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Spear and Fang

Very Important Vintarian
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Posts posted by Spear and Fang

  1. Yes, giving worms a little more tlc is on my to-do list, and has moved up the list now that I've added that worm grunter.  I definitely want to make them a more viable option to simply place on your farmland AND flesh out a better way of making worm castings.  But alas, my to-do list is long.

  2. On 6/12/2022 at 12:10 AM, Tehgarin said:

    Having issues catching any fire flies. Placed jar with bait. Put tons of flowers around them its been days and days nothing. they fly around near my berry bushes but not in the flowers or near the jars. Any help I would appreciate it.

    Confused.

    Thank You

    Could be a temperature related issue.  It needs to be really warm at night.  Something like +30C between midnight and 3am.  Perhaps you are just in too cold of an area, or in the wrong season.

  3. On 1/16/2022 at 12:43 PM, 96jaco96 said:

    Sadly this mod doesn't work anymore.. if i shift right click witht the crowbar the translocator simply disappears without dropping anything.

    I've also tried to fix the mod myself but with no luck... hopefully it gets updated!

     

    On 5/17/2022 at 5:00 PM, Orladdin said:

    Has there been any update on this? Seems like a great mod, but the last post claims it was broken back in January, and the last mod update was in 2021?

    Here you go.  Enjoy!
    https://mods.vintagestory.at/translocatorengineeringredux

    • Mind=blown 1
  4. 9 hours ago, EpsilonSequence said:

    How do I actually make a larger pitfall trap, it says you can weave the bundle of spikes to do so, but I have no idea what that actually means, I'm tried placing additional spikes and stuff but I can't seem to make a usable pit larger than 2x2

    If for example you have a three by three hole, and you place a bundle of spikes into the middle of one side,  you can stick another bundle of wood spikes into the side of the first bundle you placed...both sides in fact.  From there you can keep on "weaving" and actually cover any sized pit with some sort of convoluted cross hatch pattern.

  5. On 4/13/2022 at 9:46 PM, DX65 said:

    Well flat cube in X pattern for my new flowers are going to be complicated too:( I can't control the position very well at all.:(

    Can we have any other shapes than flat or cubes?

    Nope, just flats and cubes.  But you can rotate them on any angle and overlap them if you're careful.  The skies the limit.

    Untitled.jpg

  6. 2 hours ago, DX65 said:

    Thanks. I have read those wiki articles so many times but maybe I am slow and still learning so its nice to have someone explain it bit more. I am rest up and try again with your new explanation and wiki. Maybe I will experiment with flat blocks in x shaped patterns.

    Oh another thing it doesn't explain very well is entities and animations, is there something out there that can help me understand this and how to example give my blocks something extra example butterflies, another I have been working on is waterfall statue, thought it would interesting inside curved rock alter thing with water falling over rocky surface and splashing motions, maybe hopping goldfish. But I figured maybe its too advance for now but I am still curious if it could be done.

     

    You must learn to walk before you can run, young Padawan!

  7. 4 hours ago, DX65 said:

    I am really confused. Please explain to me like a 5 year old what I am suppose to do? I literally don't understand, I need direct steps. Like go to the file enter blank or go to vs mod maker and open file again. Simple steps.

    I get it needs a shape and there a certain language and way to use the words to get json file to recognize it as a object in game but what I don't understand is how to do this correctly.

    Ha!  I cannot explain it you to like you were 5.  It's a little too complicated for many 5 year olds.  But the gist of it is this:

    An in-game BLOCK needs only one thing.  A json file, located in the blocktypes folder of your mod. I will now and forever more refer to this json file as block.json.

    To be clear - block.json is not something you create in Vintage Story Model Creator (VSMC).  It is NOT a shape.   

    block.json is built entirely using a text editor (like notepad++), and consists of one or more json properties.  These properties describe many many things about the block.  Variants, shapes, sounds, textures, hitbox sizes, collision box sizes.  The list goes on and on and on.

    There are many examples of these that you can look at where your game is installed.  Windows i.e.

    C:\Users\<userid>\AppData\Roaming\Vintagestory\assets\survival\blocktypes

    In your mod you can name block.json whatever you want - something like myfancyblock.json.  And have as many as you want.  It can be in any sub-folder you want.  But it has to be in that blocktypes folder.

