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Spear and Fang

Very Important Vintarian
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Everything posted by Spear and Fang

  1. And fixed in the new release (3.1.8). Thanks again.
  2. Boesknecht, Thank you so much for reporting this and providing a log file. I was able to recreate this issue and am working on a fix now.
  3. Yes this should have been fixed in v3.1.6. But if there's any unlit ore blasting bombs sitting around, pick them up and place them again.
  4. Multiblocks have seen a lot of changes of late and I don't think there's any documentation per se, other than their usage (json files, c# code). The simplest multiblock implementation is a json only behavior - "Multiblock". Look at the vanilla painting to see it in action. ..\Vintagestory\assets\survival\blocktypes\wood\painting.json { name: "Multiblock", propertiesByType: { "*-north": { sizex: 2, sizey: 1, sizez: 1, cposition: { x: 0, y: 0, z: 0 } }, "*-east": { sizex: 1, sizey: 1, sizez: 2, cposition: { x: 0, y: 0, z: 0 } }, "*-south": { sizex: 2, sizey: 1, sizez: 1, cposition: { x: 1, y: 0, z: 0 } }, "*-west": { sizex: 1, sizey: 1, sizez: 2, cposition: { x: 0, y: 0, z: 1 } } } } Beyond that, I typically use Visual Studio Code (https://code.visualstudio.com/download), open a folder like ..\Vintagestory\assets, then search for "multiblock" to see every file that has referenced such a thing. You could also head over to the Anego Studios github and search for the same thing to do a deeper dive on the c# front. https://github.com/search?q=org%3Aanegostudios+multiblock&type=code
  5. Oops disregard that above post. Apparently that info is somewhat outdated, as Tyron has reworked the command system to be Fluent. He talked about this some time ago in Game Dev on the VS Discord, but I'm not sure if there's any related docs yet. Sorry!
  6. hmm. that's not much to go on. If this is related to registering new commands, here's some relatively new and related copypasta from Spud on the VS Discrod...not sure if any of this is 1.18 specific ---------------------- when you register the command with the server api, you can specify a permission needed to be able to call it Documentation (long link bc it goes to the specific function already): https://apidocs.vintagestory.at/api/Vintagestory.API.Server.ICoreServerAPI.html#Vintagestory_API_Server_ICoreServerAPI_RegisterCommand_System_String_System_String_System_String_Vintagestory_API_Common_ServerChatCommandDelegate_System_String_ You can see all the different permissions here: https://apidocs.vintagestory.at/api/Vintagestory.API.Server.Privilege.html so for example, the highest privilege someone can have is root. So if you want only someone with that privilege to be able to call the command, you'd register it like api.RegisterCommand(command, description, syntax, handler, Privilege.root);
  7. More than anything, this. At a glance, shields are having a meltdown and I *think* it's because of this mod https://mods.vintagestory.at/weaponpackbeta which only supports 1.16 releases of VS.
  8. Well I'm just glad that the mystery is solved. Thanks for the heads up!
  9. See my spoiler above about the altar. I'm not sure what is going on with furrowing land. That is correct. Sneak right click on farmland with a hoe. Perhaps it is a conflict with a mod like xSkills? Your server-main.txt and/or client-main.txt log files might help answer that question.
  10. It's my understanding that mods are downloaded to servers manually by a server owner, and then those same mods are automatically deployed to clients via the modDB (based on what's on the server). So tags are informational only - they don't do anything.
  11. This mod is obsolete and the modder is long gone. There is an unofficial version on the modDB.
  12. I'm sorry but I may not be much help here - I did not setup my workflow and I realize that it is different than that of many other mods. I am targeting .NET Standard 2.0 (as seen in the logs). The mod should work fine on Windows 10 with the updates - .NET Framework 4.8 If it is linux, mono needs to be fully updated. It is not much help, but the mod is hosted on about 180 other VS servers, so I don't know what else to tell you.
  13. A Harmony prefix patch (or similar) to override BlockOre's onBlockExploded is probably the cleanest imo. I'd say transpiler patch but they're a little harder to implement. https://harmony.pardeike.net/articles/patching-prefix.html
  14. Oh yeah, thanks for reminding me to remove those 1/2 dozen lingering entries I had from days gone by. AFAIK, the handbooktitle/handbooktext stuff simply wont work for mods right now UNLESS you put your mod's assets directly in the game domain (this can be achieved by putting a game folder inside your assets folder and putting your mod's assets in there). Which is similar but different to what Tels is doing here (he's patching vanilla files instead). https://gitlab.com/codesmiths/vs_bricklayers/-/blob/main/assets/bricklayers/lang/en.json With his clay assets in the game domain he then prefixes his language entries with game:. Another solution would involve a deep dive into the game's c# code, and probably a harmony patch, but I'm not terribly interested in doing that. "which is a VERY nice mod" THANKS! "fishing totally breaks food balance" On the surface that statement seems about right, but it's a little more complicated than that. I'm not really seeing any food balance to begin with so it's hard to break it. Sure, new players struggle to find food until they clue in to the fact that they simply have to make food a priority. These new players generally don't use mods. Seasoned players know that food is extremely easy to get unless they're playing a snowball world or some such. My dilemma was that fishing should be much easier than hunting, so I made it much easier. Then I made fishing 100% configurable via the modconfig file so that people could configure it however they like. As far as protein goes, you still need to hunt (for fat), and fishing doesn't really detract from that part of gameplay.
  15. The hit box for harvesting tall boi (with a knife) is only near his feet. I couldn't make it bigger, but I should revisit that because it's a little annoying.
  16. Oh good info thanks. I'll see if I can correct all of that.
  17. I'm not sure of the exact conditions that Tyron's fireflies spawn under, so I looked at more real life conditions when creating the criteria. Sounds like you've met them all (and yes, any flowers will work) except perhaps the temperature. If it's not 30C or warmer between midnight and 3am, you will not catch any fireflies. You might have to find a warmer spot.
  18. Thanks for the detailed report. I'll try and get it sorted out for the next release.
  19. To ACTUALLY answer your question - yes, if you can dream it up then it can most likely be added to VS, but the things you are describing are mostly beyond the scope of simple json files. Some C# would be required to pull that off, and if you were thinking about tackling that yourself then there's plenty of examples to look at both on the Anego Studio's GitHub page and over on the ModDB website. To address some of the other nonsense - I know for a fact that using worms for irrigation, hydration, and soil fertilization is a very real thing. It's also quite obvious that most every system in VS can benefit from more related content to make it even more immersive - farming is no exception. But If you're ok with the set-and-forget system that VS currently offers, then good on ya. if you actually have some interest in mucking around in the garden but C# sounds a bit daunting then I've got you somewhat covered - Primitive Survival does indeed have ollas, furrowed land, earthworms, worm grunting, worm castings, and more to come. Yup, all real life inspired stuff - not MC. Although I'd be the first to admit that I'm lazy sometimes and my stuff tends to be pretty OP by default (mostly so there's no confusion about whether it works or not).
  20. Weirs for relic pieces, but baskets for gears to enchant said pieces. Glad you're enjoying it. Happy New Years back atcha!
  21. You raise some good points. I'll look at making it configurable via mod config. Yes. Yes it was. And a damn good idea.
  22. Thanks! Yeah I can agree with the smoked meat thing. I was trying to make it substantially lower than cured meat, but it is still a ridiculously long time. I'm going to reduce that more for the next release.
  23. No, the furrows are an independent watering system that replace (and are a mild improvement over) blocks of water. In a sense they would supplement vessels, because vessels only lose water if the neighboring soil requires water.
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