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Spear and Fang

Very supportive Vintarian
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Everything posted by Spear and Fang

  1. I panned for a minute, once.
  2. Wooyaaa, I don't think that you're going to be able to fully recover from the situation you're in. Block/Item ID's are assigned dynamically for each saved game (so, basically randomly when you generate a new world or add a mod), and if I remember correctly the saved games are SQL Lite or some such so there's not a lot I can do to help. So sorry. You *could* try putting the betterstairs mod back in, but I think this will just make things worse (unless the very last thing you did was remove it). I've heard of this happening to people a few times in the past (where block/item mapping became corrupted), and I don't think any of them were able to recover from this situation. The only takeaway for them was to back up their saved games once in a while.
  3. It should be relatively easy to keep earthworms away from farmland in the interim. They can't climb at all (so even a simple 1 high block wall should keep them out) and do not spawn naturally, only when you pick up a rock or stick. And of course you can just pick them up if you happen to see one. It also takes quite a while for an earthworm to convert farmland into worm castings. Side note: I've made a number of changes to Primitive Survival to make it Carry Capacity friendly, so these sorts of issues seem...inevitable.
  4. I did not know the answer to either of those questions @Papa Cheese, but you had me curious so I tested it out. The results: I'm both happy and disappointed to report that no, you cannot use hoppers or chutes to remove fish from any of my traps. I was quite surprised that this didn't work (because they are all basic inventories much like a chest), and if it did it would have also removed fishing hooks, bait, and lures. You *might* consider using a similar technique (with chutes/hoppers/chests) to keep troughs full for some livestock (i.e. chickens) so that lots of chickens are readily available for new players. I've heard that that this trough automation works. Cellar mechanics do indeed appear to work though, so if you're catching fish in a cellar you can expect them to last a lot longer (maybe twice as long?). My only other suggestion is to simply have a bunch of trotlines setup, since fish (1) can't escape (2) will rot on the hooks, but will eventually disappear completely, and then (3) will be replaced by more fish. I'm not sure how effective this would be, but one would expect to always find a mixed bag of raw fish, rotten fish, and no fish on a series of trotlines.
  5. Hey now, quit playing around with the fish! I'm over on discord telling people that I'm pretty much done with fishing as they're proposing even more changes to it. Kidding aside, that sounds like a reasonably easy fix and a good idea, so I've added it to my to-do list. Thanks @l33tmaan!
  6. You might be right about being able to do it entirely with json Digitalr (or at least close to entirely). I only quickly looked over every related to firewood. Peat is an entirely different thing (it's got all of its own classes for some reason), but there's definitely a lot of similar code there. I wouldn't know for certain without diving in and trying to do it, and I tend to overthink things.
  7. Well I took a quick look, but it would take a LOT of work for me to make this functional. My recommendation is that work through the Programming and Game Objects sections of this page: https://wiki.vintagestory.at/index.php?title=Main_Page ...and most everything before that if you haven't already. I'd also recommend that you look at some existing mods, lots of the source code can be found on github. In a nutshell, if you need to rewrite those classes, they'll all need new unique names, and will need to be properly registered. If you plan on using those vanilla classes as templates, you'll either need to make them compatible with an older version of c# like 6.0 (that is, if you want them to just sit in the mods folder and therefore let the game to compile them), or you'll need to set up a true development environment that will precompile them with a newer version of c#. Sorry, but I simply don't have the interest or will to build this mod!
  8. IMO, adding mods at any time isn't much of a big deal. Never hurts to back up your saved game more often when doing so, but I've seen it done many many times on various Twitch streams without incident. Removing mods is a bit more problematic (for obvious reasons). In general, one could expect in game blocks to simply transform into white blocks with question marks, because those blocks were a part of a mod that no longer exists, and you could run around and break them because they are simply an eyesore. But some mods are more complicated than that - they add more than just content, so removing them would take careful consideration. There are cases like you've linked to above where block mappings have gone "off the rails". I'd like to think that it's uncommon, but it can definitely happen.
  9. Agreed. Most of the magic happens in firewoodpile.json, but it's associated classes "BlockFirewoodPile" and "FirewoodPile" are referencing an item that is simply called "firewood" (the item you're talking about). It would take some elbow grease to rework all of that into the variants you're after - those two classes would need to be tweaked, as well as firewood.json and firewoodpile.json. Doable for sure, but...
