It sounds like something that would fit the primitive theme quite nicely. I'm also hoping the addition of earthworms goes over well. If so, I'd like to tackle another entity, perhaps something with a little bite (like a snake), or an actual fish swimming around (purely for aesthetics, like the butterfly) to liven up the game a bit more. I also want to focus some time on "the things that shall not be named", since I've already added a bunch of content related to that but have yet to bring it in to the survival game. So many plans, so little time.
  13. Gosh thanks! I too hope some of these ideas make it into the base game, ideally after a more talented coder with a fresh set of eyes gives it some much needed polish!
  14. Primitive Survival - New Years Russian Earthworm Edition Thanks @ZigTheHedge for the Russian translation. You're the best! New: Find some Earthworms in the wild or under rocks and branches and put them to good use. They'll aerate and fertilize your farmland or "generate" some premium worm castings for fertilizer. Eat them raw for a quick protein boost, or bait your fishing hooks and baskets and catch yourself a fish! Bump.
  15. That was added to the latest release of my mod only, so I want to say no, not on vs 3.4. I made this separate mod for someone the other day, so you *could* try it @LocoMiner pelts1.0.0.zip
  16. I didn't realize that the small pelt had been disabled in vanilla recently. If you're anxious to place small pelts on the floor before the next release, you *could* add this oiledhide.json file to the latest release. Put it in the zipped file in this folder: assets\primitivesurvival\patches oiledhide.json Apologies!
  17. @Ashielet al. New version up. Laundry list of changes (and along with that, probably some new bugs). Tested with ozBillo's bushmeat mod, so you should be good to go! New: fish fillet functionality for better inventory management/cooking - new item, new recipe, added to soup/stew recipes. New: basic taxidermy - place pelts on the floor for rugs. Made them a little derpy to reduce z-fighting issues with large ones. Might need a better long term solution. Updated: jerky, mushrooms, bread, poultry, pickled vegetables, red meat, bushmeat, and cheese to accepted bait types for snares, deadfalls, trot lines, limblines, and fish baskets. Updated: 3rd person handheld fish so they're more like holding a lantern than a club. Changed 1st person to match somewhat. Updated: Remove rotten fish occasionally from hooks and other fishing traps - they tend to pile up, especially on multiplayer. Updated: Investigated fishing in general and made some minor changes to catch percentages. Updated: Made deadfall and snare trap slightly more effective to hopefully scare off larger animals. Fixed: some minor z-fighting issues with fish. Fixed: (More than likely) intermittent weir trap crash - prevented collisions from unsetting trap AND prevented the sneak-click from recreating trap if it was already a weir trap. Fixed: Removed giant weird shadow from deadfall and fish basket on land. Fixed fish in soup/stew recipes now rendering properly in pots and bowls. Fixed: Removed shapeless from monkey bridge grid recipe so it would pull items from the correct slots. Verified: Logic around relics in fish traps (i.e. gears) - seems to be aok. Verified: ozBillo's bushmeat mod together with this mod - seems good. Fish Fillet... Pelts as carpets...
  18. @Ashiel*Blushing*. I think I may know more about this mod conflict. I was reworking my stew and soup patch yesterday to fix the missing textures and add the fish fillets (yes, fillets are done and will be in the next release), I discovered a single reference to bushmeat and I now suspect that it was me that had caused the conflict . That's been fixed so my hope is that bushmeat meals will no longer be an issue with the next release. Couldn't agree more about basing near water. In a survival setting, water is so important. I would love to see it get a little more tlc in the vanilla game. FYI, I had used @ozBillo's Bushmeat meals mod to figure out how to add fish to Primitive Survival, which is where the bushmeat reference came from.
  19. Superb! When this was being discussed over on Discord I thought it was something to do with cats . But this is even better!
  20. And quite frankly, just like in real life some people should find it hard and others should find it easy. Nature be like that.
  21. I said something to that effect to someone long ago...basically that if I make it hard they'll just place 10x more and it will still be easy. Just wing it is the advice I really needed. Thanks!
  22. Firstly, thanks so much for the kind words. I've put a lot of work into this mod, so I'm so glad that people are enjoying it! Secondly, I'm losing my mind right now. Just the other day I had someone tell me that the snare was pretty much useless. The snare is VERY similar to the deadfall, only slightly better. It's starting to occur to me that there simply isn't a way to provide everyone with a similar experience. I've been getting the same sort of feedback about fishing - it's way too easy for some, and way too hard for others. Not knocking you in any way, shape, or form, and I really do appreciate hearing from you, so thanks again. I just don't know what to do to fix things!
  23. Not terribly hard. I thought Rue was working on that, but I guess not...
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