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Spear and Fang

Very Important Vintarian
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Everything posted by Spear and Fang

  1. Ahh ok. I think initially I'd only make it for fish unless there was some output that already existed in game that I could easily tie into, and then when Tyron rolls out fishing in Vanilla I'd probably refactor it so serve some other purposes. But yeah, anything's possible there. And yeah, the jerky is from this very mod! It might be a prime candidate for the smoker.
  2. Hmmm. So. confused. right. now. I'm going to have to do some playtesting and figure out where things are at. I reduced the likelihood of catching fish back in v1.3 and so it's a little frustrating to hear that it's still too easy. The truth is, I want it to be relatively easy, because why would people even bother with my mod if it was too hard? I guess easy and hard are pretty subjective, but I'd like to lean a little more towards easy. Appreciate your input!
  3. The fish types issue was also brought to my attention yesterday, and the proposal was to be able to fillet the fish to make them all the same inventory type. That is totally doable without a lot of work, and I've already added that to my list. And after @Godogma's comment about fishing with soap, I've also decided to add mushrooms (and meat too, what the heck) to the accepted bait types list. I mean, I'm all for realism!
  4. Thanks! Funny, someone else just reported that issue to me, and I've already added it to my list. The lure material makes no difference - I didn't really want to reveal that because perception can become reality, but...now you know! Hmmm, I'd rather not as mushrooms as bait - there's already a crazy amount of bait types you can use, and I've been getting reports that fishing is too darn easy.
  5. Can you provide specific examples of what would go into it and what would come out? I mean, it's easy enough to let you put whatever you like into it, but if the output is not something that already exists, then it can be a real challenge deciding what purpose that new item would serve.
  6. @Takata Cheroki Glad you're loving it, your comments are much appreciated! I've had a fish smoker/rack on my to-do list since the early days of this mod, but back then I simply didn't have the know-how back then to make that a reality. I think I'm finally able pull it off, it's just a matter of buckling down and getting it done. Hopefully I'll find the time over the holidays to get it done. And yeah, it's a breeze to sort out that fish holding aesthetic. I'm all about attention to detail, especially when it's something that can be easily fixed.
  7. Thanks for the kind words @Ashiel. I'm sure I can do something related to removing rotten fish and will add that to my to-do list. I'm curious how you made out with the fish in soup and stew recipes? I think you might be right about it being a mod conflict situation, as it's the only part of my entire mod that relies on patching the game's code directly.
  8. Yes, I wanted to simplify my life by only hosting it in one place (here), but apparently that plan was not a good plan. I am still using GitHub, but my intention was to only use it to back up my source code.
  9. @Sukotto82 I don't know much about mod compatibility, but if I was to walk that road I'd probably start my research here. DArkHekRoMaNT has all of his source code posted on GitHub... Then I'd dive into this article on the wiki.... https://wiki.vintagestory.at/index.php?title=Modding:Moddable_Mod And probably do a little searching over on the Vintage Story Discord to see what turns up. You betcha!
  10. @Fluffems New version up. Thanks for reporting the issue(s), it's always much appreciated! I tested it thoroughly after updating it so you *should* be good to go.
  11. @FluffemsWell that's embarrassing! Yes, it's the snow that did that. I'll work on an updated version right now and should have it for you tonight. Don't try and fix them in game, the update should just sort that out for you. In hindsight I really should have tested them in snow too. I might have to rename the mod to "Worser Stairs".
  12. @Kai EffelsbergAre you downloading it from my original post on this forum? Seems to work just fine. If you just happen to be downloading it from my github page here: https://github.com/SpearAndFang/primitive-survival then left click on the zip file to go one level deeper, so to here: https://github.com/SpearAndFang/primitive-survival/blob/master/primitivesurvival2.3.0.zip Then click the download button. It's weird I know, but I didn't want to spend any time sorting that out (I really only threw that up there for Plum to be able to download it).
  13. Glad you're enjoying it @Nidor. I had worms on my wishlist at some point, not sure why they were dropped from that list. The mechanic you describe sounds perfect. I'm sure the farmers would also love worms in VS (for obvious reasons).
  14. I see that I wasn't entirely correct about having a game folder in your mod...my bad!. You would do that if you wanted to completely overwrite one of Tyron's existing assets. I wouldn't consider this to be something you would normally want to do without CAREFUL consideration.
  15. And from many years of programming experience, another recommendation is that you don't deviate from what you see in the documentation/reference material at all. So if there's a json attribute in a file called modid:, I would not type ModID or ModId or MODID. It may work, but it's just not worth the risk. Also avoid special characters, spaces, and numbers unless you see plenty of examples of similar usage in the existing files. I use dashes in some of my file names for example, but that's only because Tyron has used lots of dashes in his filenames, so it seemed safe.
