-
Posts
396 -
Joined
-
Last visited
-
Days Won
1
Content Type
Profiles
Forums
Blogs
News
Store
Everything posted by Diff
-
Odd that it's freaking out that way. Usually when my Harmony patches fail the mod errors out and the rest of the game continues on as normal. Maybe because it's a getter? I'm not super familiar with all of C#'s treachery, but I think getters get turned into something like a "get_PregnancyDays" method behind the scenes, so it might be saying that because there is no field named PregnancyDays, just a method named get_PregnancyDays. Maybe you could do the same thing it does and grab typeAttributes["pregnancyDays"].AsFloat(3f)? Or you could bite the bullet and do some reflection to get at PregnancyDays. I know Harmony has some handy utility functions that make reflection slightly less painful.
-
Could it be because PregnancyDays is marked as internal where TotalDays is public? You can access internal and private things usually by asking Harmony for them as arguments, with three underscores before the name. static void Postfix(EntityBehaviorMultiply __instance, StringBuilder infotext, float ___PregnancyDays) From https://harmony.pardeike.net/articles/patching-injections.html
-
If that's one of the errors, then that should be pretty straightforward. That one is exactly what it says on the tin, the server.sh script requires screen (which is the name of a command line program that lets things keep running even after the terminal is closed), pgrep, and the dotnet CLI to be installed. Double clicking on it won't do anything because they'll still emit the same error messages, just without any way to communicate them to you. I'd stick with the terminal and keep running it and fixing the issues it communicates to you through the error messages. And on the migration, there'll probably be a few issues there, too. For the client, too, for mods. I got bit by that one myself, so make sure all the paths in your clientsettings.json are updated for being on Linux.
-
What happens if you drag and drop one of the executables into a terminal and try to run it from there?
-
Unfortunately I can't speak for snow and other edge cases, but in the normal case while they can't climb fences, they can phase through them sometimes. https://www.vintagestory.at/forums/topic/16839-livestock-escaping-closed-barn/#findComment-88846
-
Do we really need a combat overhaul? What are your opinions on it?
Diff replied to Josiah Gibbonson's topic in Discussion
Jank is usually due to tech debt, and tech debt spreads, calcifies, and gets harder to deal with over time. Even if you personally don't care about farming or lore beasts, I imagine you'd care when your train spirals off a straight track and phases through the hillside. -
You don't want the latest version for VS, you'll want .NET 8 specifically. Specifically specifically the x64 version for macOS, NOT the ARM/Apple Silicon version.
-
Appreciate you putting all the work into figuring out the root cause! Went ahead and did just that, made a mod that patches that SetupContext function and sets Antialiasing to Gray, or whatever else the user configures. Oddly, on macOS "Subpixel" doesn't seem to actually use subpixel rendering, but I confirmed it's working by setting some of the other available AA options.
-
Far as I can tell there's nothing wrong with the shape of your pit, so it's either that there's a stack that's not quite a full 32 logs, or that it's not being lit correctly. I recreated your pit and was able to get it to bake down to crispy charcoal bits. Things to watch for, once I complete the fire pit on top of the logs, the info HUD at the top actually changes to "Charcoal Pit" instead of "Fire Pit", and after lighting it, it displays a warning that you have 30 in game minutes to cover the pit. If you don't see any of those things, abandon ship and double check everything. https://www.youtube.com/watch?v=vLHjLE9Y-Oc
-
Could be any of a good handful of things. A picture/video would be worth a lot. Without that, the top few things that go wrong are air gaps/incompletely filled wood piles and not covering up the fire itself. It's gotta be completely starved of oxygen or else it'll just burn.
-
Dang, missed that and that was the first place I looked. Appreciate the second set of eyes!
-
Looks like a complex answer, this is the code responsible, but it varies based on a lot of things and I'm not finding a single max speed written in stone. You'd have to trace out how high the math goes to figure out the max speed. I also can't find any multipliers for boat type. I believe this code handles both sailboats and rafts, but the only modifiers I see for speed are the status of the sail and how many people are rowing.
-
No, from the store page:
-
Just based on the error, I'm guessing that the problem is that the core game files aren't JSON. JSON always has property names enclosed in quotes like this: { "name": "paul", "number": 2, } Vintage Story stores things in almost-but-not-quite-JSON, which doesn't put property names in quotes, like this: { name: "paul", number: 2, } There's a program called ModMaker stored next to the Vintagestory executable that can convert the game assets to and from Vintage Story's not-quite-JSON format. Since your error says "Expecting property name enclosed in double quotes", I'm expecting you'll need to do that before opening any file in Blender.
-
Most creatures do have an aggro noise that I believe is used when they notice you. The aggro sound for shivers is a kinda choked growl. Some creatures don't though, bowtorn stay silent and just focus on sniping you.
-
Nifty idea, only see one issue with it, but it's a big one: texturing. Right now, pixels in textures map pretty directly to voxels. What color is this voxel? Just look at the one, precise pixel that it aligns to in the texture. That all breaks when you cut corners. Your sketch works in 2d without textures, but try drawing or imagining how a surface gets smoothed with a texture applied to it. Does it get stretched? Are there multiple seams in cases like your curves? Both could look pretty bad, and I'm not sure there's a good solution.
- 5 replies
-
- 2
-
-
- suggestion
- chiseling
-
(and 2 more)
Tagged with:
-
it's an emote, like "(╥﹏╥)" or "૮₍ ˃ ⤙ ˂ ₎ა" but stripped down to the bare necessities.
-
Nitpicking this, you're spot on elsewhere (30% is a large wedge, too many new users too fast can be a problem), but as far as I'm aware there are no requirements for anything like this on Steam. The only DRM mandated by Steam is a Steam account, basically the same DRM we have here. There would have to be changes so that Anego's servers would accept Steam accounts as valid, or some other changes to help turn Steam accounts into game accounts, but those are practical considerations, not orders from above. There are plenty of games on Steam that are more DRM-free than VS.
- 52 replies
-
- discussion
- logic
-
(and 2 more)
Tagged with:
-
Good news about that then, I revived the mod LadyWYT mentioned earlier and heavily enhanced it: https://mods.vintagestory.at/captions
-
AppData is Windows, but macOS does have a /Users/ folder at the root of the disk. On macOS the correct path is ~/Library/Application Support/VintagestoryData/ The Library folder (and some others) are hidden by default in macOS. Gotta hit Cmd+Shift+G in Finder and then you can paste the path in.
-
Vintage Story doesn't have native controller support. When you launch VS through Steam, are you using the Steam Input API to remap your controller to keyboard and mouse inputs? If you're using a preset community profile, which one?
-
Patches not working in multiplayer
Diff replied to Slye_Fox's topic in [Legacy] Mods & Mod Development
Long shot, but I believe it may need to be lower case "client". The examples on the wiki and the majority of examples I can scrape together on GitHub are client: "server" rather than client: "Server". The few on GitHub that are client side patches do use a lower case "client". -
Patches not working in multiplayer
Diff replied to Slye_Fox's topic in [Legacy] Mods & Mod Development
It works in single player though? How are you installing the mod? Are you just putting it in your client mod folder? -
For Flatpak, the VintagestoryData folder is inside .var/app/, not .config. What's probably going on is that you copied your clientsettings.json file. Inside that file is the path that the game loads mods from. If you copied it from windows, it's trying to look up your Windows AppData folder on your C drive, which doesn't exist. I would just back up the clientSettings.json file and delete it. The game will regenerate a fresh one for the correct platform. You'll have to sign in again and tweak your settings however you had them, but that's probably the easiest fix.