    Look at the folder structure of your mod.  It has a correct folder structure.  It doesn't have all the possible folders you can have.  Those are listed under AssetCategory in the table here:
    https://wiki.vintagestory.at/index.php?title=Modding:The_Asset_System

    Before I ramble on any further - The "Modding the Game" section of the wiki is how I learned all of the basics about modding.  There's a ton of information, I read it all, and it took me a week to digest it.  That's how many of us learned how to mod Vintage Story.

    https://wiki.vintagestory.at/index.php?title=Main_Page

    The one property that every block.json must have is a code.  This code is used to uniquely identify a block in the game.  (Well not a single unique instance of the block, but a unique type of block....i,e,  soil, cobblestone, etc.).  If you look at one of your block.json files, you'll see it.  It's almost always the first property.  But it doesn't have to be.  The properties can be in any order.

    code: "dx65flower",


    ------
    Another common property that block.json has is a shape.  This is just a link to the file you created in VSMC.  I'm just going to call this shape.json.  You can rename these shape files to whatever you want.  All of your shape.json files MUST live somewhere in the shapes folder.  Look at your mod.  I stuck the shape files in there.  Then, in your block.json, you can link your block to that shape.
      
    shape: { base: "dx65flower" },


    That's saying "hey, for this block.json, use a shape file with the name dx65flower.json in my shapes folder."

    ------
    Yet another common attribute that block.json has is a texture. Textures are always .png files (pictures), and they must always live somewhere in the textures folder of your mod.  Look at your mod.  You have that.

    Now there's a couple of ways of of linking a texture to your block.json, but one common way is to add a texture property.  In your mod you have one...this:

    textures: {
            all: { base: "block/color/flower/dx65flower" }
        },


    That's saying that for block.json, use the .png file located in your textures folder, in a subfolder block\color\flower, and the file is named dx65flower.png
    Don't worry about the all: or base: parts of that, for now just always copy paste that property and then replace the part in quotes.  Then cross your fingers and hope for the best!

    ------
    And another common property that block.json has is the variantgroups.  These describe "sub types" of that block if you will.  i.e.  lowfertility, mediumfertility, highfertility.  So if you have a block with the code "soil" and the variant groups "lowfertility, mediumfertility, highfertility", you actually are creating three different blocks, all at once in that ONE block.json.

    soil-lowfertility
    soil-mediumfertility
    soil-highfertility

    Your mod doesn't currently use the variantgroups property, but it's a big time saver if you have many similar blocks.  All those similar blocks can live in one block.json.

    ------
    PROPERTIES, PROPERTIES, PROPERTIES, so many properties:

    https://wiki.vintagestory.at/index.php?title=Modding:Block_Json_Properties

    Click on the dark brown squares on that page to expand the sections.  There's a lot of properties!

    Now when I created my very first block I followed these instructions:
    https://wiki.vintagestory.at/index.php?title=Modding:Basic_Block

    And when I fixed up your mod, that's where I ripped some properties from to create your block.json files.  In fact, every time I create a block.json in my mod, I copy the properties from somewhere else.  I don't memorize them, I don't start from scratch.  I think to myself  "what's a block in the game that's most like the block I'm trying to make" and then I track down that block.json and copy/paste it's properties.  Finally I tweak it to my liking.

    Whew.  Maybe that will help.  Maybe not.  idk.  :)





     

    • Like 2
    • Thanks 1
  8. Search for "flower" to locate your two new blocks in game.

    Long story short
    - I moved your two shape.json files from blocktypes to shapes.  Shape files need to live in that shapes folder somewhere.
    - I created two block.json files in blocktypes.  These are the files that kinda bring everything together.  What I used was VERY simple though.
    - I completely removed the textures references from your shape files.  They can live in there or in the block.json files (in blocktypes).  I usually put those texture references in the blocktypes json files.

    A bit of a mistake on my part:  In those two blocktypes json files, I didn't even reference your shapes...oops sorry!  I'm assuming that they're both full size blocks, in which case they don't even need a shape.  If you want to add your shapes to those, you will need to add a little more to your blocktype json files:

    i.e.

    shape: { base: "dx65flower" },

    or
     

    shape: { base: "flowerbush1" },

    Doing so will probably fix the texture mappings if they don't look right to you.

    • Cookie time 1
  9. 5 hours ago, AgentKay said:

    Hello, I started dipping into modding and have successfully followed the instructions in this tutorial to create a simple block you can grab in Creative.

    When I decided however to create my own mod, the block does not seem to appear in the Creative Inventory Menu and I just can't seem to figure out why.

    I have checked my code against working mods and they appear to be identical, I have also carefully re-written all of the json files from scratch with the same result. Obviously I am making some mistake

    Could someone turn me on to what I might be doing wrong?

