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Everything posted by Spear and Fang
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so far so good! Wanting you to throw away your old assets and grab fresh ones from the creative inventory (or start a brand new world to test) was stressful to watch, but you figured it out more or less.. Congrats!
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vsmodtools.exe 'setup' command error
Spear and Fang replied to Wysl's topic in [Legacy] Mods & Mod Development
pretty sure that vsmodtools has been outdated for a long time now. I'm curious where you found that. -
I Accidentally Saved over a File
Spear and Fang replied to jun1per's topic in [Legacy] Mods & Mod Development
cider.json -
no animals were harmed Primitive Survival
Spear and Fang replied to Spear and Fang's topic in Mod Releases
It's probably cured already. Just eat it. You can only cook it before it naturally cures. -
no animals were harmed Primitive Survival
Spear and Fang replied to Spear and Fang's topic in Mod Releases
Only ethereal gears should be consumed, and only when an altar is activated. You get gold from the other configurations only, involving temporal or astral gears. The necronomicon provides a relatively vague clue about how to set those up. -
doubtful that it works. No plans on uploading. 100% abandoned.
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ideally I guess you json patch in a brand new "behaviors" (and then write that new behavior in c# and register it), although your results may vary... https://wiki.vintagestory.at/Modding:JSON_Patching or find an appropriate place in the code to intercept the existing action and monkey patch it (surely a prefix or postfix patch will suffice) https://wiki.vintagestory.at/Modding:Monkey_patching last resort: depending on the "thing" you are patching and the difficulty level, it may instead involve replacing a "class" (or adding a brand new one) via a json patch.
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Help with lang files
Spear and Fang replied to Lucas Alexander's topic in [Legacy] Mods & Mod Development
here I have lots of spares laying around ,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,, -
A wise man once told me not to worry about things that were outside of my control.
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no, it's just you
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Necklaces are a bit different for sure, but here's my "clean pants" mod that I shared with someone recently. A complete mod that adds one pair of clean pants to the game, no more, no less. I made this mod with no prior knowledge of clothing mods - by taking the vanilla "lowerbody.json", bringing it into my own mod, then stripping it down to its bare essentials. And tweaking it a bit to meet my needs. Quite sure lowerbody.json only applies to pants though so you'll be looking for a different file in about the same location as this one. There isn't a shape in the mod (I use a vanilla shape and then retexture it via the mod) but I did have a shape folder all prepped and ready for my very own shape file. cleanpants_0.0.2.zip
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Fresh water vs salt water
Spear and Fang replied to Micah Holmes's topic in [Legacy] Mods & Mod Development
Me again there is indeed a unique item for saltwater "item-waterportion": "Water", "item-boilingwaterportion": "Hot water", "item-saltwaterportion": "Sea water", as well as a unique block and bucket (containing seawater) boiling it may be tricky though because cooking mechanics (especially liquid related) are kinda borked. I suspect that both of the "thirst" mods have come up with a solution, but I imagine they both used c# code to make that happen. I highly recommend joining the official Vintage Story Discord where you can get help with such things from people that are more experienced in such areas. Not many modders come over to the forums anymore, myself included. -
just keep an eye on your logs/server-main.txt and logs/client-main.txt while modding 2.11.2024 15:51:16 [Warning] Entity with code piranha:piranha has defined InsideBlockCodes for its spawn conditions, but none of these blocks exists, entity is unlikely to spawn. This is just telling you to fix your spawn conditions at the bottom of your entity.json. Since water blocks are vanilla, you need the "game:" prefix in a couple of places. insideBlockCodes: ["game:water-*"],
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I couldn't tell which one was the latest version, so I downloaded the bottom one. Tested it in game and it seems to be working perfectly. congrats One issue I ran into was in my Creature.Json I have to have a "Skin: base" This is fine. The game is expecting something there. I think "all" is often used rather than "skin" in these cases, but it shouldn't matter Other issue is of course the fish acts like an item and not a entity when i add it in game via creative. You will never have an "entity" in an inventory. It's always an item in these cases. So if you throw it on the ground it's an item, if you right click place it it magically becomes an entity.
