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Spear and Fang

Very Important Vintarian
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Posts posted by Spear and Fang

  1. 48 minutes ago, Anthony frailey said:

    so the furrows would moisture-ize the vessels that auto water?

    No, the furrows are an independent watering system that replace (and are a mild improvement over) blocks of water.

    In a sense they would supplement vessels, because vessels only lose water if the neighboring soil requires water. 

  2. 4 hours ago, AngelEyes said:

    Looks like it worked, thanks a lot for the help!

    My pleasure.  Happy modding!

    The biggest takeaway is the whole "domain" thing.  In this case, there's only two of them
    boulders:
    the assets in your mod - more specifically, the boulders blocktype, and the one recipe
    game:
    everything else that your mod leverages but is not in your mod, including blocks/items, sounds, textures, and shapes

    So in your mod, every time we reference an asset that's not a "boulder", you need to prefix that asset with game:.  You'll see I added quite a few of them.
    And in the case of the patches (which are simply modifying files directly in the game itself), we need to reference the boulder in your mod (with boulders:).

    The recipe is referencing assets from both places but lives in your mod, so it needs game: to point outside of your domain.

  3. 16 hours ago, AngelEyes said:

    I've been trying to create a mod that makes loose boulders and rocks drop actual boulders in addition to the small stones, which then can be chiseled into single stone bricks.

    But I have probably messed it up somewhere, because now the boulders and rocks have no shape or texture and they don't drop anything. If anyone is willing to take a look at the mod file and see where it all went wrong I would greatly appreciate it.

     

    I think this is close to what you want.  Refactored and tested in about 15 minutes so it might need more work.  Notable changes
    1.  Removed your game assets and replaced them with patches (generated the patches using modmaker, so they're not necessarily perfect)
    2.  Added the "domain" to asset references where required (either game: or boulders:)
    3. Fixed a bit of invalid json (I used an autoformatter to get this done quickly, which is why everything looks a little different)
    4. Made some (perhaps irrelevant) changes to your modinfo.json

    To-Do

    The language file i.e. assets\boulders\lang\en.json
     

    boulders0.0.1.zip

    • Thanks 1
  4. 1 hour ago, L4Douille said:

    Hello,
     I would like to try your Primitive Survival mod. But having installed the mod in the "open mods folder", having only this mod and its latest version. It is activated in the mod manager, but no result in the single or multiplayer game. All other mods work. I am under linux mint. There are errors in client-main.txt and server-main.txt corresponding to the mod.

    Thank you in advance for your answer

    server-main.txt 17.64 kB · 0 downloads client-main.txt 38.33 kB · 0 downloads

    You will need to ensure that mono is fully updated.
    My workflow is built around NET Standard 2.0.  This seems to work fine for most Windows and linux users.  

  5. On 12/20/2022 at 12:32 PM, Azuli_Yanazake said:

    Is... is there anything new? 👀

    Since the smoker? Just furrowed farmland...although some minor improvements here and there and some bug fixes.

    • SNEAK click on farmland with a hoe to create a furrow for irrigation.
    • If you start at a water source the furrow will fill with water automatically. If not, you can easily fill your furrows with a bucket.
    • Moisture levels of nearby soil will be slightly better than a normal water source.
    • The occasional blockage will prevent moisture level improvements, and many uncleared blockages will cause bigger problems. They can be easily removed by right clicking on them.

    furrowsUp.jpg

    • Amazing! 3
  6. 14 hours ago, Anthony frailey said:

    The smoker wasn't too bad for me to make.   I think my only real complaint, it takes twine to truss... flax is kinda precious commodity, early-mid late game. Its used for quite a few things.  Cordage , I think, would be sufficient to truss as well.  
    ( trust me, the wood beehive in golden combs, takes both linen, and ebony wood.  i see content creators, find loads of ebony , I find it to be the rarest tree in VS.  That thing takes a lot of work to make! ) 
     

    There may have been some confusion.  I meant that the smoker was hard to make in terms of the crazy amount of C# code I had to write, even more json code, and a lot of playtesting.  Anyways, as far as trussing goes I do have an alternate to twine planned for the next release.  As for the rest of what you said, I shall leave you with this (something I've said to many others):  

    While your ideas are solid, I generally don't tackle random requests unless they give me an immediate OMG YES! vibe.  I prefer to be a part of the entire creative process from idea to execution.  Unleashing my creativity is the primary reason why I mod, so I'm going to have to let that one slide.  Not saying that my ideas are better, just that they're mine.