    Attached is the mod. It is supposed to add a very rudimentary block called "Statue of Test"

     

    Statue Mod.zip 6.49 kB · 2 downloads

    You just need to change a couple of folder names:

    1. Since your modid (in modinfo.json) is "teststatue", the folder inside of assets should be the same.  assets\teststatue
    2. inside that teststatue folder, change blocktype to blocktypes.  Naming of folders at that level must match an "AssetCategory" in the table listed here
    https://wiki.vintagestory.at/index.php?title=Modding:The_Asset_System

    FYI Inside of those base folders (i.e. blocktypes) there are no rules per se.

     

     

  10. I'm pretty sure that is still an option, thanks Thorfinn.

    I suspect that there's even more to the story that we don't know, because leaving an OS until it's years past end of life makes absolutely no sense to me - especially an internet connected OS.

  11. 3 hours ago, Nicodemus said:

    It downloads it but puts it in the ModsByServer folder. And so the mod doesn't show up in the Mod Manager.
    Edit : and, if it helps, I can craft all the items of your mod, but it's just those blocks which don't load.

    I can imagine a situation where the game was started with the mod disabled, and so the game assigned block ids that were previously owned by Primitive Survival to new vanilla blocks or some other mod.  There are some utilities designed to help recover from this sort of situation, but none of them are particularly pleasant to use.

    1.  Backup your world
    2.  Try /fixmapping applyall

    https://wiki.vintagestory.at/index.php?title=List_of_server_commands/en#.2Ffixmapping

    If that doesn't work, I suppose I would try and restore an even older backup.  Alternatively, if new blocks worked fine, one could either (a) switch to creative mode, run around and destroy all those existing white blocks, and carry on with your game, or (b) try and remap them on a case by case basis with /bir [getid|getcode|remap] or /iir

    https://wiki.vintagestory.at/index.php?title=List_of_server_commands/en#.2Fbir
    https://wiki.vintagestory.at/index.php?title=Modding:The_Remapper

    If /fixmapping applyall doesn't solve it and you can't restore an older backup, it becomes a pretty unpleasant situation from what I've heard.

    /bir and /iir also involve turning on the hud (show block interaction help) and looking at some of those white blocks to figure out what they're supposed to be.  I'm assuming that they really are Primitive Survival blocks but those white blocks have shown up before even for people who are playing without mods, and the typical advice is to use /fixmapping applyall to fix that.

  12. 52 minutes ago, Nicodemus said:

    I make another message, the previous one started to be long ^^

    So, I managed to find the server-main.txt of the good server :

     

