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Spear and Fang

Very Important Vintarian
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Everything posted by Spear and Fang

  1. Not familiar with a number of these mods, but yeah it looks like an item renderer is crashing - if I had to guess it would be a mod like fsmlib@0.1.7, rustboundmagic@0.2.5, bullseye@2.5.0, maltiezfirearms@0.3.3 Also I see buzzwords@1.6.0 on your list, which is ONLY for the 1.19 prerelease of Vintage Story (as it says on the Files tab of that mod's page.) You're going to want to be real careful when downloading mods right now, as a number of them will be major version specific (1.18.x, 1.19.x)
  2. I'm just not seeing a more rational only solution without getting C# involved. On the upside, this sort of thing only applies to shields and junk in ruins afaik. I guess one slightly more sane solution would be to use your language of preference to autogenerate the json files, if c# is not an option for you.
  3. I *think* that "mechPartShape" is an arbitrary name that is required to initialize that object, and is entirely unused. But I believe that BEBehaviorMPConsumer is the wrong thing to use in your situation (and no I have not used it). It's used for the top of the quern only, which is pretty far removed from what you are trying to do. And it's initialize method is problematic. It wouldn't be much of a stretch to just use BEBehaviorMPBase instead and add any methods from BEBehaviorMPConsumer that you *think* you might need. There's not much to it. Try this autosift.zip mod. I quickly threw it together so it's still got some issues, but it certainly works (the axle turns inside the sifter when connected to mechanical power, passes power out the other side), and is based on what I was saying above. autosift.zip source.zip
  4. You *might* also look at my passthrough axle, which has plenty of outstanding issues but rendering was not one of them. It is based on the vanilla axle. It has two unique blocks - axlepassthroughfull.json and axlepassthrough.json https://github.com/SpearAndFang/millwright/tree/main/assets/millwright/blocktypes/mechanics and three shapes https://github.com/SpearAndFang/millwright/tree/main/assets/millwright/shapes/block/wood/mechanics The block axlepassthoughfull is the entire gizmo - all of the components are static and in a single shape: axle-passthrough-full.json - it's the one you craft and carry around with you. When you place it, I swap it to the other block: axlepassthough - and the shape defined in that block is the moving part only. axle-passthrough.json The non-moving part (the shape axle-plate.json) is initialized and added to the mix entirely in the behavior and just like you describe above https://github.com/SpearAndFang/millwright/blob/main/ModSystem/bebehavior/bebehavioraxlepassthrough.cs - Initialize - GetPlateMesh - OnTesselation Your code looks about right to me and very similar to what I'm doing. Maybe this helps.
  5. Well, not intended. I just didn't dig in my heels and make that work like I wanted. If you place the bed of nails in a checkerboard pattern (or just space them out a bit) it will work for you.
  6. Game version? Mod version? If you're not on the latest version of both do that first. Vanilla moisture levels were pretty buggy for a while but I think Tyron has sorted that out now.
  7. You can't specify the order in this case, so I'm assuming you used this common technique for moving a wildcard out of the way and then putting it back again. The temporary destination path "hax" is just a made up location. It can be any arbitrary name really. You can put your patch first, and then these two patches afterwards. Or put your patch between these two. Either way works. [ { "file": "game:itemtypes/resource/stone.json", "op": "move", "frompath": "/texturesByType/*", "path": "/hax", }, { "file": "game:itemtypes/resource/stone.json", "op": "move", "frompath": "/hax", "path": "/texturesByType/*", } ]
  8. Nope. Not unless I can make some serious progress on it. But my other mods and irl are consuming way too much time right now
  9. Engaging you say? If you're talking single player.... 1. Wilderness Survival mode - no map makes things a lot more challenging. Things get frantic when you lose track of where your home is. 2. Unstable dirt and gravel - it really adds some interesting new aspects to the game. 3. Permadeath - nothing more engaging than knowing that it's all over when you die. Your head will be on a swivel. 4. Add some mods of interest to the mix. YOU CAN DO IT!