    • Like 1
  7. 7 hours ago, Anthony frailey said:

    By far, this mod ranks up as "must have" for VS ... it's up there with step up and carry capacity in my book. 
    ...

    That's a lot to unpack.  So rather than hit every point I'm just gonna ramble on for a while.

    RE: Smoked crab meat. Ruddi threw the smoker + related models my way one day and I really needed a kick in the arse to do some modding so I decided to tackle his smoker.  If he had included a trussed crab meat model I would have definitely added that.  Truth is though, in all my playthroughs I've never had enough crab meat to fill up a smoker with it so I didn't bother.  That and the smoker was a LOT of work to make. I was just happy to get through it all.

    Bushmeat meals were in two different mods and I try not to step on anyone's toes.  It may seem like I'm trying to achieve world mod domination, but I'm actually much more interested in helping and supporting other modders while at the same time learning all the different aspects of modding myself.  I'm not about to step on l33tmaan's project - modding cooking recipes is something I dislike doing myself, and we've been supporting each other for a long time now.  I appreciates you l33t!.

    Aside: I'm amused that you mentioned berries and fruit in bread, because I did some coding for Expanded Foods - mostly bottle/bottle rack related - but getting that berry bread to render properly in the oven was a part of that coding.  Yes I touched l33tmaan's berry bread.

    I haven't done any weapons yet, so that's something that will come eventually.  Every day's a school day so I need to learn that too.  It's funny that you mention horseshoes, because when I made the tree hollows I actually made them hollow and gave them some extra collision boxes, with the intention that players could use them tree hollows much like a game of horseshoes.  Throwing rocks or shooting arrows into them.

    Ethereal gears do indeed have a purpose now. Use four of them in conjunction with the Nephren-Ka statue for certain death...or big rewards. Probably both.

    A large THANKS for the kind words!  

    • Like 1
    • Cookie time 1
  8. On 12/1/2022 at 6:09 PM, CrazyCoin said:

    Hello,

    I keep getting this crash but I can't seem to identify if it's mod related or something else. I apparently suck at reading the Crash Report. Any help identifying the problem would be greatly appreciated. 

    Also note Nitrado hasn't updated my server client to 1.17.9 so please let me know if that maybe the problem, as there comment was not all server versions are the same as the client. Well the server browser makes me think other wise? Am I wrong?

    This crash also seems specific to the client and not the server I hope that helps. 

    Any help is greatly appreciated,

    client-crash.txt 46.52 kB · 9 downloads

    That looks a lot like the fruit tree crashes that were plaguing some of the earlier 1.17.x releases.
    Definitely get your server and client to the same version if they're not, and ideally 1.17.9. Haven't seen a fruit tree crash with that version.

  9. Quote

    Just a mention that the ash grey hare (male) pelt name is missing "hare" in the en.json file.

    Thank you, I have fixed this for the next release

    Quote

    (are the firefly names actual species? I couldn't find info on them

    They are actual names, but they are all "friendly" names or regional names that I pulled from the internet, rather than official classifications.  Many of them are likely from the USA.  Sorry!

    Quote

    By the way, what is necessary for the fish fillets and other meat introduced by this to show the name properly when making recipes?

    I am hearing about this for the first time, and expected them to be translated using these sorts of entries (this entire section alone is only for fish fillets)...

      "game:recipeingredient-item-fishfillet-raw": "Fish",
      "game:recipeingredient-item-fishfillet-raw-insturmentalcase": "Fish",
      "recipeingredient-item-fishfillet-raw": "Fish",
      "recipeingredient-item-fishfillet-raw-insturmentalcase": "Fish",
      "game:meal-ingredient-soup-primary-fishfillet-raw": "Fish",
      "game:meal-ingredient-soup-secondary-fishfillet-raw": "Fish",
      "game:meal-ingredient-stew-primary-fishfillet-raw": "Fish",
      "game:meal-ingredient-stew-secondary-fishfillet-raw": "Fish",

    My language file is large and quite complicated, so thank you so much for this Azuli! I will include this translation in the next release.