      Hide contents

    12.3.2022 17:18:01 [Notification] Server logger started.
    12.3.2022 17:18:01 [Notification] Game Version: v1.16.4 (Stable)
    12.3.2022 17:18:01 [Notification] C# Framework: Mono 6.12.0.122 (tarball Mon Feb 22 17:29:18 UTC 2021)
    12.3.2022 17:18:01 [Event] Launching server...
    12.3.2022 17:18:01 [Event] Server v1.16.4, network v1.16.5, api v1.7.0
    12.3.2022 17:18:01 [Notification] Entering runphase Initialization
    12.3.2022 17:18:01 [Event] Loading configuration...
    12.3.2022 17:18:01 [Notification] Entering runphase Configuration
    12.3.2022 17:18:01 [Notification] Using world seed: 852623317
    12.3.2022 17:18:02 [Notification] Loading savegame
    12.3.2022 17:18:02 [Notification] Loaded existing save game data. Playstyle: surviveandbuild, Playstyle Lang code: preset-surviveandbuild, WorldType: preset-surviveandbuild
    12.3.2022 17:18:02 [Notification] Savegame //home//sid_3522787//vintageStory//Saves//default.vcdbs loaded
    12.3.2022 17:18:02 [Notification] World size = 1024000 256 1024000
    12.3.2022 17:18:02 [Event] Loading assets...
    12.3.2022 17:18:02 [Notification] Start discovering assets
    12.3.2022 17:18:02 [Notification] Found 1 base assets in category blocktypes
    12.3.2022 17:18:02 [Notification] Found 0 base assets in category itemtypes
    12.3.2022 17:18:02 [Notification] Found 18 base assets in category lang
    12.3.2022 17:18:02 [Notification] Found 0 base assets in category patches
    12.3.2022 17:18:02 [Notification] Found 22 base assets in category config
    12.3.2022 17:18:02 [Notification] Found 0 base assets in category worldproperties
    12.3.2022 17:18:02 [Notification] Found 0 base assets in category sounds
    12.3.2022 17:18:02 [Notification] Found 96 base assets in category shapes
    12.3.2022 17:18:02 [Notification] Found 30 base assets in category textures
    12.3.2022 17:18:02 [Notification] Found 0 base assets in category recipes
    12.3.2022 17:18:02 [Notification] Found 0 base assets in category worldgen
    12.3.2022 17:18:02 [Notification] Found 2 base assets in category entities
    12.3.2022 17:18:02 [Notification] Found 169 base assets in total
    12.3.2022 17:18:02 [Notification] Entering runphase AssetsReady
    12.3.2022 17:18:02 [Notification] Will search the following paths for mods:
    12.3.2022 17:18:02 [Notification]     /home/sid_3522787/vintageStory/Mods
    12.3.2022 17:18:02 [Notification] Found 4 mods (0 disabled)
    12.3.2022 17:18:02 [Notification] Mods, sorted by dependency: primitivesurvival, game, creative, survival
    12.3.2022 17:18:02 [Notification] Instantiated 78 mod systems from 4 enabled mods
    12.3.2022 17:18:02 [Notification] External Origins in load order: modorigin@/home/sid_3522787/vintageStory/assets/creative/, modorigin@/home/sid_3522787/vintageStory/assets/survival/, mod@PrimitiveSurvival2.8.0.zip
    12.3.2022 17:18:02 [Notification] Found 420 external assets in category blocktypes
    12.3.2022 17:18:02 [Notification] Found 224 external assets in category itemtypes
    12.3.2022 17:18:02 [Notification] Found 4 external assets in category lang
    12.3.2022 17:18:02 [Notification] Found 15 external assets in category patches
    12.3.2022 17:18:02 [Notification] Found 42 external assets in category config
    12.3.2022 17:18:02 [Notification] Found 23 external assets in category worldproperties
    12.3.2022 17:18:02 [Notification] Found 4 external assets in category sounds
    12.3.2022 17:18:02 [Notification] Found 2449 external assets in category shapes
    12.3.2022 17:18:02 [Notification] Found 227 external assets in category textures
    12.3.2022 17:18:02 [Notification] Found 345 external assets in category recipes
    12.3.2022 17:18:02 [Notification] Found 364 external assets in category worldgen
    12.3.2022 17:18:02 [Notification] Found 65 external assets in category entities
    12.3.2022 17:18:02 [Notification] Found 0 external assets in category compatibility
    12.3.2022 17:18:02 [Notification] Reloaded lang file with mod assets
    12.3.2022 17:18:02 [Event] Loading save game...
    12.3.2022 17:18:02 [Notification] Entering runphase ModsAndConfigReady
    12.3.2022 17:18:02 [Notification] JsonPatch Loader: 99 patches total, successfully applied 99 patches, unmet conditions on 10 patches, no errors
