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Everything posted by Spear and Fang
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Multi-part entity texture
Spear and Fang replied to MadAlchemist's topic in [Legacy] Mods & Mod Development
Not sure if uploading this video will work, but...seems to. They look a little janky at the top but not terrible. Wrinkly fabric, if you will. Vintage-Story-2021-05-13-23-16-0.mp4 -
Multi-part entity texture
Spear and Fang replied to MadAlchemist's topic in [Legacy] Mods & Mod Development
Flat squares. They're not perfect (some overlap), but imo they still look better than the alternative. See attached. inflated-medium.json inflated-small.json -
Multi-part entity texture
Spear and Fang replied to MadAlchemist's topic in [Legacy] Mods & Mod Development
Unrelated. I've made all kinds of hot air balloons and parachutes, but kind of lost interest in that mod, so it's nice to see someone taking it on! -
I remove source blocks of lava with the metal bucket and it worked out quite well I think. I replace the "hole" with like a 3/7 lava block and it flows/merges with neighboring blocks nicely, but not enough to actually make that block into source block ever again. I've done the same sort of thing with water, but was never brave enough to introduce that into my mod because that's a really dramatic change.
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Grid recipe not loading
Spear and Fang replied to MadAlchemist's topic in [Legacy] Mods & Mod Development
Vanilla recipes have tabs. I prefer commas. -
Grid recipe not loading
Spear and Fang replied to MadAlchemist's topic in [Legacy] Mods & Mod Development
Related: I'm assuming that vintagestorydata/logs/server-main.txt or client-main.txt will have the details of the error in it. -
Grid recipe not loading
Spear and Fang replied to MadAlchemist's topic in [Legacy] Mods & Mod Development
My first guess? The ingredientPattern needs a comma or a tab between rows. I *think* that's a space above. ingredientPattern: "K,F", -
no animals were harmed Primitive Survival
Spear and Fang replied to Spear and Fang's topic in Mod Releases
That's probably just a Primitive Survival issue, and was most likely introduced in 1.15.10. I've been working on a 1.16.x release (I totally skipped 1.15.10 because it seemed so minor of a release) and ended up removing those "clothes-" items completely from tree hollows because I simply can't figure out what might have changed in the API that broke them. Thanks! -
Wishing you a speedy recovery and continued good health afterwards Rhonen!
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no animals were harmed Primitive Survival
Spear and Fang replied to Spear and Fang's topic in Mod Releases
New minor version released. https://mods.vintagestory.at/show/mod/1238 - Updated: Russian translation - thanks ZigTheHedge - Fixed: broken fireworks recipes (Fountain, Beenade) - thanks to players on Dragoness' Twitch stream for bringing it to my attention - Fixed: Modinfo dependencies - thanks DArkHekRoMaNT - Fixed: snake and crab meat pies naming/textures - thanks Papa Cheese - Tweak: decreased crabmeat drops a bit - Tweak: decreased spawn rates, decreased spawn quantities, added many more spawn conditions for crabs and snakes - thanks Vallen Server Moderators: If the spawn rates are STILL too high for crabs and snakes, my next best suggestion is to edit some files inside the zip file. Look in the folder assets\primitivesurvival\entities\land and decrease the "chance" entry (the very last entry) in one or more of the following files: Bairdi Crab (crab-bairdicrab.json) Land Crab (crab-landcrab.json) Black Rat Snake (snake-blackrat.json) Chain Viper (snake-chainviper.json) Coachwhip Snake (snake-coachwhip.json) Pit Viper (snake-pitviper.json) I'm guessing that you should divide the current chance by the number of people that typically play on that server and use that number. -
no animals were harmed Primitive Survival
Spear and Fang replied to Spear and Fang's topic in Mod Releases
Thanks Papa Cheese! I totally forgot to deal with the pies side of things. -
no animals were harmed Primitive Survival
Spear and Fang replied to Spear and Fang's topic in Mod Releases
Only by placing rocks on grass and picking them back up. But that might be unpleasant. Unless you jack up the wormspercentfound in the modconfig file. I'm assuming you are on a server and the immediate area has been picked clean of sticks and flint. -
no animals were harmed Primitive Survival
Spear and Fang replied to Spear and Fang's topic in Mod Releases
