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Spear and Fang

Very Important Vintarian
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Posts posted by Spear and Fang

  1. Not familiar with a number of these mods, but yeah it looks like an item renderer is crashing - if I had to guess it would be a mod like
    fsmlib@0.1.7, rustboundmagic@0.2.5, bullseye@2.5.0, maltiezfirearms@0.3.3
     

    Also I see buzzwords@1.6.0 on your list, which is ONLY for the 1.19 prerelease of Vintage Story (as it says on the Files tab of that mod's page.)
    You're going to want to be real careful when downloading mods right now, as a number of them will be major version specific (1.18.x, 1.19.x)

  2. I'm just not seeing a more rational only solution without getting C# involved. On the upside, this sort of thing only applies to shields and junk in ruins afaik.

    I guess one slightly more sane solution would be to use your language of preference to autogenerate the json files, if c# is not an option for you.

  3. 10 hours ago, Frepo said:

    @Spear and Fang Have you made any machines that uses behaviors based on the BEBehaviorMPConsumer?

    Where the autosifter differ from the toggle is that it's behavior is BEBehaviorMPConsumer, where the toggle is just BEBehaviorMPBase, just like your passthrough axle. 
    In the Initialize method ( in BEBehaviorMPConsumer) there's a line that caught my eye;

    this.Shape = properties["mechPartShape"].AsObject<CompositeShape>(null);

    If don't know if this property is set anywhere, can't find anything when I search the word. So I was wondering if you know where this is set, or if I need to set this myself somewhere.

    I *think* that "mechPartShape" is an arbitrary name that is required to initialize that object, and is entirely unused.

    But I believe that BEBehaviorMPConsumer is the wrong thing to use in your situation (and no I have not used it).  It's used for the top of the quern only, which is pretty far removed from what you are trying to do.  And it's initialize method is problematic.  It wouldn't be much of a stretch to just use BEBehaviorMPBase instead and add any methods from BEBehaviorMPConsumer that you *think* you might need. There's not much to it.

    Try this autosift.zip mod.  I quickly threw it together so it's still got some issues, but it certainly works (the axle turns inside the sifter when connected to mechanical power, passes power out the other side), and is based on what I was saying above.

    autosift.zip source.zip

    • Like 1
  4. You *might* also look at my passthrough axle, which has plenty of outstanding issues but rendering was not one of them.  It is based on the vanilla axle.

    It has two unique blocks - axlepassthroughfull.json and axlepassthrough.json
    https://github.com/SpearAndFang/millwright/tree/main/assets/millwright/blocktypes/mechanics
    and three shapes
    https://github.com/SpearAndFang/millwright/tree/main/assets/millwright/shapes/block/wood/mechanics

    The block axlepassthoughfull is the entire gizmo - all of the components are static and in a single shape: axle-passthrough-full.json - it's the one you craft and carry around with you. 

    When you place it, I swap it to the other block: axlepassthough - and the shape defined in that block is the moving part only.  axle-passthrough.json

    The non-moving part (the shape axle-plate.json) is initialized and added to the mix entirely in the behavior and just like you describe above
    https://github.com/SpearAndFang/millwright/blob/main/ModSystem/bebehavior/bebehavioraxlepassthrough.cs

    - Initialize
    - GetPlateMesh
    - OnTesselation

    Your code looks about right to me and very similar to what I'm doing.  Maybe this helps.

    • Like 2
  5. 16 hours ago, Hazard said:

    Is it intended that beds of nails do not damage entities while they are walking over it? Because I had been hoping to make a surface drifter disposal pit and the drifters regularly don't die.

    Well, not intended.  I just didn't dig in my heels and make that work like I wanted.  If you place the bed of nails in a checkerboard pattern (or just space them out a bit) it will work for you. 

  6. 2 hours ago, genovefa said:

    Hi, just wondering about irrigation and moisture in farming. It's March of Year 2 in my 9-day month world and I've prepared a field for the spring.

    I've furrowed the field with source blocks at every intersection. The moisture levels of the farmland tiles seem to be vacillating: When I first plowed them, they went straight to zero. They seem to then accumulate moisture up to 100%... and then go to 0% again. Is this because of the freezing temperatures, or something else, or am I facing a glitch that will kill my crops when I start planting in a few ingame weeks?

     

    Game version? Mod version?
    If you're not on the latest version of both do that first.  Vanilla moisture levels were pretty buggy for a while but I think Tyron has sorted that out now.

  7. You can't specify the order in this case, so I'm assuming you used this common technique for moving a wildcard out of the way and then putting it back again. The temporary destination path "hax" is just a made up location. It can be any arbitrary name really.
    
