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Spear and Fang

Very Important Vintarian
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Posts posted by Spear and Fang

  1. 2 minutes ago, Maclaird said:

    Just got I think 1.14 and when I went to retrieve a fish from a basket trap it crashed the game. Had to pull the mod which is unfortunate. I hope they implement it since it makes so much sense

    That sounds a lot like the bug I fixed when I updated the mod from v2.1 to 2.2, but that update should have been seamless (so no issue with older stuff).  I can't test that again until tonight!

  2. 13 hours ago, Plum said:

    Hiya!

    Looks fun! :) But is there a different download location? My internet security suite doesn't like/trust/allow the Amazon AWS service.

    Maybe they could start being hosted directly here? Or maybe get some default FTP or something?

    I'm sure I'm not the only one with this problem/concern, but hey...figured I'd ask anyway! 

    ^_^

    Paul L. Ming

    The latest version is hosted here only (in the original post).  Is that the one causing you grief?

  3. On 12/7/2020 at 8:08 AM, Maclaird said:

    Just had a Vintage update and it broke your mod. Are we going to see an update?

    There was a known issue going from 1.x to 2.x of my mod (related to trotlines/limblines "breaking").  Is that what you're referring to?  Other than that, I'm running the latest version of VS and have been keeping VS up-to-date for quite a while now and my mod seems to be working just fine.  Unless there was an update to VS in the last couple of days of course!

    1.  Check your mods folder and ensure that there's only one version of my mod in there.
    2.  If possible, attach your server-main.txt log file here so I can see the error!

  4. 4 hours ago, Hexedian said:

    Minor bug : sneak-clicking a stake to create a weird trap, while holding a seashell, deletes the stake and places the seashell in its place.

    Thanks @Hexedian I'll fix that.  Modding is so easy, but there's a crazy amount of details that can be easily overlooked.

  5. On 11/26/2020 at 8:36 AM, l33tmaan said:

    I'll take whatever you can give me because stairs like that are vital to making stone forts look right, IMO.
    Really, any functionality from Carpenter's Blocks is highly welcome. 

    Well here it is.  Not Carpenter's Blocks by any means, but improved logic (I can understand it now!) and an auto rotate and sneak click to rotate to flip regular stairs on their side.  Also fixed a bug.  Added another video because it's a little confusing!

    • Mind=blown 1
  6. @Sukotto82 So it sounds like you've got the recipe figured out, but that's pretty much independent of the rest of the process.    Looking at the pickaxemold recipe we find the output, then locate that file (because you'll need one of those - a block that represents the raw and burned versions of the mold).
     

        output: { type: "block", code: "toolmold-raw-pickaxe"  }

    that file can be found here Roaming\Vintagestory\assets\survival\blocktypes\clay\mold\toolmold.json.  

    That file looks pretty complicated because it represents all of the molds.  But it's really just a block like most of the blocks in VS.  You have two options - 1) Patch this file, or 2) make your own copy of this file, and remove all of the stuff that's not related to your new mold.  In this file note the "shape:" section.  It refers to the shape files for the molds which can be found in Roaming\Vintagestory\assets\survival\shapes\block\clay\mold.  That's what you're mostly asking about.  Normally you don't edit those files manually, you use VS Model Creator (VSMC) to edit those files.  You're going to need to familiarize yourself with that app, to build your shape file for the clay mold and apply the textures to it.

    If you want to understand what all that json is in the shape file, start a new project in VSMC and create a simple shape.  Then save it, and open the json file it creates in a text editor.  You'll discover that it's really not hard to understand, although it gets a lot more complicated once you start applying textures.  Hint, when you're ready to apply a texture, drag and drop a .png file right into VSMC and you'll be presented with a few options.  If you keep saving and looking at the json file, you'll understand pretty quickly what that file is all about.

    Anyway, if you get your shape made and textures applied to it, then back to toolmold.json to point to that "shape:" and also to the "texturesByType:".

    I skimmed over a lot of things but basically:  The recipe creates the block.  The block has a shape and (in this case) two textures (raw and burned) assigned to it.

    The trick is to make your shape look at least similar to the recipe, because there's no real relationship between the two!

    • Thanks 1
  7. @William Dodds Sorry, I can't seem to recreate that issue...but I see you're running Version 1.13.4 of Vintage Story, so you're going to need to use the previous version of my mod (v2.1.0).  There's a download link for it in the original post.  

    Alternatively, you could upgrade to the latest version of Vintage Story, which is pretty stable.

    I've updated my original post to help clarify the potential versioning related problems.  My bad!

     

  8. @Godogma Thanks!  The traps just attract whatever wanders by, and the type of food doesn't matter (so definitely use whatever you're least likely to eat).  I know it's simple and I've certainly considered refining this more, but (1) there's not a lot of wildlife to draw from, and (2) I sort of consider the bait to simply be something out of the ordinary/colorful that would make wildlife want to investigate, rather than an actual food source for them.

    • Like 1
  9. 2 hours ago, Spear and Fang said:

    Appreciate the info @Hexedian!  I should have an update ready to go tonight.  

    New version posted @Hexedian

    1 hour ago, Minnigin said:

    hopefully this is the cause of the stutter I get from rc8

    Doubtful, that was a pretty minor bug fix.

  10. 8 hours ago, DArkHekRoMaNT said:

    Maybe add craft like horizontal/vertical slabs?

    I'd rather not add yet another set of blocks and recipes if that's what you mean, although that was my initial thought too.  Perhaps getting sneak click involved would be a more eloquent solution.  

  11. I'll have to give it some thought.  It might be something for the next release if I can come up with a strategy for implementing it.  I might have to dust off my copy of minecraft.

  12. I'm almost certain that stairs can't do that in Vanilla.  Is that even a vanilla minecraft thing?

    It's easy to rotate a stair like that in my code, but I can't wrap my brain around how I'd decide that the block needs to be rotated like that based on your picture.

  13. 2 hours ago, l33tmaan said:

    Can these stairs be placed, uh... like an L-shape from above instead of from the side? I hope that makes sense.

    Ha!  I'm not sure if I understand the question - and I barely understand the logic.  Maybe this picture helps...  

    1.jpg.3bcd1f4e3ed77fe32eaa9f869a2f2b37.jpg

    Near the end of the logic, I focus on what's already sitting in the two spots closest to you that are adjacent to where you are about to place the block.

    If there's an upside down regular stair placed FIRST (in either or both of those spots), and the angle between where you're standing and the target spot is even remotely close to 45 degrees) it will put an outside corner next to it (whether you're above or below).  You would still have to target the top half of a block to flip the outside corner upside down (like where my crosshairs are pointing).

    Maybe that's the answer you're looking for?

     

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