  10. Watch the video - 1:45 to 1:55ish for a huge clue. Build altars and whatnot as per the video. https://www.youtube.com/watch?v=9uSBfcw8Aa4 Collect parts from weir traps mostly, and fish baskets and tree hollows. And temporal gears too. Read the necronomicon as per the video for more clues.
  11. It is hard to explain. It's best to start a creative world, place one, right click on it, and read the help. Or play with it. Some of the basics are discussed here. https://wiki.vintagestory.at/index.php/Modding:Simple_Particles
  12. Gosh thanks Bean Man! I've tried a few times to dive back into those creative only blocks and create something interesting, but seem to lack the creativity and/or motivation to go much further in that direction. My interest in modding ebbs and flows and it's proving to be a challenge to keep up with what I've made available thus far. One day perhaps...
  13. If you remove everything from a tree hollow instead of chopping it down, then it will be eventually be restocked by "nature". The update handles that restocking. This mod only adds tree hollows to some vanilla tree types, so it probably isn't a wildcraft trees issue. I say probably because this mod DOES add wildcraft tree seeds to tree hollows if that mod is installed. I will need to check that mod as well to ensure that the author hasn't renamed any of their item codes - something that is unlikely but possible. In any case, the error log doesn't seem to be pointing to that scenario.
  14. I think this is a mod conflict with "In Dappled Groves". Do you have that mod? Anyways...you could edit the modconfig file with a text editor - for Windows users, look here: C:\Users<userid>\AppData\Roaming\VintagestoryData\ModConfig\primitivesurvival118.json And change TreeHollowsUpdateMinutes to 999999 This will stop the error at least, until I get around to addressing the issue.
  15. Thanks for the report Karagryphon. The log file seems to point to a problem with the game itself, not this mod. The tree hollow is in fact just a reskinned chest, and mostly just relies on vanilla game code. I actually don't think this problem can be easily recreated (I certainly couldn't), because it is much more likely to be a hiccup with the user's computer, router, ISP, or the server itself. If some other player can recreate this issue please do let me know.
  16. I think I see the problem and will release an update shortly.
  17. Still WORK IN PROGRESS, which is why it's here but not on the modDB Changelog: - Removed ALL integration with Medieval Expansion and Lichen. There was a lot, and it was causing some grief, especially for Rhonen and his Medieval Expansion mod - Got the animal handling gloves working - kinda sorta. thanks Exletalis08! Not sure how these used to work (I'm assuming that it would render the animal in the players hands once picked up, but there was no indication of that in the code). Got tired of mucking with it so I made some compromises. Next up: - Fix the animals stuck in place behavior. Thanks again Exletalis08 and DarkSlayerEX farmlife2v0.0.2.zip
  18. Made a bit of progress on this mod - I'll post a new release shortly...also new splash screen for the modDB...
  19. Doubtful...but I might. I have a new version of Farm Life up and running, but because it has a LOT of code and hadn't been updated in a long time, it will require quite a bit of testing. I've attached the untested version in case someone is really really bored. Built under Vintage Story 1.18.5, loads up very cleanly. farmlife2v0.0.1.zip
  20. The link tool in this mod will do that, so yes. https://mods.vintagestory.at/translocatorengineeringredux
  21. Hi Plumeria, I did some testing and you are right - the Skull is not working as intended anymore. It *seems* to be ignoring its 15 block radius and attacking more aggressively than before. Thank you so much for reporting this, I should have this fixed for the next release. ...maybe even allow people to place a straw dummy nearby to further restrict the skulls attack radius...
  22. If nothing drops at all, I'd recommend either waiting for 10 seconds after the transformation (for the worms to settle down) or pluck as many worms out of the castings as possible before breaking the castings block. When the worms are settling in the castings blocks their hit boxes sometimes prevent the worm castings from dropping. It's a long outstanding bug. Ima try and fix that bug once and for all. If on the other hand it drops soil, then some other mod must be causing that. I've never seen that. I'd say "Farmland drops soil" but that doesn't seem likely.
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