    12.3.2022 17:18:02 [Notification] Reloaded 19 weather patterns, 5 wind patterns and 5 weather events
    12.3.2022 17:18:26 [Notification] BlockLoader: Entities, Blocks and Items loaded
    12.3.2022 17:18:26 [Notification] Started 70 systems on Server:
    12.3.2022 17:18:26 [Notification]     Mod 'VSEssentials.dll' (game):
    12.3.2022 17:18:26 [Notification]         Vintagestory.ServerMods.Core
    12.3.2022 17:18:26 [Notification]         Vintagestory.GameContent.EntityPartitioning
    12.3.2022 17:18:26 [Notification]         Vintagestory.GameContent.ErrorReporter
    12.3.2022 17:18:26 [Notification]         Vintagestory.ServerMods.ModCompatiblityUtil
    12.3.2022 17:18:26 [Notification]         Vintagestory.ServerMods.NoObf.ModJsonPatchLoader
    12.3.2022 17:18:26 [Notification]         Vintagestory.Essentials.PathfindSystem
    12.3.2022 17:18:26 [Notification]         Vintagestory.Essentials.PathFindDebug
    12.3.2022 17:18:26 [Notification]         Vintagestory.ServerMods.JsonExport
    12.3.2022 17:18:26 [Notification]         Vintagestory.ServerMods.ModBasicBlocksLoader
    12.3.2022 17:18:26 [Notification]         Vintagestory.GameContent.LeafBlockDecay
    12.3.2022 17:18:26 [Notification]         Vintagestory.GameContent.POIRegistry
    12.3.2022 17:18:26 [Notification]         Vintagestory.GameContent.RoomRegistry
    12.3.2022 17:18:26 [Notification]         Vintagestory.GameContent.WeatherSystemCommands
    12.3.2022 17:18:26 [Notification]         Vintagestory.GameContent.WeatherSystemServer
    12.3.2022 17:18:26 [Notification]         Vintagestory.GameContent.WorldMapManager
    12.3.2022 17:18:26 [Notification]         Vintagestory.ServerMods.NoObf.ModRegistryObjectTypeLoader
    12.3.2022 17:18:26 [Notification]         Vintagestory.ServerMods.LoadColorMaps
    12.3.2022 17:18:26 [Notification]         Vintagestory.GameContent.ClothManager
    12.3.2022 17:18:26 [Notification]         Vintagestory.ServerMods.GridRecipeLoader
    12.3.2022 17:18:26 [Notification]     Mod 'VSSurvivalMod.dll' (survival):
    12.3.2022 17:18:26 [Notification]         Vintagestory.ServerMods.GenPatchesPrePass
    12.3.2022 17:18:26 [Notification]         Vintagestory.ServerMods.GenSnowLayer
    12.3.2022 17:18:26 [Notification]         Vintagestory.ServerMods.GenTerra
    12.3.2022 17:18:26 [Notification]         Vintagestory.GameContent.SaplingControl
    12.3.2022 17:18:26 [Notification]         Vintagestory.GameContent.SurvivalCoreSystem
    12.3.2022 17:18:26 [Notification]         Vintagestory.ServerMods.GenTerraPostProcess
    12.3.2022 17:18:26 [Notification]         Vintagestory.ServerMods.ChiselBlockBulkSetMaterial
    12.3.2022 17:18:26 [Notification]         Vintagestory.ServerMods.GenFromHeightmap
    12.3.2022 17:18:26 [Notification]         Vintagestory.ServerMods.GenRockStrataNew
    12.3.2022 17:18:26 [Notification]         Vintagestory.ServerMods.NpcControl
    12.3.2022 17:18:26 [Notification]         Vintagestory.ServerMods.GenCreatures
    12.3.2022 17:18:26 [Notification]         Vintagestory.ServerMods.GenMaps
    12.3.2022 17:18:26 [Notification]         Vintagestory.ServerMods.WgenCommands
    12.3.2022 17:18:26 [Notification]         Vintagestory.ServerMods.DebugSystem
    12.3.2022 17:18:26 [Notification]         Vintagestory.ServerMods.UpgradeTasks
    12.3.2022 17:18:26 [Notification]         Vintagestory.GameContent.MyceliumSystem
    12.3.2022 17:18:26 [Notification]         Vintagestory.GameContent.ModSystemAuction
    12.3.2022 17:18:26 [Notification]         Vintagestory.GameContent.LiquidItemStackRenderer
    12.3.2022 17:18:26 [Notification]         Vintagestory.GameContent.CharacterSystem
    12.3.2022 17:18:26 [Notification]         Vintagestory.GameContent.RecipeRegistrySystem
    12.3.2022 17:18:26 [Notification]         Vintagestory.GameContent.FruitingSystem
    12.3.2022 17:18:26 [Notification]         Vintagestory.GameContent.ModSystemRifts
    12.3.2022 17:18:26 [Notification]         Vintagestory.GameContent.ModSystemRiftWeather
    12.3.2022 17:18:26 [Notification]         Vintagestory.GameContent.ModTemperature
    12.3.2022 17:18:26 [Notification]         Vintagestory.GameContent.CustomSpawnConditions
    12.3.2022 17:18:26 [Notification]         Vintagestory.GameContent.SystemTemporalStability
    12.3.2022 17:18:26 [Notification]         Vintagestory.GameContent.ModSystemWearableStats