  10. Itemstacks = new ItemStack[] { new ItemStack(world.GetItem(new AssetLocation("paper")), }//item not found If that line above works with vanilla items, then prefix paper with your modid + : (look in your modinfo.json for your modid) and see if that fixes it...i.e. Itemstacks = new ItemStack[] { new ItemStack(world.GetItem(new AssetLocation("mymodid:paper")), }//item not found
  11. 1. Remove the space from your code. code: "woodenbeehive", 2. Put the class back in, this is where some of the "magic" happens: class: "BlockSkep", 3. You need the type variant group variantgroups: [ { code: "type", states: ["empty", "populated"] } ], This works in conjunction with the code to create your unique blocks...in this case woodenbeehive-empty woodenbeehive-populated You *probably* don't need the "side" variant group, that just handles rotation 4. Now that you've cleaned up your unique blocks, you can put the entity class back in. This is where the rest of the "magic" happens entityClassByType: { "*-populated": "Beehive" }, Note that the "*-populated" is basically a wildcard search of your unique blocks, and will apply the Beehive entity class to "woodenbeehive-populated" 5. This sound wasn't working before, and needs to be changed so it works now...to this: ambientByType: { "*-populated": "game:creature/beehive" } See #4 for the reason why I removed the -* from the end of populated. 6. If you want an empty behive to look different than a full beehive, then the "shape" should be "shapebytype" to handle the transition of the model from an empty woodenbeehive to a populated beehive, so SOMETHING like shapebytype: { "*-empty": { base: "block/wooden beehive" }, "*-populated": { base: "block/wooden behivepopulated"} }, Where "wooden beehive.json" and "wooden beehivepopulated.json" are two models sitting in your shapes\block folder. There's more elegant ways to write that, but what I wrote above would work. After all of that, it may work to some degree, but I doubt it. It totally depends on how accepting the BlockSkep class and Beehive entityclass are of your two new blocks. My guess would be that they won't work without rebranding them as your own, which would mean rewriting them in c#.
  12. Sorry! But I thought that that was essentially what you were proposing. Half the fillets, double the satiety. Not trying to make your life difficult.
  13. Agreed. I think what I'm going to do is make it so that the fillets just always come in pairs. Change the display name from fillet to fillets and double the saturation again. That will make things the way they used to be from a cooking perspective. Thanks for your input! Edit: Not change the display name (because that might look weird in the recipes), but change the model so it looks like two fillets.
  14. I don't eat fish at all irl, and so I didn't know that when you fillet a fish you get 2 fillets, not 1. So I made that change and now I'm kinda regretting it!
  15. Side note: I've already moved several settings into a common configuration file for the next release, so that people can set things up however they like...and will probably continue to do so. I don't have the magic numbers!
  16. Oh I hear you @l33tmaan! In trying to maintain some semblance of balance with the vanilla game while at the same time taking advice from way too many people, I've made cooking with fish worse, not better. At the same time it's a bit unfair to compare a fillet to a berry, because a berry is actually a whole bunch of berries, while a single fish gives you 2,4, or even 8 fillets. In my mind, the solution at this point is to allow soup and stew recipes to accept way more fillets, so that a fish fillet meal can have much better satiety. Worth noting that a catfish meal can have pretty impressive satiety. I personally think that eating the whole fish should give more saturation than just the fillets because you're eating the head, tail, and everything in between.
  17. You bet! Not sure how far you want to take this, but you *could* apply a waterwave effect to the liquid part of a model (that's how I animated my fish fins), or apply particle effects to the liquid in the bottle. Alternatively, the liquid in the bottle could be an entirely separate model and you could overlay the bottle and liquid models ontesselation/onrender, in which case you could probably change the render pass back to liquid without things sh*tting the bed. Just spit-balling, since you clearly have the mad skills to make it happen.
  18. One other thing before I forget - I've got z-fighting between the bottom of the bottle and the ground. I'd probably just move the bottle up a smidge, or of course you could deal with that in the json (via sidesolid and/or sideopaque). Here's a small sample with the model moved up a bit and the textures overridden. Needs some work
  19. And a total aside - I'd avoid using sneak click at all, because carry capacity relies heavily on it and people will report your mod as buggy when in actuality it will be just a mod conflict of sorts.
  20. @l33tmaan Holy can 'o worms. That's one big json file! I've made some progress on this, but I've hacked and slashed things to pieces so I'll just comment on some things that I believe to be true: 1. The model - Changing the Render Pass on the liquid cube back to default seemed to solve the biggest issue causing that big old rendering bug 2. The json - this is duplicated so it can be removed "sidesolid": { "all": false }, 3. The json - I'd be a little nervous/reluctant to use dashes in my variant groups i.e. "treesyrupportion-birch", since dash is the separator between variant groups. It might work aok, but if for example you or Jake wanted to write code based on those later, it could be a pain.
  21. I played around with the display case in VSMC and I couldn't see through its glass either. My first suspicion is that's being handled in game via one of the block's json properties - namely drawtype: "json" Maybe? If not, it's most likely handled via the DisplayCase entity class.
  22. Blood worm pie. If it's remotely edible, it will be eaten.
  23. The new ruins are suprisingly easy to implement (especially at this point, since I've already created new blocks to design them, and have learned how to spawn them in during world gen) The hang ups at this point has been getting my creative juices flowing to build some interesting and unique looking temples, time management, and the fact that very few people have been able to figure out how to even sort out the details surrounding the much simpler altar (that's my bad I guess). Anyways, thanks for the interest and feedback @Hexedian, it's certainly got me thinking about refocusing my efforts on this long neglected part of the mod again!
  24. Thanks Bentorium! None of those things, sorry. My roadmap is pretty loosey goosey, but since I'm trying to implement at least one of every "system", my future plans include (1) a smoker (so I can try my hand at something with a gui) and (2) more of the "things that shall not be named" (so I can familiarize myself with worldgen and new ruins). I also have some fairly immersive bridge building on my radar, which *might* fall into the "carpentry" category.
  25. Hi Dezdanna, Thanks for you interest in the mod!
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