    You can put your patch first, and then these two patches afterwards.  Or put your patch between these two. Either way works.
    
    [
     {
        "file": "game:itemtypes/resource/stone.json",
        "op": "move",
        "frompath": "/texturesByType/*",
        "path": "/hax",
      },
      {
        "file": "game:itemtypes/resource/stone.json",
        "op": "move",
        "frompath": "/hax",
        "path": "/texturesByType/*",
      }
    ]
    
  8. 2 hours ago, NukoSan said:

    is the mod gonna be added to the 1-click install?

    Nope. Not unless I can make some serious progress on it. But my other mods and irl are consuming way too much time right now  :(

    • Like 1
  9. Engaging you say?  If you're talking single player....

    1. Wilderness Survival mode - no map makes things a lot more challenging.  Things get frantic when you lose track of where your home is.
    2. Unstable dirt and gravel - it really adds some interesting new aspects to the game.
    3. Permadeath - nothing more engaging than knowing that it's all over when you die. Your head will be on a swivel.
    4. Add some mods of interest to the mix.

    YOU CAN DO IT!

    • Like 1
    • Confused 1
  10. On 7/30/2023 at 9:07 AM, Bean Man said:

    Just wanted to start off saying this is outright one of the best mods for game, hands down.  I love playing with it on any world I make and will love to see where else it goes in the future.  And speaking of the future for the mod I wanted to ask about the various relic related items (the blocks and the blood) that are still creative mode only and if you have anything to say about their possible additions to the mod proper in the future?  As well as if you have other ideas for any new relic related items, structures, or rituals to add.  It's always a fun surprise to find one of the relics in my traps and I wanted to see if anything more like that may be coming?

    Gosh thanks Bean Man!  I've tried a few times to dive back into those creative only blocks and create something interesting, but seem to lack the creativity and/or motivation to go much further in that direction. My interest in modding ebbs and flows and it's proving to be a challenge to keep up with what I've made available thus far.

    One day perhaps...

  11. Quote

    What exactly needs to be updated in tree hollows?

    If you remove everything from a tree hollow instead of chopping it down, then it will be eventually be restocked by "nature".  The update handles that restocking.
     

    Quote

    is it possible that the problem is the tree hollows of the non-vanilla trees I get from wildcraft trees

    This mod only adds tree hollows to some vanilla tree types, so it probably isn't a wildcraft trees issue.  I say probably because this mod DOES add wildcraft tree seeds to tree hollows if that mod is installed.   I will need to check that mod as well to ensure that the author hasn't renamed any of their item codes - something that is unlikely but possible.  In any case, the error log doesn't seem to be pointing to that scenario.

  12. 4 hours ago, Screwy said:

    Hello guys. I recently updated my gameversion to 1.18.7 and my mod list is long. After a while I got this strange error on my local server log. Can anyone tell me what this is about?
    If no one has a clue, I will turn in a detailed report by about tomorrow or so.

    Screenshot_9.png

    I think this is a mod conflict with "In Dappled Groves". Do you have that mod?

    Anyways...you could edit the modconfig file with a text editor - for Windows users, look here:
    C:\Users<userid>\AppData\Roaming\VintagestoryData\ModConfig\primitivesurvival118.json
    And change TreeHollowsUpdateMinutes to 999999
    This will stop the error at least, until I get around to addressing the issue.
     

  13. 6 hours ago, Karagryphon said:
    23.7.2023 01:07:45 [Server Event] Player Gizmagus got removed. Reason: Threw an exception at the server
    23.7.2023 01:07:45 [Server Error] System.ArgumentOutOfRangeException: Specified argument was out of the range of valid values
    .
    Parameter name: slotId
       at Vintagestory.API.Common.InventoryGeneric.get_Item(Int32 slotId) in C:\Users\Tyron\Documents\vintagestory\game\Vintagest
    oryApi\Common\Inventory\InventoryGeneric.cs:line 88
       at Vintagestory.API.Common.InventoryBase.ActivateSlot(Int32 slotId, ItemSlot sourceSlot, ItemStackMoveOperation& op) in C:
    \Users\Tyron\Documents\vintagestory\game\VintagestoryApi\Common\Inventory\InventoryBase.cs:line 446
       at Vintagestory.Common.InventoryNetworkUtil.HandleClientPacket(IPlayer byPlayer, Int32 packetId, Packet_Client packet) in
    C:\Users\Tyron\Documents\vintagestory\game\VintagestoryLib\Common\GameContent\Inventory\InventoryNetworkUtil.cs:line 90
       at Vintagestory.GameContent.BlockEntityOpenableContainer.OnReceivedClientPacket(IPlayer player, Int32 packetid, Byte[] dat
    a) in C:\Users\Tyron\Documents\vintagestory\game\VSSurvivalMod\BlockEntity\BEOpenableContainer.cs:line 78
       at Vintagestory.Server.ServerSystemBlockSimulation.HandleBlockEntityPacket(Packet_Client packet, ConnectedClient client) i
    n C:\Users\Tyron\Documents\vintagestory\game\VintagestoryLib\Server\Systems\World\BlockSimulation.cs:line 332
       at Vintagestory.Server.ServerMain.ProcessNetMessage(NetIncomingMessage msg, NetServer mainSocket) in C:\Users\Tyron\Docume
    nts\vintagestory\game\VintagestoryLib\Server\ServerMainNetworking.cs:line 108