  16. @Sukotto82 "survival" is not actually a thing, and that should not be the name of that folder, unless your mod id was also "survival". But I wouldn't recommend that at all - come up with a more unique mod id like "claymisc". Here's the thing: It doesn't matter where it is in Tyron's folder structure (creative, game, or survival), you always reference it with "game:" when you're targeting it from your mod. I think you need to start with your modinfo.json. Your modid should be all lowercase, no spaces or special characters. Then this should match the folder name inside your assets folder. One goal after making those two changes is to get everything that's currently in your mods assets/game folder into your "modid" folder. Have a look at my Primitive Survival mod's folder structure and modinfo.json. This is how things *should* look. Also note that I don't have a game folder. Read the Domains section here... https://wiki.vintagestory.at/index.php?title=Modding:The_Asset_System This sentence is important for the next thing I'd like to say: Basically a domain is a prefix for any given code (identifier for item, block, etc.) or path (textures, sounds, etc.). So in your mod, if you want to reference one of Tyron's assets (like drop one of his blocks, or output one of his items from a recipe, or leverage one of his textures or shapes or sounds, always prefix it with game: If on the other hand you are modifying one of his assets to reference something in your mod (i.e. via a patch), you would always prefix that asset with your modid:. Not literally modid:, whatever mod id you decide to give your mod. On yet the other hand (yes, I have three hands), if the file and the reference to the file are in the same domain, you don't need any prefix, but you can use one if you like and it will still work just fine. I mean, the stuff in your mod might work as is, but it's difficult for other people to help if you deviate from this standard. And yes, I know that some other mods have a game folder. Ideally they shouldn't. It's possible that they needed one to make something work, but I'd consider that a last resort. By last resort I mean that if you have to do that, Tyron would consider it a bug in HIS code, and would like to know about it so he can fix it. Other than that, I'd say that if you look at my Primitive Survival mod you should be able to follow my clay molds through from end to end and get yours working! Good luck and happy modding!
  17. New version available. Details in Update History of original post. .Bump.
  18. Oh, I had that same problem. What was it? I want to say it's an incorrect drop code in the mold itself - the mold doesn't know what it's outputting so it doesn't let you pour. I could be wrong though. "attributesByType": { "largemold-burned-nail": { "requiredUnits": 100, "fillHeight": 1, "drop": { "type": "block", "code": "{tooltype}-{metal}", "quantity": 6 } }, If you went the patching route, try prefixing the code with your mod id i.e. "code": "mymodid:{tooltype}-{metal}", because in that case the mold is in the game: domain, not yours,
  19. @Plum And yes, it is a redirect to amazonaws.com https://ips-cic-filestore.s3.amazonaws.com/r268468/monthly_2020_12/primitivesurvival2.2.0_zip....... In Google Chrome - Press F12 to open the debugger, click on the network tab, and hover over the names to get the urls. And I mean, you COULD just disable BitDefender temporarily, download some mods, then reenable it. If you're that security conscious, you should probably be right click- scanning those .zip files for viruses/malware after you download them, regardless of where they come from, because it's unclear to me why BitDefender trusts GitHub. https://www.reddit.com/r/github/comments/gonwyo/i_can_get_a_virus_by_using_github/ IT hat..disengaged.
  20. Heyo @Plum I was hosting it on GitHub until just recently, but it was a hassle having to maintain things both here and there. I'm 99% sure that CopyGirl is one of only a few people hosting mods on GitHub (not that there's anything wrong with that). Most mods are hosted here exclusively. So I'm not really sure that having me host back there again is any sort of solution for you - it would make way more sense for you to tweak your security settings. Quite surprised you can even get Vintage Story updated as it's been popping security warnings of it's own of late. Anyway, I just threw a copy of it on Github for you. Just click on the link below and then click the download button, and it's yours! https://github.com/SpearAndFang/primitive-survival/blob/master/primitivesurvival2.2.0.zip
  21. @AshielI'm no cooking guru, so I had to refer to this again... https://wiki.vintagestory.at/index.php?title=Cooking#Advanced_Cooking_Recipes So I just tried a few recipes, i.e. two fish, two different fish, and then threw some turnips in the mix, and they all worked for me. Maybe you're not using raw fish? I *think* it has to be raw fish...
  22. @MaclairdSo I set up about 40 fish baskets and ran through every scenario I could dream up until I had caught about 20 fish, but I couldn't get it to crash. I'm running VS 1.14.0 Stable and primitivesurvival2.2.0.zip. Check your mods folder. It should look something like this: And if you go up one folder and then into the logs folder, you can drag and drop your server-main.txt file into a reply here so I can look at it. This guy: Other than that, I don't know what to tell you. No one else has reported a problem of this magnitude...
  23. Oh you busted me. I've never chiseled anything in Vintage Story. I suspect that using these dynamically adjusting stairs would get things done a lot quicker though...
  24. VS should show the version in the bottom right corner (when you're at the main menu). For the mod, from the main menu choose mod manager and then open mod folder.
  25. That sounds a lot like the bug I fixed when I updated the mod from v2.1 to 2.2, but that update should have been seamless (so no issue with older stuff). I can't test that again until tonight!
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