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Spear and Fang

Very supportive Vintarian
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Everything posted by Spear and Fang

  1. 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.
  2. 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.
  3. 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.
  4. 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.
  5. 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!
  6. Tyron found the issue and said he has fixed it. Thanks again for the detailed description of the problem!
  7. put the bowstave in a bag then place the bag on the ground. Solution courtesy of Craluminum
  8. 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.
  9. 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.
  10. It's back for 1.16! Follow this link: https://mods.vintagestory.at/show/mod/1820
  11. 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!
  12. 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.
  13. 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
  14. 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).
  15. Here's a functional example mod. Cheers! BiggerStacks.zip
  16. 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
  17. I got you fam. Enjoy the vacay!
  18. VS Model Creator, because that's what I'm most familiar with. Save often! Blockbench looks like it has potential for sure. Your welcome! Those models definitely need some TLC, I never really tidied them up.
  19. I didn't get that far, although I had a design document of sorts. I ended up dropping that mod and my halloween mod, and merged my other two into Primitive Survival. That's the only mod I'm working on these days.
  20. Just Released: Primitive Survival v2.8.0 - "Santa's Bulging Sack Edition" Lots of changes involved in the making of this VS 1.16 ONLY release and more playtesting than I care to admit. Probably a bug or three went undiscovered. Highlights: NEW: Huge pelts from bears - can be placed on floors and walls as bear hides/heads! NEW: Two new tree hollow variants! NEW: Firework variant - The Boomer! NEW: Crabs drop knives, because why not? They're packing. Fixed: Earthworm spawning under sticks/flint/rocks again - thanks GrishkoJiggers. Tweak: removed jewelry from tree hollows. Tweak: improved live fish animations. Tweak: Fixed/improved textures - monkey bridge, grass pit cover. Tweak: removed shapeless from stake recipe (to eliminate conflict with Zarkonnen's Ranged Weapons mod). Tweak: made the raft ground placeable only (after watching Vallen fail to harvest resin unsuccessfully with it so often). Tweak: Crab and Snake spawn rates - hopefully more snakes and less crabs. Sigh. https://mods.vintagestory.at/show/mod/1238
  21. Failing all of that, if you show us the contents of these two folders I may be able to sort you out ..\VintageStory\mods ..\VintageStoryData\mods
  22. See my previous reply. It's always a good idea to ensure that your mods are up-to-date (don't use any 1.16.x versions with 1.15.10 though, they probably wont work). I'm not sure that a full game install will fix one of your main issues - as I mentioned, I *think* you have some dll files in VintageStoryData\mods that don't belong there. If never hurts to do a full install though. If I had to guess, CompatibilityLib is causing the original issue that you reported. Also, make sure you don't have two different versions of any one mod. That can spell disaster. Even if you tuck them away in a sub-folder inside the mods folder, it can still cause problems.
  23. Yeah you've got some stuff going on there for sure. 1. If you have the "CompatibilityLib" mod in your mods folder, remove it. That functionality was added to the base game long ago, so it can only cause you grief. 2. Your core game looks a little mucked up. ..\roaming\vintagestory\mods should contain the core (vanilla) mods - i.e. vsCreativeMod.dll, vsEssentials.dll, vsSurvivalMod.dll, and maybe vsModLauncher.dll. The other mods should probably all be living in ..\roaming\vintagestorydata\mods. It looks like you *might* have the core mods (dll's) in both places? Note: These types of error messages don't mean anything: 21.12.2021 22:31:50 [VerboseDebug] Patch 3 in expandedfoods:patches/compatibility/primitivesurvival/foodpatches.json: File expandedfoods:recipes/kneading/primitivesurvival/fishdumpling.json not found. Hint: This asset is usually only loaded Server side Like l33tmaan hints at, focus on getting the [error] messages out of server-main.txt and client-main.txt. Although I don't think you will be able to resolve that Alchemy mod issue, it seems to be a versioning problem.
  24. Here's one more for inspiration... Vintage-Story-2021-05-10-21-34-5.mp4
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