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Spear and Fang

Very Important Vintarian
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Everything posted by Spear and Fang

  1. Not based on my testing. I was able to recreate the issue with only bricklayers and carry capacity installed, and no other mods. In fact, when I introduced ZoomButton into the mix I was unable to recreate the issue. To me that is also consistent with what ZoomButton actually does...practically nothing - it maps a key to adjust settings-graphics-field of view. Shader aside, it's a tiny mod and pretty far removed from the actual problem. Shrug.
  2. Yeah "This asset is usually only loaded Server side" is a false positive. You can ignore them. The positional patch (9) can be problematic for sure, especially if some other mod is patching that same array. I've never played around with dependencies in the modconfig file, but it's my understanding that that can be leveraged to control the mod load order...maybe. Just spit-balling. Not convinced that that will help.
  3. Yeesh. Closing in on 90 server installs. Sweats profusely. Look at LICHEN climbing up the ranks. GO LICHEN!
  4. @Vallen Some edits to my reply above just now, but nothing terribly helpful.
  5. Hey Vallen, The only issues I see in the logs related to Primitive Survival are like the example I pasted below. 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). I wish I could be more help to you with the crashing, but tracking down problems can be difficult. The transition to 1.16 was pretty rocky, both for the vanilla game and for some of the mods. Soooo many changes required/made on both sides. Looking at your mod list I have some suspicions, but I'm not about to point any fingers (hell, other mods aside it *could* be a problem with my mod, lingering problems with vanilla, or even with specific player setups). If it's ANY consolation, know that Primitive Survival is typically running on about 80 servers, and I have yet to identify a major issue specific to my mod. Love you too buddy, and thanks for the kind words! [Error] Grid Recipe 'primitivesurvival:type': Output Block code primitivesurvival:betterclayshinglestairs-black-normal-up-north-free cannot be resolved
  6. It's a mob farmer of sorts. The more gears you load up in the altar (cube), the larger the range. Any time it "attacks" a nearby entity, food and gold drops from the sky. You should be seeing strange particle effects on the ground/water surrounding the altar when it's activated (unless you have particle effects turned off). Maybe try standing really close to it to see if it's working.
  7. Maybe not entirely. If you go to the Vintage Story Discord - Mod Development channel and look at the pinned messages, you will find a couple of things: 1. A project that offers some Blender integration. 2. A Blockbench javascript exporter plugin. Neither are a full on replacement for VSMC.
  8. Yes thanks, That is a ccnflict caused by the Bricklayers mod and has already been fixed for the next release. I don't *think* that it causes any issues with using those two mods together though.
  9. Is this something I can recreate? Perhaps it was the specific block that you were trying to attach the trotline to (i.e. something dynamic like a berry bush?). The trotline code hasn't changed in over a year and I just don't remember a crash with it ever being reported.
  10. Don't expect to see anything any time soon. I noticed that spawn rates dropped dramatically in 1.16 (perhaps mostly due to changes in vanilla world generation) so I boosted spawn rates up a lot and ensured that crabs were spawning. Sadly, after 150 irl hours of gameplay in 1.16, I've only seen maybe 12 crabs and a couple of snakes. It's also been a struggle to find a balance between single player and multiplayer. There will be more work on all of this to come for sure.
  11. That's a pretty complex gizmo. It's doubtful that anyone (except Tyron) can explain how it works. I would start by trying to track down which block(s) control the process i.e. which block(s) (1) determine if the multiblock structure is complete (2) determine if the coal is in place and lit (3) ensure the door is closed, etc. If I had to guess, I'd say it's a part of the stonecoffin.(all the json assets are in C:\Users\<userid>\AppData\Roaming\Vintagestory\assets\..) So I'd take a close look at the stonecoffin.json file and see what's in there. Then look at the classes that it uses... class: "BlockStoneCoffinSection", entityClassByType: { "@(.*)-(north|east)": "StoneCoffin" }, Next track down those classes and see where that leads you, i.e. https://github.com/search?q=org%3Aanegostudios+coffin&type=code You may have to look at other vanilla assets as well, like the stone coffin lid, the steel door. I don't know what does what. By following the clues provided by the blocks involved in the structure, you'll eventually understand how it works and how to manipulate it (or create your own version of it). Happy hunting!
  12. Tyron found the issue and said he has fixed it. Thanks again for the detailed description of the problem!
  13. put the bowstave in a bag then place the bag on the ground. Solution courtesy of Craluminum
  14. Thank you for the supporting information. I've opened a new issue on the official tracker for Vintage Story (Github). Hopefully Tyron and company can help with this.
  15. They show up in acacia, birch, kapok, larch, maple, oak, pine, and walnut trees. They will ONLY appear though if the chunk is loading for the very first time, so in a well established world you might have to travel far off the beaten path to find one. Side note, I did a ton of testing and watched streamers using both 1.15.x and 1.16.x and seen my fair share of tree hollows, so I know they're working.
  16. It's back for 1.16! Follow this link: https://mods.vintagestory.at/show/mod/1820
  17. Oops, that was a bug with the eggs for sure. With the snake, not so much...still work in progress though (pet snakes will eventually be a thing). Thanks for taking the time to report your findings!
  18. Yes, that's the only thing I had to change to make that sample mod that I posted above. I thought maybe that the folder structure or modinfo.json file was causing some confustion as well, hence the sample mod.
  19. Blockbed.cs, sleeping.cs, bebed.cs, + dnSpy or similar to go deeper. https://github.com/search?q=org%3Aanegostudios+bed&type=code You've got your work cut out for you though because iMountable is not fully fleshed out (although I understand that Tyron made some improvements to it after watching Vies streaming some of his Viescraft modding on Twitch). https://www.twitch.tv/vies Alternatively, you could go the (budget) item route that I used for the raft. JakeCool then took that same approach for the handglider: https://github.com/91loocekaj/vs-usefulstuff as did Dante for the vsMovement mod I believe: https://mods.vintagestory.at/show/mod/970
  20. The only rideable entity that I'm aware of (aside from the vanilla bed) is Viescraft. https://mods.vintagestory.at/show/mod/791 Yes, there's no source available for it so your only options are to (1) reach out to Vies, (2) Use dnSpy or similar, (3) Build it from scratch based on the bed (like Vies did).
  21. Here's a functional example mod. Cheers! BiggerStacks.zip
  22. I used this as reference when I made the light on the Particulator link tool in the Primitive Survival mod. It might help. It changes the glow level of child elements, just not in OnHeldInteractStep. https://github.com/chriswa/vsmod-TranslocatorEngineering/blob/main/src/ItemLinker.cs#L128
  23. I got you fam. Enjoy the vacay!
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