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Spear and Fang

Very Important Vintarian
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Everything posted by Spear and Fang

  1. Ha thanks! I tried changing my image on the Primitive Survival mods forum (discord), but I guess I did it wrong and the only way to put one back was to host it somewhere. So I dumped it here and linked to it from there.
  2. My pleasure. Happy modding! The biggest takeaway is the whole "domain" thing. In this case, there's only two of them boulders: the assets in your mod - more specifically, the boulders blocktype, and the one recipe game: everything else that your mod leverages but is not in your mod, including blocks/items, sounds, textures, and shapes So in your mod, every time we reference an asset that's not a "boulder", you need to prefix that asset with game:. You'll see I added quite a few of them. And in the case of the patches (which are simply modifying files directly in the game itself), we need to reference the boulder in your mod (with boulders:). The recipe is referencing assets from both places but lives in your mod, so it needs game: to point outside of your domain.
  3. I think this is close to what you want. Refactored and tested in about 15 minutes so it might need more work. Notable changes 1. Removed your game assets and replaced them with patches (generated the patches using modmaker, so they're not necessarily perfect) 2. Added the "domain" to asset references where required (either game: or boulders:) 3. Fixed a bit of invalid json (I used an autoformatter to get this done quickly, which is why everything looks a little different) 4. Made some (perhaps irrelevant) changes to your modinfo.json To-Do The language file i.e. assets\boulders\lang\en.json boulders0.0.1.zip
  4. You will need to ensure that mono is fully updated. My workflow is built around NET Standard 2.0. This seems to work fine for most Windows and linux users.
  5. Since the smoker? Just furrowed farmland...although some minor improvements here and there and some bug fixes. SNEAK click on farmland with a hoe to create a furrow for irrigation. If you start at a water source the furrow will fill with water automatically. If not, you can easily fill your furrows with a bucket. Moisture levels of nearby soil will be slightly better than a normal water source. The occasional blockage will prevent moisture level improvements, and many uncleared blockages will cause bigger problems. They can be easily removed by right clicking on them.
  6. There may have been some confusion. I meant that the smoker was hard to make in terms of the crazy amount of C# code I had to write, even more json code, and a lot of playtesting. Anyways, as far as trussing goes I do have an alternate to twine planned for the next release. As for the rest of what you said, I shall leave you with this (something I've said to many others): While your ideas are solid, I generally don't tackle random requests unless they give me an immediate OMG YES! vibe. I prefer to be a part of the entire creative process from idea to execution. Unleashing my creativity is the primary reason why I mod, so I'm going to have to let that one slide. Not saying that my ideas are better, just that they're mine.
  7. That's a lot to unpack. So rather than hit every point I'm just gonna ramble on for a while. RE: Smoked crab meat. Ruddi threw the smoker + related models my way one day and I really needed a kick in the arse to do some modding so I decided to tackle his smoker. If he had included a trussed crab meat model I would have definitely added that. Truth is though, in all my playthroughs I've never had enough crab meat to fill up a smoker with it so I didn't bother. That and the smoker was a LOT of work to make. I was just happy to get through it all. Bushmeat meals were in two different mods and I try not to step on anyone's toes. It may seem like I'm trying to achieve world mod domination, but I'm actually much more interested in helping and supporting other modders while at the same time learning all the different aspects of modding myself. I'm not about to step on l33tmaan's project - modding cooking recipes is something I dislike doing myself, and we've been supporting each other for a long time now. I appreciates you l33t!. Aside: I'm amused that you mentioned berries and fruit in bread, because I did some coding for Expanded Foods - mostly bottle/bottle rack related - but getting that berry bread to render properly in the oven was a part of that coding. Yes I touched l33tmaan's berry bread. I haven't done any weapons yet, so that's something that will come eventually. Every day's a school day so I need to learn that too. It's funny that you mention horseshoes, because when I made the tree hollows I actually made them hollow and gave them some extra collision boxes, with the intention that players could use them tree hollows much like a game of horseshoes. Throwing rocks or shooting arrows into them. Ethereal gears do indeed have a purpose now. Use four of them in conjunction with the Nephren-Ka statue for certain death...or big rewards. Probably both. A large THANKS for the kind words!
  8. That looks a lot like the fruit tree crashes that were plaguing some of the earlier 1.17.x releases. Definitely get your server and client to the same version if they're not, and ideally 1.17.9. Haven't seen a fruit tree crash with that version.
  9. Wait what? Pretty sure I added smoked meats to basic meal recipes and pies as well.
  10. Thank you, I have fixed this for the next release They are actual names, but they are all "friendly" names or regional names that I pulled from the internet, rather than official classifications. Many of them are likely from the USA. Sorry! I am hearing about this for the first time, and expected them to be translated using these sorts of entries (this entire section alone is only for fish fillets)... "game:recipeingredient-item-fishfillet-raw": "Fish", "game:recipeingredient-item-fishfillet-raw-insturmentalcase": "Fish", "recipeingredient-item-fishfillet-raw": "Fish", "recipeingredient-item-fishfillet-raw-insturmentalcase": "Fish", "game:meal-ingredient-soup-primary-fishfillet-raw": "Fish", "game:meal-ingredient-soup-secondary-fishfillet-raw": "Fish", "game:meal-ingredient-stew-primary-fishfillet-raw": "Fish", "game:meal-ingredient-stew-secondary-fishfillet-raw": "Fish", My language file is large and quite complicated, so thank you so much for this Azuli! I will include this translation in the next release.
  11. They don't work. I started working on them and then turned my attention to mod compatibility with all the new VS releases, and playing the new versions of VS. So I disabled the recipes. Sorry.
  12. Indeed, the current version appears to be working aok with 1.17.2 stable. I've just now updated the modDB to indicate that. Thanks @Zeeny! Thanks @l33tmaan!
  13. Hey, the attached version should work for you. Notice that: - in your grid recipe, I prefixed the ingredients with game: That's because those assets are in the game's domain, as opposed to items from your mod. - in your clothbag item, I prefixed the shape with game: as well, for the same reason. That asset (linensack) is in the game's files, not in your mod. The textures on the other hand are in your mod, so they don't need a prefix, although you COULD prefix them with your modid if you like (see modinfo.json). So this sort of thing is perfectly acceptable, and perhaps more readable "textures": { "linen": { "base": "clothbag:item/bag/clothbag/linen" }, "top": { "base": "clothbag:item/bag/clothbag/top" } }, Likewise in your grid recipe, you could prefix your mod's assets if you like...i.e. "output": { "type": "item", "code": "clothbag:clothbag" } -I changed up your modinfo.json slightly but I don't know if that was necessary. Some of the things in that file are a little forgiving. I moved your assets into a folder called assets. This is mandatory. Inside that folder, I renamed your clothbag9 folder to clothbag. That folder must exist, and I always like to name it the same as my modid (although I've heard that isn't necessary). Other than that - things got reformatted when I made those changes - the editor I was using is configured to automatically do that - apologies. I tested the mod out and it all seems to work. Cheers! clothbag9.zip
  14. Hello ArtsyFreya, Since you are using a hosting service, it's pretty safe to assume that you are running the latest stable version of VS - 1.16.5 Stable. Verify that if possible. If so, ensure that you have the same version on your Mac, and ensure you are putting Primitive Survival v2.9.5 on the server - that is the newest compatible version for that game release.
  15. Use a worm grunter to collect up a bunch of worms (like 20-30)...forest floor is the best for this but last time I did this I covered the floor of my house with med fert soil and did this at night in the comfort of my own home. Then dig a couple/three one block holes. The bottom of each hole needs to be soil (any soil will do). Hoe it so it's farmland. Place about 10 worms in the hole (it's easier to place them if you target the wall of the hole rather than the bottom). It won't take long for 10 worms to convert that one block of farmland into worm castings. Wait 5 seconds after the transformation for the worms to settle into the block of castings. Either start picking up worms, or break the block of castings and jump in the hole to retrieve the worm casting fertilizer. Pick up all the remaining worms. Wash/rinse/repeat. You can look at the farmland in the hole to see the progress. When all the slow release fertilizers reach 150% the transformation happens.
  16. https://mods.vintagestory.at/show/mod/25
  17. Glad it got sorted out, and thanks yet again - I've added that issue to my to-do list. Much appreciated.
  18. Yeah I noticed the same things. I think you'll either need to (a) update your game to pre.3 or (b) downgrade Primitive Survival to 3.0.0. EDIT: Thanks for the detailed report btw. Above and beyond!
  19. Still working on that so I disabled the recipes.
  20. Thanks for the bug report@PhyDoesStuff I've added to my to-do list and will investigate.
  21. That's correct, they won't take damage after the initial fall, but will take more damage if they fall further or if you use the bed of nails. They will take a bit of damage if they walk off the spikes and back on, so leaving a square or two clear of spikes may produce the desired results.
  22. Yes, giving worms a little more tlc is on my to-do list, and has moved up the list now that I've added that worm grunter. I definitely want to make them a more viable option to simply place on your farmland AND flesh out a better way of making worm castings. But alas, my to-do list is long.
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