    12.3.2022 17:18:26 [Notification]         Vintagestory.GameContent.ModSystemBlockReinforcement
    12.3.2022 17:18:26 [Notification]         Vintagestory.GameContent.GameEffects
    12.3.2022 17:18:26 [Notification]         Vintagestory.GameContent.ModJournal
    12.3.2022 17:18:26 [Notification]         Vintagestory.GameContent.ModLootRandomizer
    12.3.2022 17:18:26 [Notification]         Vintagestory.GameContent.ModSleeping
    12.3.2022 17:18:26 [Notification]         Vintagestory.GameContent.TeleporterManager
    12.3.2022 17:18:26 [Notification]         Vintagestory.GameContent.Mechanics.MechanicalPowerMod
    12.3.2022 17:18:26 [Notification]         Vintagestory.ServerMods.GenDeposits
    12.3.2022 17:18:26 [Notification]         Vintagestory.ServerMods.GenStructures
    12.3.2022 17:18:26 [Notification]         Vintagestory.ServerMods.GenCaves
    12.3.2022 17:18:26 [Notification]         Vintagestory.ServerMods.GenBlockLayers
    12.3.2022 17:18:26 [Notification]         Vintagestory.ServerMods.GenPonds
    12.3.2022 17:18:26 [Notification]         Vintagestory.ServerMods.GenStructuresPosPass
    12.3.2022 17:18:26 [Notification]         Vintagestory.ServerMods.GenVegetationAndPatches
    12.3.2022 17:18:26 [Notification]         Vintagestory.ServerMods.GenRivulets
    12.3.2022 17:18:26 [Notification]         Vintagestory.ServerMods.GenLightSurvival
    12.3.2022 17:18:26 [Notification]         Vintagestory.ServerMods.RecipeLoader
    12.3.2022 17:18:26 [Notification]         Vintagestory.GameContent.TraderOutfits
    12.3.2022 17:18:26 [Notification]     Mod 'VSCreativeMod.dll' (creative):
    12.3.2022 17:18:26 [Notification]         Vintagestory.ServerMods.Core
    12.3.2022 17:18:26 [Notification]         Vintagestory.ServerMods.WorldEdit.WorldEdit
    12.3.2022 17:18:26 [Notification]         Vintagestory.ServerMods.GenBlockLayersFlat
    12.3.2022 17:18:26 [Notification]         Vintagestory.ServerMods.GenLightCreative
    12.3.2022 17:18:26 [Notification]     Mod 'PrimitiveSurvival2.8.0.zip' (primitivesurvival):
    12.3.2022 17:18:26 [Notification]         PrimitiveSurvival.ModSystem.PrimitiveSurvivalSystem
    12.3.2022 17:18:26 [Notification]         PrimitiveSurvival.ModSystem.TreeHollows
    12.3.2022 17:18:33 [Event] 6 cooking recipes loaded
    12.3.2022 17:18:33 [Event] 518 crafting recipes loaded from 222 files
    12.3.2022 17:18:33 [Event] 7 metal alloys loaded
    12.3.2022 17:18:33 [Event] 204 smithing recipes loaded
    12.3.2022 17:18:33 [Event] 61 clay forming recipes loaded
    12.3.2022 17:18:33 [Event] 42 knapping recipes loaded
    12.3.2022 17:18:33 [Event] 155 barrel recipes loaded
    12.3.2022 17:18:33 [Notification] Server map set
    12.3.2022 17:18:33 [Notification] Entering runphase LoadGame
    12.3.2022 17:18:34 [Notification] Entering runphase WorldReady
    12.3.2022 17:18:38 [Notification] Reloaded 35 tree generators
    12.3.2022 17:18:38 [Event] Loading 7x7x8 spawn chunks...
    12.3.2022 17:18:38 [Event] 0% (49 in queue)
    12.3.2022 17:18:38 [Event] Begin save game ticking...
    12.3.2022 17:18:38 [Notification] Entering runphase RunGame
    12.3.2022 17:18:38 [Notification] Successfully loaded 63 waypoints
    12.3.2022 17:18:38 [Notification] Starting server threads
    12.3.2022 17:18:38 [Event] Dedicated Server now running on Port 29700 and ip 176.57.140.68!
    12.3.2022 17:18:38 [Notification] All clients disconnected, pausing game calendar.
    12.3.2022 17:19:18 [Notification] A Client attempts connecting via TCP, assigning client id 1
    12.3.2022 17:19:18 [Notification] Client uid q/niD05AgiUgQfPgmCfLXcGm attempting identification. Name: Nicodemus
    12.3.2022 17:19:19 [Notification] Delayed join, need to load one spawn chunk first.
    12.3.2022 17:19:19 [Notification] Placing player at 511720.0625 123 512500.875
    12.3.2022 17:19:35 [Event] Nicodemus 86.213.23.124:49649 joins.
    12.3.2022 17:19:37 [Notification] A client reconnected, resuming game calendar.
    12.3.2022 17:20:43 [Notification] Last player disconnected, compacting large object heap...
    12.3.2022 17:20:43 [Event] Player Nicodemus left.
    12.3.2022 17:20:43 [Notification] All clients disconnected, pausing game calendar.
    12.3.2022 17:20:58 [Warning] Server overloaded. A tick took 1762ms to complete.