    player put a Quern into a hollow log and it seems to boot them from server. 

    Thanks for the report Karagryphon.  The log file seems to point to a problem with the game itself, not this mod.  The tree hollow is in fact just a reskinned chest, and mostly just relies on vanilla game code.

    I actually don't think this problem can be easily recreated (I certainly couldn't), because it is much more likely to be a hiccup with the user's computer, router, ISP, or the server itself.  If some other player can recreate this issue please do let me know.

  14. On 7/19/2023 at 3:31 PM, BaltoTsar said:

    I play on the Conquest of Blocks server, The admin has extended the range of the translocators to 16000m. However I'm experiencing a glitch that I can't get any Translocators greater than the original maximum to link them, when I try it will say subduction complete on one and the other unlinked. I've tested the mod with these parameters on a personal world and it works as intended. so I assume that it's a server side issue. I've considered it to be a compatibility issue and tested the mod I know also effects Translocators. Fortunately those two mods work well together and led to no additional effect when used on a single player world. I've tested it on my own public server and was not able to recreate the issue.

    I think I see the problem and will release an update shortly.

  15. Still WORK IN PROGRESS, which is why it's here but not on the modDB

    Changelog:
    - Removed ALL integration with Medieval Expansion and Lichen.  There was a lot, and it was causing some grief, especially for Rhonen and his Medieval Expansion mod
    - Got the animal handling gloves working - kinda sorta.  thanks Exletalis08!  Not sure how these used to work (I'm assuming that it would render the animal in the players hands once picked up, but there was no indication of that in the code).  Got tired of mucking with it so I made some compromises. :(

    Next up:
    - Fix the animals stuck in place behavior.  Thanks again Exletalis08 and DarkSlayerEX

    farmlife2v0.0.2.zip

    • Like 3
    • Cookie time 4
  16. Doubtful...but I might.  I have a new version of Farm Life up and running, but because it has a LOT of code and hadn't been updated in a long time, it will require quite a bit of testing.

    I've attached the untested version in case someone is really really bored.  Built under Vintage Story 1.18.5, loads up very cleanly. 

    farmlife2v0.0.1.zip

    • Cookie time 1
    • Amazing! 2
  17. On 5/18/2023 at 6:58 AM, Plumeria said:

    Hello there! 
     So I kind of have a big issue right now with the Skull of the Living Dead. I placed the skull in a bunker for drifters that was 20+ blocks away. For the past 3 days my chickens have been dying randomly with no cause. This morning I noticed all the animals around my chicken pen and my chickens were taking damage. I did some testing and the Skull of the Living Dead was injuring them from 20+ blocks away. I feel like the Skull shouldn't have that much of a radius. I'm hoping its just a bug and could be fixed as I do like using that skull to fight off drifters. Q.Q 

    Hi Plumeria,
    I did some testing and you are right - the Skull is not working as intended anymore.  It *seems* to be ignoring its 15 block radius and attacking more aggressively than before.  Thank you so much for reporting this, I should have this fixed for the next release.  ...maybe even allow people to place a straw dummy nearby to further restrict  the skulls attack radius...

    • Like 1
  18. If nothing drops at all, I'd recommend either waiting for 10 seconds after the transformation (for the worms to settle down) or pluck as many worms out of the castings as possible before breaking the castings block.  When the worms are settling in the castings blocks their hit boxes sometimes prevent the worm castings from dropping. It's a long outstanding bug.  Ima try and fix that bug once and for all.

    If on the other hand it drops soil, then some other mod must be causing that.  I've never seen that.  I'd say "Farmland drops soil" but that doesn't seem likely.

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