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Next up is actually being able to place your piranha in world (which converts the item.json to the entity.json) I didn't tackle or test that but it can be a little tricky. I can help with that too if you can't figure it out.
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I will briefly explain what I did to fix your immediate issue. So first I want to make sure that the actual shape file and texture file are in your domain - so I may (or may not) have moved your shape.json and texture (png) into your pirahna folder structure (assets\piranha\shapes and assets\piranha\textures). ideally you want ALL of your mods assets to live in assets\piranha\...this is basically the piranha "domain". aside: You will notice I removed any folders you had called survival because that isn't a thing. You will also notice that I left a folder called game in your mod. If you really want to put some of your mod's assets in the game's "domain" (along with all of the vanilla assets) you *can* put them in the game folder. Not recommended! But sometimes it is the only way to solve a problem. Your entity "item" is created via your json patch "survival-itemtypes-creature.json", and its shape and texture are located via this section of that patch. Note the two instances of "piranha:" in the code below. This points to the shape file and texture file in your mods domain. Why? Because you used a patch, your piranha item is actually in the game domain! Please also note the two "move" patches I added. This is because of the "*": entry at the end of the shapeByType section of "game:itemtypes/creature.json". (see sceenshot) I essentially moved that entry to a temporary location and then immediately moved it back (which forced it to the end of the list. This will allow your piranha shape entry to actually get loaded. If I did not move the asterisk entry then that asterisk entry would block your new entry, because the list is processed top down. { "op": "add", "path": "/shapeByType/*-piranha", "value": { "base": "piranha:entity/water/piranha" }, "file": "game:itemtypes/creature.json", "side": "Server" }, { "op": "move", "frompath": "/shapeByType/*", "path": "/hax", "file": "game:itemtypes/creature.json", "side": "Server" }, { "op": "move", "frompath": "/hax", "path": "/shapeByType/*", "file": "game:itemtypes/creature.json", "side": "Server" }, { "op": "add", "path": "/texturesByType/*-piranha", "value": { "all": { "base": "piranha:entity/fish/piranha-red" } }, "file": "game:itemtypes/creature.json", "side": "Server" },
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check this out piranha1.0.1.zip
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the screenshot you posted is your fish "item", but the code you posted is your fish "entity" they are two different things - the item is what shows in inventory/handbook, the entity is what appears in the world.
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no animals were harmed Primitive Survival
Spear and Fang replied to Spear and Fang's topic in Mod Releases
Oop, I haven't been over here in a while sorry! Thanks so much for the translation and other details in need of attention. I'll definitely look into getting most of this stuff fixed for the next release! -
no animals were harmed Primitive Survival
Spear and Fang replied to Spear and Fang's topic in Mod Releases
The irrigation vessel is a water block at it's core, so first and foremost that watering behavior applies. Then it's got a pattern like this applied, where it tries to push the nearby blocks (X) to 100% XXX XXXXX XXVXX XXXXX XXX BUT it waters prioritizing from the (V)essel outwards, so if it's really hot it might struggle to keep up. As in, the weather + farmland + crop are often working to push these numbers in the opposite direction, so much so sometimes that maximum water levels are simply unachieveable. -
no animals were harmed Primitive Survival
Spear and Fang replied to Spear and Fang's topic in Mod Releases
there is one such example about here https://youtu.be/9uSBfcw8Aa4?si=uHmmJHWmqwgk-VF0&t=105 -
Running patches to see the final output?
Spear and Fang replied to DrKlinger's topic in [Legacy] Mods & Mod Development
Yes - with this mod https://mods.vintagestory.at/show/mod/513 don't let the versioning fool you, it does indeed work with the latest game version