     

    • Like 1
  10. 6 minutes ago, BokoHarambe said:

    Hey y'all does anyone know how to get the water pipes to work? cant find any tutorials and experimentation hasn't gotten me anywhere...

    They don't work.  I started working on them and then turned my attention to mod compatibility with all the new VS releases, and playing the new versions of VS.
    So I disabled the recipes.
    Sorry.

     

  11. Hey, the attached version should work for you.

    Notice that:
    - in your grid recipe, I prefixed the ingredients with game:    That's because those assets are in the game's domain, as opposed to items from your mod.
    - in your clothbag item, I prefixed the shape with game: as well, for the same reason.  That asset (linensack) is in the game's files, not in your mod.  The textures on the other hand are in your mod, so they don't need a prefix, although you COULD prefix them with your modid if you like (see modinfo.json).  So this sort of thing is perfectly acceptable, and perhaps more readable
     

    "textures": {
        "linen": { "base": "clothbag:item/bag/clothbag/linen" },
        "top": { "base": "clothbag:item/bag/clothbag/top" }
      },

    Likewise in your grid recipe, you could prefix your mod's assets if you like...i.e.
     

    "output": { "type": "item", "code": "clothbag:clothbag" }

    -I changed up your modinfo.json slightly but I don't know if that was necessary.  Some of the things in that file are a little forgiving.
    I moved your assets into a folder called assets.  This is mandatory.  Inside that folder, I renamed your clothbag9 folder to clothbag.  That folder must exist, and I always like to name it the same as my modid (although I've heard that isn't necessary).

    Other than that - things got reformatted when I made those changes - the editor I was using is configured to automatically do that - apologies.

    I tested the mod out and it all seems to work.
    Cheers!

     

    clothbag9.zip

    • Like 1
    • Thanks 1
  12. 8 hours ago, ArtsyFreya said:

    So I am playing the game on a Mac. I have a windows, I just have a Mac thats easily accessible at the moment and installed it....I have nitrado server for Vintage Story and when I try and load the mod 'Primitive Survival' its crashing the game when it starts logging into the server, its the only mod I've attempted to install so far other than 1 other small one that didn't crash the game....seems its just this mod giving me the issue. I really want to use this mod....any suggestions? I'm putting it in the Vintage Story >data>Mods folder as a zip like I'm supposed to....Now there is another 'mods' folder further out of the directory under Vintage Story and it has the other 3 game base mods...that isn't where I put it though....

    Hello ArtsyFreya,
    Since you are using a hosting service, it's pretty safe to assume that you are running the latest stable version of VS - 1.16.5 Stable.  Verify that if possible.
    If so, ensure that you have the same version on your Mac, and ensure you are putting Primitive Survival v2.9.5 on the server - that is the newest compatible version for that game release.

     

  13. Use a worm grunter to collect up a bunch of worms (like 20-30)...forest floor is the best for this but last time I did this I covered the floor of my house with med fert soil and did this at night in the comfort of my own home.

    Then dig a couple/three one block holes.  The bottom of each hole needs to be soil (any soil will do).  Hoe it so it's farmland.  Place about 10 worms in the hole (it's easier to place them if you target the wall of the hole rather than the bottom).  It won't take long for 10 worms to convert that one block of farmland into worm castings.  Wait 5 seconds after the transformation for the worms to settle into the block of castings.  Either start picking up worms, or break the block of castings and jump in the hole to retrieve the worm casting fertilizer.  Pick up all the remaining worms.  Wash/rinse/repeat.

    You can look at the farmland in the hole to see the progress.  When all the slow release fertilizers reach 150% the transformation happens.

    • Like 1
  14. 3 hours ago, PhyDoesStuff said:

    Can confirm, the errors and weird rendering do go away when running (pre2 + PS 3.0.0) or (pre3 + PS 3.0.1).

    Regarding the CTD I posted about end of June, I'm not seeing that issue in 2.9.5, 3.0.0, or 3.0.1, so I think that bug is squashed.

    There is an issue in 3.0.x with an item name: the steel bucket handle's name is showing as "primitivesurvival:item-buckethandle-steel" instead of the expected "Bucket Handle (Steel)"

    I'm glad my bug tickets are helpful! My day job paying dividends.