     

    Ah ok, sorry!  I only play single player so I was not up to speed on the ModsByServer folder structure.  The log file you posted does not indicate any errors, so the problem must be client side.

    My best suggestion is to remove any and all instances of Primitive Survival from the client(s) (so check ..\vintagestorydata\mods, ..\vintagestory\mods, and ..\vintagestorydata\modsbyserver). When the client joins, it should automatically download it again and place it in the correct location.  Once the client has joined, it wouldn't hurt to also check the Mod Manager and ensure that the mod is listed there once, and that it's enabled.

    Primitive Survival was installed on nearly 100 servers at one point recently, so I'm pretty sure that it's not a mod issue.

    As for the Windows 7 issue, my best guess is that they have not even updated their Win7 to service pack 1, or their Win7 is pretty broken (i.e. Windows Updates are broken).  I'm not sure that I can be much help with that, because I have no idea if even functional Windows updates would help them at this point - I don't know if Microsoft is even providing updates for that product.

     

  13. "or is the ModsByServer folder OK ?"
    I'm not sure what this means, but if it's a folder that you've created inside one of your two regular mods folders then that's not a good idea afaik.  And make sure you only use one of the two mods folders  (vintagestory\mods, vintagestorydata\mods) for your mods.

  14. 2 hours ago, Nicodemus said:

    And for the problem of my friend : he's on Windows 7, stuck with Net Framework 4.6.2 and can't update it : / It says his system can't run other versions...

    He sent me that, but really don't know if it could help :

      Hide contents

    Running on 64 bit Windows with 4 GB RAM 
    Game Version: v1.16.4 (Stable)
    Loaded Mods: volumetricshadingcontinued@0.6.3, game@1.16.4, creative@1.16.4, survival@1.16.4
    12/03/2022 00:24:34: Critical error occurred
    System.Exception: Don't know how to instantiate item of class 'itemhide' did you forget to register a mapping?
       à Vintagestory.Common.ClassRegistry.CreateItem(String itemClass)
       à Vintagestory.Common.ItemTypeNet.ReadItemTypePacket(_V5KVIg6AZCt8Xw4s8zyEyfYSGfh packet, IWorldAccessor world, ClassRegistry registry)
       à Vintagestory.Client.NoObf.GeneralPacketHandler.HandleServerAssetsStep1()
       à Vintagestory.Client.NoObf.ClientMain.ExecuteMainThreadTasks(Single deltaTime)
       à _eaiE9OWXDVmX2r6n7JaWPscBEkO._LvzIyYpsQCoC78JubjSO0HCjtTg(Single )
       à _lAuHsYOBOAjBMdATFXwLUtH7N00._JvY4M2412YZu1OS3Ull8wgZBu1j(Single )
       à _lAuHsYOBOAjBMdATFXwLUtH7N00._KmBeEx15nyyLrVqNDW6geSArpNr(Single )
       à Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(Object sender, FrameEventArgs e)
       à System.EventHandler`1.Invoke(Object sender, TEventArgs e)
       à OpenTK.GameWindow.RaiseRenderFrame(Double elapsed, Double& timestamp) dans C:\Users\Nexrem\Desktop\transfer\opentk\src\OpenTK\GameWindow.cs:ligne 479
       à OpenTK.GameWindow.DispatchRenderFrame() dans C:\Users\Nexrem\Desktop\transfer\opentk\src\OpenTK\GameWindow.cs:ligne 454
       à OpenTK.GameWindow.Run(Double updates_per_second, Double frames_per_second) dans C:\Users\Nexrem\Desktop\transfer\opentk\src\OpenTK\GameWindow.cs:ligne 375
       à _TRhArnJABwZoV9Vt7Ld2l65Xzgg._mhlr8s7wtMvxaJGpVy2Ag90jUBK(_3HJA5NvAIx31LXjscc3HGjXaR6q , String[] )
       à _q0zAVOrWbMX04rMA9G3HIFVuGjA._mhlr8s7wtMvxaJGpVy2Ag90jUBK(ThreadStart )

     

    Windows 7 was end of life over 2 years ago, so I have no interest in supporting it.  But I know of other people who were able to update their systems.  i.e. this one says it is supported under Win 7 sp1.
    https://support.microsoft.com/en-us/topic/microsoft-net-framework-4-7-2-offline-installer-for-windows-05a72734-2127-a15d-50cf-daf56d5faec2
    It seems that even newer ie .Net Framework 4.8 is supported.  I've seen that exact error log before, and it's because of .Net Framework.

    Your other issue (with the white blocks) seems like either zero or two copies of the mod are living in one of your mod folders, or in a sub-folder in one of your mod folders, or is unzipped.  Or not enabled in the mod manager.  Your server-main.txt log should reveal what's going on there.