Sticks and flint laying on some variant of dirt mostly. Has to be warm enough (0-30C). You have to pick them sticks/flint up, not break them. Also stones to a much lesser degree (since stones are placeable). -
no animals were harmed Primitive Survival
Spear and Fang replied to Spear and Fang's topic in Mod Releases
I've only tested it with 1.15.7 and newer, but I have little doubt that everything would work with older versions as well. -
no animals were harmed Primitive Survival
Spear and Fang replied to Spear and Fang's topic in Mod Releases
Oh, there's a new thing or three... fixed: lava flow on pickup/placefixed: missing texture on monkey bridge and trotlinefixed: metal bits ratio when recovering metal fishing hooks/lurestweak: added mount to back of pelt (animal heads) on wallsnew: added vanilla salmon to survival modenew: 4 types of snakesnew: 2 types of crabsnew: 3 types of fireworksnew: particulator/link tool integration with death/secondary particle generation, recipe changenew: better stairs integration, simpler recipesnew: 7 types of fireflies, firefly jar, jar wall bracketnew: additions/tweaks to mod config -
no animals were harmed Primitive Survival
Spear and Fang replied to Spear and Fang's topic in Mod Releases
Primitive Revival! https://mods.vintagestory.at/show/mod/1238 -
[POLL] How fragmented should mods be?
Spear and Fang replied to Mr1k3's topic in [Legacy] Mods & Mod Development
Totally. But if players want more and better modded content and want it faster, then the answer is clear. There's nothing stopping anyone from customizing most mods after the fact, even if customization isn't inherently built in. -
[POLL] How fragmented should mods be?
Spear and Fang replied to Mr1k3's topic in [Legacy] Mods & Mod Development
Both approaches have their pros and cons for sure. If you're like me and (1) don't have a ton of free time and (2) are only modding for personal enjoyment, I think that larger mods are the way to go (even if the content is unrelated). I'm mostly interested in being creative and learning new things, and a lot of my stuff would never be released/properly maintained/tested if it were a bunch of smaller mods. I've created way too many things over the years that never got released at all, so creating actual deliverables is a pretty high on the priority list. You will never please 100% of the people 100% of the time, and I'm ok with that. TL;DR: It's just a hobby, so I'm the priority. -
Textures on new metals
Spear and Fang replied to Vintagebob's topic in [Legacy] Mods & Mod Development
My first guess would be a bug in the code that is pointing to the wrong domain. I'd try moving everything related to that metal into the game domain (you can have a "game" folder right in your mod next to your domain folder) to see if that fixes it. -
Primitive Survival doesn't have a curing rack. So maybe you're referring to the the Ancient Tools curing rack or the Expanded Foods meat rack?
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no animals were harmed Primitive Survival
Spear and Fang replied to Spear and Fang's topic in Mod Releases
No bows in this mod sorry - and I'm not sure which mod you are referring to. A decent fishing pole mechanic was way beyond my skillset when I started modding, although I think I could probably tackle it now... -
no animals were harmed Primitive Survival
Spear and Fang replied to Spear and Fang's topic in Mod Releases
I had too many people poking at me looking for it so I dumped it back up there. ModDB has a bug so it wouldn't accept the previous version number. It is the same (latest) version and has no serious issues. -
That *sounds* like the conflict between Primitive Survival and the Farm Life mod. Are you also using Farm Life? Are you using the latest version of both?
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v1.9.6 Darkagecraft Modpack
Spear and Fang replied to tony Liberatto's topic in [Legacy] Modpack Releases
I know this modpack is very outdated and sadly I never got the opportunity to try it out, but I'm curious whether anyone out there had the privilege of using it when it was in its prime. I'm most curious about the Neolithic Mod and the Totems Mod. I've looked at some of the source code and it all looks impressive, but it's hard to draw conclusions based on that alone. Is there anything in these mods that you sorely miss? Is anyone involved in these mods interested in a revival of sorts? I'd love to hear a little more about the direction of this project and/or players impressions of this modpack. Thanks in advance!