    Glad it got sorted out, and thanks yet again - I've added that issue to my to-do list.  Much appreciated.

  15. 26 minutes ago, PhyDoesStuff said:

    There are a couple issues I've found with the newest version, looks like there are some methods that aren't defined properly, which are causing exceptions and some goofy rendering. It's not stopping the game, just cluttering client-main.txt with a bunch of exceptions.

    • Game version: 1.17.0-pre2
    • Mod Version: 3.0.1

    Errors:

    Trot line (screenshot of strange render attached)

    6.7.2022 16:12:00 [Error] Exception thrown during OnTesselation() of block entity PrimitiveSurvival.ModSystem.BELimbTrotLineLure@51429/111/51113: System.MissingMethodException: Method not found: 'Void Vintagestory.API.Client.ITesselatorAPI.TesselateShape(System.String, Vintagestory.API.Common.Shape, Vintagestory.API.Client.MeshData ByRef, Vintagestory.API.Client.ITexPositionSource, Vintagestory.API.MathTools.Vec3f, Int32, Byte, Byte, System.Nullable`1<Int32>, System.String[], Int32)'.
       at PrimitiveSurvival.ModSystem.BlockLimbTrotLineLure.GenMesh(ICoreClientAPI capi, String shapePath, ITexPositionSource texture, Boolean alive)
       at PrimitiveSurvival.ModSystem.BELimbTrotLineLure.OnTesselation(ITerrainMeshPool mesher, ITesselatorAPI tesselator)
       at Vintagestory.Client.NoObf.JsonTesselator.Tesselate(TCTCache vars). Block will probably not be rendered as intended.

    Tree hollow (haven't found the hollow in-game, so no screenshot available)

    6.7.2022 16:12:02 [Error] Exception thrown during OnTesselation() of block entity PrimitiveSurvival.ModSystem.BETreeHollowGrown@51552/123/50976: System.MissingMethodException: Method not found: 'Void Vintagestory.API.Client.ITesselatorAPI.TesselateShape(System.String, Vintagestory.API.Common.Shape, Vintagestory.API.Client.MeshData ByRef, Vintagestory.API.Client.ITexPositionSource, Vintagestory.API.MathTools.Vec3f, Int32, Byte, Byte, System.Nullable`1<Int32>, System.String[], Int32)'.
       at PrimitiveSurvival.ModSystem.BlockTreeHollowGrown.GenMesh(ICoreClientAPI capi, String shapePath, ITexPositionSource texture, ITesselatorAPI tesselator)
       at PrimitiveSurvival.ModSystem.BETreeHollowGrown.OnTesselation(ITerrainMeshPool mesher, ITesselatorAPI tesselator)
       at Vintagestory.Client.NoObf.JsonTesselator.Tesselate(TCTCache vars). Block will probably not be rendered as intended.

     

    2022-07-06_16-08-51.png

    Yeah I noticed the same things.  I think you'll either need to (a) update your game to pre.3 or (b) downgrade Primitive Survival to 3.0.0.

    EDIT:  Thanks for the detailed report btw.  Above and beyond!
     

  16. On 6/22/2022 at 10:44 AM, PhyDoesStuff said:

    I've found a game-breaking bug when Primitive Survival and Fix Handbook Clutter are active at the same time. I've created a ticket for Caluminum already, so making sure you're aware too.

    Game version: 1.16.5
    Fix Handbook Clutter version: 1.0.4
    Primitive Survival version: 2.9.4

    The game crashes to desktop when viewing any dough recipes (and likely any recipes that use water like dough does). I suspect this has to do with the metal bucket item.

