Jump to content

Fronsi

Members
  • Posts

    7
  • Joined

  • Last visited

Posts posted by Fronsi

  1. Hi, I need change a save location but don't know how, i see only add/change mod folder location in client/server.json config in %appdata%/VintageStoryData but there is no change path for save files (only for server but not for client only). I trying add:

    --dataPath D:\Vintagestory\Data

    into shortcut target element but windows say Its not correct target path element and unable to save it, so this option is checked and its not work for me.

  2. Hi, i have a problem with custom barrel recipes for my blocks.

    This is my recipe for block, and looks ok for me

    Quote
    {
      "code": "paintedplanks",
      "sealHours": 2,
      "ingredients": [
        { "type": "block", "code": "game:planks-*-hor", "quantity": 1 },
        { "type": "item", "code": "game:dye-*", "name": "color", "allowedVariants": ["blue", "red", "yellow", "green", "purple", "orange", "brown", "white"], "litres": 1, "consumeLitres": 1 }
      ],
      "output": { "type": "block", "code": "paintedplanks-plain-{color}-hor", "stackSize": 1 }
    }

     

    , but game, throw exception like this:

    4.3.2022 13:15:41 [Error] Exception thrown during handling event OnSaveGameLoaded: System.ArgumentNullException: Wartość nie może być zerowa.
    Nazwa parametru: key
       w System.ThrowHelper.ThrowArgumentNullException(ExceptionArgument argument)
       w System.Collections.Generic.Dictionary`2.Insert(TKey key, TValue value, Boolean add)
       w Vintagestory.GameContent.BarrelRecipe.GetNameToCodeMapping(IWorldAccessor world)
       w Vintagestory.ServerMods.RecipeLoader.LoadGenericRecipe[T](String className, AssetLocation path, T recipe, Action`1 RegisterMethod, Int32& quantityRegistered, Int32& quantityIgnored)
       w Vintagestory.ServerMods.RecipeLoader.LoadRecipes[T](String name, String path, Action`1 RegisterMethod)
       w Vintagestory.ServerMods.RecipeLoader.OnSaveGameLoaded()
       w System.Action.Invoke()
       w Vintagestory.Server.ServerEventManager.TriggerSaveGameLoaded()

    I have installed only my own mod, others block and recipes works normally, so I no have idea what to do now.

  3. Hi, i have little problem whit understanding this command, i mean i don't which block should be first writing.

    example:

    /bir remapq <mod_ID>:<OLD_block_ID>-etc <mod_ID>:<NEW_block_ID> force

    or

    /bir remapq <mod_ID>:<NEW_block_ID>-etc <mod_ID>:<OLD_block_ID> force

    Its little confusing me xD

    I need this to remapp my mod blocks.

  4. You can make non-json model in blender or other 3d program which can export it to .obj or .gltf format, sample models are in "\Vintagestory\assets\creative\shapes\block". If you decide to export model to one of the following format make sure, you see how the samples are created because VS obj or gltf model loader its not the same like from MC Forge

  5. Hi, I have a question related to adding models in ".obj" format. I am creating a simple mod in which I would like to use the previously mentioned format, but I am not sure how? I was doing a google search "how to use obj models in VS" but couldn't find anything. I didn't find anything like that on the wiki, so I decided to write here, because maybe the help provided here will also be helpful for other creators.

    So what exactly does it look like?
    Is it enough to add information about the model format my block in "blocktypes" should use? If so, what exactly does it look like?
    If, however, I need to use a class written in .cs for this, it would also be good if there was a guide for this.

×
×
  • Create New...

Important Information

We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue.