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Spear and Fang

Very Important Vintarian
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Everything posted by Spear and Fang

  1. Here you go. Enjoy! https://mods.vintagestory.at/translocatorengineeringredux
  2. If for example you have a three by three hole, and you place a bundle of spikes into the middle of one side, you can stick another bundle of wood spikes into the side of the first bundle you placed...both sides in fact. From there you can keep on "weaving" and actually cover any sized pit with some sort of convoluted cross hatch pattern.
  3. Nope, I only use Vintage Story Model Creator.
  4. Nope, just flats and cubes. But you can rotate them on any angle and overlap them if you're careful. The skies the limit.
  5. You must learn to walk before you can run, young Padawan!
  6. Ha! I cannot explain it you to like you were 5. It's a little too complicated for many 5 year olds. But the gist of it is this: An in-game BLOCK needs only one thing. A json file, located in the blocktypes folder of your mod. I will now and forever more refer to this json file as block.json. To be clear - block.json is not something you create in Vintage Story Model Creator (VSMC). It is NOT a shape. block.json is built entirely using a text editor (like notepad++), and consists of one or more json properties. These properties describe many many things about the block. Variants, shapes, sounds, textures, hitbox sizes, collision box sizes. The list goes on and on and on. There are many examples of these that you can look at where your game is installed. Windows i.e. C:\Users\<userid>\AppData\Roaming\Vintagestory\assets\survival\blocktypes In your mod you can name block.json whatever you want - something like myfancyblock.json. And have as many as you want. It can be in any sub-folder you want. But it has to be in that blocktypes folder. Look at the folder structure of your mod. It has a correct folder structure. It doesn't have all the possible folders you can have. Those are listed under AssetCategory in the table here: https://wiki.vintagestory.at/index.php?title=Modding:The_Asset_System Before I ramble on any further - The "Modding the Game" section of the wiki is how I learned all of the basics about modding. There's a ton of information, I read it all, and it took me a week to digest it. That's how many of us learned how to mod Vintage Story. https://wiki.vintagestory.at/index.php?title=Main_Page The one property that every block.json must have is a code. This code is used to uniquely identify a block in the game. (Well not a single unique instance of the block, but a unique type of block....i,e, soil, cobblestone, etc.). If you look at one of your block.json files, you'll see it. It's almost always the first property. But it doesn't have to be. The properties can be in any order. code: "dx65flower", ------ Another common property that block.json has is a shape. This is just a link to the file you created in VSMC. I'm just going to call this shape.json. You can rename these shape files to whatever you want. All of your shape.json files MUST live somewhere in the shapes folder. Look at your mod. I stuck the shape files in there. Then, in your block.json, you can link your block to that shape. shape: { base: "dx65flower" }, That's saying "hey, for this block.json, use a shape file with the name dx65flower.json in my shapes folder." ------ Yet another common attribute that block.json has is a texture. Textures are always .png files (pictures), and they must always live somewhere in the textures folder of your mod. Look at your mod. You have that. Now there's a couple of ways of of linking a texture to your block.json, but one common way is to add a texture property. In your mod you have one...this: textures: { all: { base: "block/color/flower/dx65flower" } }, That's saying that for block.json, use the .png file located in your textures folder, in a subfolder block\color\flower, and the file is named dx65flower.png Don't worry about the all: or base: parts of that, for now just always copy paste that property and then replace the part in quotes. Then cross your fingers and hope for the best! ------ And another common property that block.json has is the variantgroups. These describe "sub types" of that block if you will. i.e. lowfertility, mediumfertility, highfertility. So if you have a block with the code "soil" and the variant groups "lowfertility, mediumfertility, highfertility", you actually are creating three different blocks, all at once in that ONE block.json. soil-lowfertility soil-mediumfertility soil-highfertility Your mod doesn't currently use the variantgroups property, but it's a big time saver if you have many similar blocks. All those similar blocks can live in one block.json. ------ PROPERTIES, PROPERTIES, PROPERTIES, so many properties: https://wiki.vintagestory.at/index.php?title=Modding:Block_Json_Properties Click on the dark brown squares on that page to expand the sections. There's a lot of properties! Now when I created my very first block I followed these instructions: https://wiki.vintagestory.at/index.php?title=Modding:Basic_Block And when I fixed up your mod, that's where I ripped some properties from to create your block.json files. In fact, every time I create a block.json in my mod, I copy the properties from somewhere else. I don't memorize them, I don't start from scratch. I think to myself "what's a block in the game that's most like the block I'm trying to make" and then I track down that block.json and copy/paste it's properties. Finally I tweak it to my liking. Whew. Maybe that will help. Maybe not. idk.