    Here is the stack trace for the error:

    Running on 64 bit Windows with 0 GB RAM 
    Game Version: v1.16.5 (Stable)
    Loaded Mods: primitivesurvival@2.9.4, game@1.16.5, fixhandbookclutter@1.0.4, creative@1.16.5, survival@1.16.5
    6/22/2022 12:00:45 PM: Critical error occurred
    System.NullReferenceException: Object reference not set to an instance of an object.
       at Vintagestory.GameContent.BlockLiquidContainerTopOpened.get_emptyShapeLoc()
       at Vintagestory.GameContent.BlockLiquidContainerTopOpened.GenMesh(ICoreClientAPI capi, ItemStack contentStack, BlockPos forBlockPos)
       at Vintagestory.GameContent.BlockLiquidContainerTopOpened.OnBeforeRender(ICoreClientAPI capi, ItemStack itemstack, EnumItemRenderTarget target, ItemRenderInfo& renderinfo)
       at Vintagestory.Client.NoObf.InventoryItemRenderer.GetItemStackRenderInfo(ClientMain game, ItemSlot inSlot, EnumItemRenderTarget target, Single dt)
       at Vintagestory.Client.NoObf.InventoryItemRenderer.RenderItemstackToGui(ItemSlot inSlot, Double posX, Double posY, Double posZ, Single size, Int32 color, Boolean shading, Boolean origRotate, Boolean showStackSize)
       at Vintagestory.GameContent.BlockLiquidContainerBase.OnHandbookRecipeRender(ICoreClientAPI capi, GridRecipe gridRecipe, ItemSlot dummyslot, Double x, Double y, Double size)
       at Vintagestory.API.Client.SlideshowGridRecipeTextComponent.RenderInteractiveElements(Single deltaTime, Double renderX, Double renderY)
       at Vintagestory.API.Client.GuiElementRichtext.RenderInteractiveElements(Single deltaTime)
       at Vintagestory.API.Client.GuiComposer.Render(Single deltaTime)
       at Vintagestory.API.Client.GuiDialog.OnRenderGUI(Single deltaTime)
       at Vintagestory.Client.NoObf.GuiManager.OnRenderFrameGUI(Single deltaTime)
       at Vintagestory.Client.NoObf.ClientEventManager.TriggerRenderStage(EnumRenderStage stage, Single dt)
       at Vintagestory.Client.NoObf.ClientMain.TriggerRenderStage(EnumRenderStage stage, Single dt)
       at Vintagestory.Client.NoObf.ClientMain.RenderToDefaultFramebuffer(Single dt)
       at _esGsESICkihAc8ShXuIoQwZFwP4._DPQfPEsBXX5ftH8l1sqqtyB2Itl(Single )
       at _8UC8FAMhwKY89IbtSRDjsNSApPJ._KbwUAfxjCHyIG0aK445AAA9FHl5(Single )
       at _8UC8FAMhwKY89IbtSRDjsNSApPJ._R0wAt2N0TpONMxGD0HJG3bDrRcI(Single )
       at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(Object sender, FrameEventArgs e)
       at System.EventHandler`1.Invoke(Object sender, TEventArgs e)
       at OpenTK.GameWindow.RaiseRenderFrame(Double elapsed, Double& timestamp) in C:\Users\Nexrem\Desktop\transfer\opentk\src\OpenTK\GameWindow.cs:line 476
       at OpenTK.GameWindow.DispatchRenderFrame() in C:\Users\Nexrem\Desktop\transfer\opentk\src\OpenTK\GameWindow.cs:line 452
       at OpenTK.GameWindow.Run(Double updates_per_second, Double frames_per_second) in C:\Users\Nexrem\Desktop\transfer\opentk\src\OpenTK\GameWindow.cs:line 375
       at _7zNxEbLnuy6Bq08TdMSIu9ZbrKf._vvUTh6X5xLRNnjtX2xSE7z8yMeh(_SUsdg1ytavxaRcNNkhfDrODGhGP , String[] )
       at _yA4PJazdKq1OMm8H6js6v5AhQB._vvUTh6X5xLRNnjtX2xSE7z8yMeh(ThreadStart )

     

    Thanks for the bug report@PhyDoesStuff
    I've added to my to-do list and will investigate.

  17. 15 hours ago, Tyranus said:

    Hello.

    I'm a little bit at loss regarding the pitfall trap. I tried them and the prey that fell into the spikes doesn't take damage after the initial fall.

    I waited a little time and she starded running to her bighorn while regeneratiing.

    2022-06-20_14-09-21.png

    That's correct, they won't take damage after the initial fall, but will take more damage if they fall further or if you use the bed of nails.

    They will take a bit of damage if they walk off the spikes and back on, so leaving a square or two clear of spikes may produce the desired results.

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