    The client-main.txt you posted indicates that you've got some fairly serious looking audio issues with the vanilla game itself.  I think.  You might want to do a full reinstall of the game itself and see if that helps.

  15. 13 minutes ago, Nicodemus said:

    Howdy ! I posted this problem on the mod page but didn't see this one, so...

    "Hey ! Little problem here, on my server, one of my friends can't connect to the game if I put this mod in. It works fine for all other players.
    The error shown on his computer mentions :

    "System Exception: Don't know how to instantiate item of class 'itemhide', did you forget to register a mapping?"

    Does somebody know a solution for this ?"

    If your friend is rocking Windows 10 they need to install Net Framework 4.8.  Should already be installed via Windows Updates, unless Windows Updates is broken.
    If they're on an older version of Windows, they'll need to track down and install Net Framework 4.7.2 from Microsoft's website.
    If it's linux or some such, idk, sorry.

  16. 2 hours ago, Thorfinn said:

    Thank you.

    I've been trying to figure out why when I package things up they don't look like I thought they should vis a vis domains.

    So do you just manually create the zip?

    Rather than use modmaker, I manually create everything (although I copy/paste a lot). I only use modmaker to help me figure out difficult patches.

    In this case I manually created the zip file and that's perfectly fine.  Personally I simply let Visual Studio create the zip file for me (via a custom "package" task), but that's a long story.

  17. 14 hours ago, Paul Kauphart said:

    Hello,

     

    I'm trying to make a mod that replaces the gold or silver plate by a less expensive item in the lined lantern crafting grid (right click a metal plate is a beast for later).

     

    I updated my in game folder with the new item, shapes and recipes, changed the lantern recipe, updated the lang english file, and tested it all, it worked flawlessly. 

     

    I run the modmaker.exe tool to generate the mod zip, revert the changes in the game and load the mod. The item and recipes doesn't load, the lantern recipe throws an error, description is empty...

     

    I compared my mod with other working mods, changed the folder structure, added " in the item .json file, nothing worked. I'm at a loss, I don't understand what's wrong.

     

    Please help.

     

    I included the latest iteration of the mod.

     

    Thanks

    LanternLiner.zip 4.43 kB · 2 downloads

    Here, try this updated version below out.  I think it mostly works although I didn't test it thoroughly, especially the smithing portion.  VintageStoryData\Logs\server-main.txt comes back clean so I'm optimistic that it all works.

    I don't use modmaker often, but I can tell you that it doesn't do a good job with domains i.e. it puts everything in assets/game folder aka the game: domain, and will not resolve assets correctly if you move them into your own lanternliner folder / lanternliner: domain.

    I moved all of your stuff into the lanternliner domain (simply because that's the best practice), deleted the game folder entirely, and in the json files I prefixed a bunch of assets with either game: (absolutely everything in the vanilla game is in the game: domain) or lanternliner:.   As a general rule, you don't need to specify a domain if the asset + json file are in the same domain, but it never hurts to add them, especially when something is not working.

    I also deleted your lang file patch and replaced it with an actual lang file.  That file (en.json) is a more typical (and easier) way of managing your lang file (rather than patching the game's lang files),  and it's better than it was, although I'm not sure if that's exactly what you were trying to achieve.   
     

    LanternLiner-Updated.zip

    • Like 1
  18. 15 hours ago, T4coShow said:

    Hi me and my friend love this mod however it seems to have broken in our world. Some blocks have shown up as white ? blocks and the block says "Unknown block ID 16582". Is there any solution to this?

    White blocks usually means that the mod isn't loading at all.  

    if it was working and then suddenly stopped then ask yourself what changed just prior to that.  Did someone update the game itself? Was a new mod added or removed?  Also:

    1.  Check your mods folder and ensure that you don't have more than one copy of Primitive Survival in there on any one computer.  And be aware that there are actually two mod folders - ..\Vintagestory\Mods and Vintagestorydata\Mods.
    2.  Have a look in the mod manager on each computer when you start up.  Is it listed in there, only once, and enabled?

    3..  Ensure you have the latest version of the mod (2.8.0).  Older versions will not work with 1.16+
    4.  Make sure everyone is running the same version of Vintage Story and the same version of the mod

    If none of those help, your vintagestorydata\logs\server-main.txt file most likely tells us the reason why it's not working.  
    If there are no clues in there, then client-main.txt or maybe even server-debug.txt.  

    oh, and also don't try to do anything imaginative inside your mods folders.  Don't create folders in there with other stuff in them. Don't unzip any mods.  Their contents should be very simple...just some zip files and dll files.


    Appreciate the kind words!

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