  7. Search for "flower" to locate your two new blocks in game. Long story short - I moved your two shape.json files from blocktypes to shapes. Shape files need to live in that shapes folder somewhere. - I created two block.json files in blocktypes. These are the files that kinda bring everything together. What I used was VERY simple though. - I completely removed the textures references from your shape files. They can live in there or in the block.json files (in blocktypes). I usually put those texture references in the blocktypes json files. A bit of a mistake on my part: In those two blocktypes json files, I didn't even reference your shapes...oops sorry! I'm assuming that they're both full size blocks, in which case they don't even need a shape. If you want to add your shapes to those, you will need to add a little more to your blocktype json files: i.e. shape: { base: "dx65flower" }, or shape: { base: "flowerbush1" }, Doing so will probably fix the texture mappings if they don't look right to you.
  8. I've been using antimicro with a wireless PS controller for a couple of years now. It works great, although I keep the keyboard and mouse close at hand for infrequent tasks, and to make certain tasks a little easier. https://github.com/AntiMicro/antimicro EDIT: Oops, I see now that this is the suggestions forum. Disregard.
  9. You just need to change a couple of folder names: 1. Since your modid (in modinfo.json) is "teststatue", the folder inside of assets should be the same. assets\teststatue 2. inside that teststatue folder, change blocktype to blocktypes. Naming of folders at that level must match an "AssetCategory" in the table listed here https://wiki.vintagestory.at/index.php?title=Modding:The_Asset_System FYI Inside of those base folders (i.e. blocktypes) there are no rules per se.
  10. That sounds a lot like Harpwner's setup. Not sure if it was ever released. There's a couple of videos posted on the official discord, https://discord.com/channels/302152934249070593/454909656230526976/840112012155682856 https://discord.com/channels/302152934249070593/454909656230526976/843140682616668160
  11. I'm pretty sure that is still an option, thanks Thorfinn. I suspect that there's even more to the story that we don't know, because leaving an OS until it's years past end of life makes absolutely no sense to me - especially an internet connected OS.
  12. I can imagine a situation where the game was started with the mod disabled, and so the game assigned block ids that were previously owned by Primitive Survival to new vanilla blocks or some other mod. There are some utilities designed to help recover from this sort of situation, but none of them are particularly pleasant to use. 1. Backup your world 2. Try /fixmapping applyall https://wiki.vintagestory.at/index.php?title=List_of_server_commands/en#.2Ffixmapping If that doesn't work, I suppose I would try and restore an even older backup. Alternatively, if new blocks worked fine, one could either (a) switch to creative mode, run around and destroy all those existing white blocks, and carry on with your game, or (b) try and remap them on a case by case basis with /bir [getid|getcode|remap] or /iir https://wiki.vintagestory.at/index.php?title=List_of_server_commands/en#.2Fbir https://wiki.vintagestory.at/index.php?title=Modding:The_Remapper If /fixmapping applyall doesn't solve it and you can't restore an older backup, it becomes a pretty unpleasant situation from what I've heard. /bir and /iir also involve turning on the hud (show block interaction help) and looking at some of those white blocks to figure out what they're supposed to be. I'm assuming that they really are Primitive Survival blocks but those white blocks have shown up before even for people who are playing without mods, and the typical advice is to use /fixmapping applyall to fix that.
  13. Ah ok, sorry! I only play single player so I was not up to speed on the ModsByServer folder structure. The log file you posted does not indicate any errors, so the problem must be client side. My best suggestion is to remove any and all instances of Primitive Survival from the client(s) (so check ..\vintagestorydata\mods, ..\vintagestory\mods, and ..\vintagestorydata\modsbyserver). When the client joins, it should automatically download it again and place it in the correct location. Once the client has joined, it wouldn't hurt to also check the Mod Manager and ensure that the mod is listed there once, and that it's enabled. Primitive Survival was installed on nearly 100 servers at one point recently, so I'm pretty sure that it's not a mod issue. As for the Windows 7 issue, my best guess is that they have not even updated their Win7 to service pack 1, or their Win7 is pretty broken (i.e. Windows Updates are broken). I'm not sure that I can be much help with that, because I have no idea if even functional Windows updates would help them at this point - I don't know if Microsoft is even providing updates for that product.
  14. "or is the ModsByServer folder OK ?" I'm not sure what this means, but if it's a folder that you've created inside one of your two regular mods folders then that's not a good idea afaik. And make sure you only use one of the two mods folders (vintagestory\mods, vintagestorydata\mods) for your mods.
  15. Windows 7 was end of life over 2 years ago, so I have no interest in supporting it. But I know of other people who were able to update their systems. i.e. this one says it is supported under Win 7 sp1. https://support.microsoft.com/en-us/topic/microsoft-net-framework-4-7-2-offline-installer-for-windows-05a72734-2127-a15d-50cf-daf56d5faec2 It seems that even newer ie .Net Framework 4.8 is supported. I've seen that exact error log before, and it's because of .Net Framework. Your other issue (with the white blocks) seems like either zero or two copies of the mod are living in one of your mod folders, or in a sub-folder in one of your mod folders, or is unzipped. Or not enabled in the mod manager. Your server-main.txt log should reveal what's going on there. The client-main.txt you posted indicates that you've got some fairly serious looking audio issues with the vanilla game itself. I think. You might want to do a full reinstall of the game itself and see if that helps.
  16. If your friend is rocking Windows 10 they need to install Net Framework 4.8. Should already be installed via Windows Updates, unless Windows Updates is broken. If they're on an older version of Windows, they'll need to track down and install Net Framework 4.7.2 from Microsoft's website. If it's linux or some such, idk, sorry.
  17. Rather than use modmaker, I manually create everything (although I copy/paste a lot). I only use modmaker to help me figure out difficult patches. In this case I manually created the zip file and that's perfectly fine. Personally I simply let Visual Studio create the zip file for me (via a custom "package" task), but that's a long story.
  18. Here, try this updated version below out. I think it mostly works although I didn't test it thoroughly, especially the smithing portion. VintageStoryData\Logs\server-main.txt comes back clean so I'm optimistic that it all works. I don't use modmaker often, but I can tell you that it doesn't do a good job with domains i.e. it puts everything in assets/game folder aka the game: domain, and will not resolve assets correctly if you move them into your own lanternliner folder / lanternliner: domain. I moved all of your stuff into the lanternliner domain (simply because that's the best practice), deleted the game folder entirely, and in the json files I prefixed a bunch of assets with either game: (absolutely everything in the vanilla game is in the game: domain) or lanternliner:. As a general rule, you don't need to specify a domain if the asset + json file are in the same domain, but it never hurts to add them, especially when something is not working. I also deleted your lang file patch and replaced it with an actual lang file. That file (en.json) is a more typical (and easier) way of managing your lang file (rather than patching the game's lang files), and it's better than it was, although I'm not sure if that's exactly what you were trying to achieve. LanternLiner-Updated.zip
  19. White blocks usually means that the mod isn't loading at all. if it was working and then suddenly stopped then ask yourself what changed just prior to that. Did someone update the game itself? Was a new mod added or removed? Also: 1. Check your mods folder and ensure that you don't have more than one copy of Primitive Survival in there on any one computer. And be aware that there are actually two mod folders - ..\Vintagestory\Mods and Vintagestorydata\Mods. 2. Have a look in the mod manager on each computer when you start up. Is it listed in there, only once, and enabled?3.. Ensure you have the latest version of the mod (2.8.0). Older versions will not work with 1.16+ 4. Make sure everyone is running the same version of Vintage Story and the same version of the modIf none of those help, your vintagestorydata\logs\server-main.txt file most likely tells us the reason why it's not working. If there are no clues in there, then client-main.txt or maybe even server-debug.txt. oh, and also don't try to do anything imaginative inside your mods folders. Don't create folders in there with other stuff in them. Don't unzip any mods. Their contents should be very simple...just some zip files and dll files. Appreciate the kind words!
  20. These look a little off-putting, but will not cause you any problems whatsoever. Long story short - Tels added some new clay types in Bricklayers because that was his only option, and I did not anticipate that change to the vanilla clay types. Therefore, Primitive Survival is trying (and failing) to create recipes using the new Bricklayers clay types. It's is a good thing because they wouldn't work anyway. I've already made the necessary change to suppress the errors (in the next release).
  21. I've looped Tels in and it sounds like Taska has had a similar issue and knows of a workaround that Tels can use on his end. Thanks Copygirl! Love your mod too btw!
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