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Sukotto82

Vintarian
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  1. Is there a way to mod something where if you hoe a grass block it has a chance to drop an item? (lets say an item called "top soil") is there a way to make an item fertilize and have the water effect? for anyone who hasn't figured out where I'm going with this; I'm wondering if it's possible to make a mod kind of like the minecraft mod where you have a chance to get a worm from hoeing the grass and you can place that worm down and it will irrigate and fertilize a 3x3 around where you place it. or better yet has someone else already made such a mod? if not is it doable?
  2. flax is done this is closer to what the full mod will be like when it's done as with the first test this only has flax at the moment. this is what the drop rates are going to be in the full release once all the other crops are done. I'm assuming no one has had any problems with it working so far? I'm still open to suggestions and other feedback. this is the quality crops (flax only edition) qualitycrops.zip
  3. I found why I couldn't find the cold and heat status of the crops. it turns out flax and spelt don't have a heat/cold damage property but while I was going through the other crops like rice and parsnips I saw the heat damage and cold damage properties. the heat and cold damage properties will in the other crops have higher temperature resistance as the crop tier increases.
  4. thanks I'll check that out. I was wanting to do something like that originally but wasn't sure it would work because of the different nutrient values and drop rates based on individual flax sate. I thought doing that would make them all have the same drop rates and wouldn't allow me to change drop values based on type like flax1 having different drops than flax2 and so on. I thought because of this would have to make each one separately so they would have different drops. much appreciated.
  5. Sure. My apologies. I thought I already did. but to add more clarification. it's a quality crops mod. it adds a chance to drop higher quality seeds for the crop your harvesting. right now I've only added flax. just to make sure it's working when everything checks out and everything looks good I'll be making the same changes to all the farmable crops. This sample mod of what I'm working on simply adds bonus flax seeds to the flax crop. when harvesting a flax crop that is 9/9 maturity it will drop all of it's normal drops from harvesting it but also drops a bonus seed called flax1 then flax1 will have a chance to drop a bonus seed flax2 then flax3 and so on all the way to crop10 each bonus stage of the flax seed will produce an improved crop of flax dropping more flax string and flax grain as well as improved nutrient absorption making the flax require less K nutrients to grow. at the moment it's scaled all the way to flax10 require 0 K nutrients. this will be changed and the yields will also be tweaked but for right now I want it to be obvious and easy to tell if it's working or not. the chance of dropping an improved seed is guaranteed for now but later it will be a rare chance. again this is just so you know right away from the first harvest if it's working instead of wondering if you just didn't get lucky enough. I was also going to tweak the temperature tolerance but I can't find where that is located at the moment so the temperature is the same regardless of the seed grade. the main purpose of this test mod is to make sure: 1, that it works for other people and not just on my end. 2, that the drop rate increases are working. 3, that the seed will drop a higher quality seed of the same crop. thank you. I hope this helps clear some things up.
  6. I'm looking for some testers to test my quality crop mod I've been working on. I believe I've got it working, I only did 1 crop so far and that is flax, I plan to expand it to all farm crops but I want to make sure it's working with flax before adding all the other crops so I only have 1 crop to deal with if anything isn't working. from my own testing it seems to work fine but I'm wanting to know if it's working for others too so I know if I've taken care of the problem I've been having. it's progression will be tweaked over time but I'm more concerned about functionality and that it's working before tweaking the harvest rates. at this time you will be guaranteed to get the upgraded seed in addition to your normal seed just so it's faster and easier to test but the drop rates will be drastically reduced once I know it's working for other people. qualitycrops.zip
  7. I don't play multiplayer for this reason specifically myself. I used to have multiple greenhouses, livestock and a cellar. I was working on a massive wall around my base/town and things were pretty cool. the people on the server were nice and there wasn't any notable griefers or anyone causing trouble stealing or anything like that. everyone was pretty nice and even helped me get a little extra coper to help speed things up for me by giving me a small staring tool kit. I quite enjoyed the sever but I had less and less time to play my animals were completely out of food and things were starting to fall apart because I was having less and less time to work on things so I have started playing single player and throwing my hand and learning modding again. I still have very little time to invest in playing and I'm trying to learn how to make a canning mod that would allow you to make a special crock that prevents spoiling rates. instead of reducing spoil rate by 37% or other things I want to make it so it never spoils and can be used for any food. I've got an idea that might work and working on it now but I'm also struggling with a crop tier quality mod that speeds up crop growth as you improve the tier of the seeds and makes them more resilience and higher production rates. all of this will help reduce the pain of trying to find the grind while only playing for short amounts of time. this wouldn't solve anything for servers that don't use mods or for people who play single player who don't want to use mods and I'm sure there are plenty of other mods out there that would also help. some are complex and complicated or add a lot of stuff so I'm trying to make smaller simpler mods mostly because I'm just getting back into trying to learn modding so I can't make anything like many other people. there are a lot of awesome modders out there who can do some amazing things. compared to them I'm nothing. I can't compare to any of them but I'm still trying to learn regardless. for vanilla. there are a few things I've done to improve the quality of play with the limited time I've been able to play recently and that is. faster walking speed to improve travel time. higher durability on tools to spend less time constantly remaking new tools higher tool working speed. making the time it takes to cut trees down and other harvesting acts that will take less time giving more time to do other things and get to what you want. increased copper and tin surface spawns to help speed up getting to at least copper age. changed spoil rate so food spoils slower (can be a double edged sword if your trying to spoil food on purpose for high quality soil that requires 64 spoilage in a barrel to make 1 block.) there are a few other things I can't remember off the top of my head but I think you get the idea. all these changes help improve the quality of time you spent on the game when you don't have a lot of time to play. finding a server with similar setting may help but ultimately a server would still be hard to manage if you don't have much time to play even with the right settings. that is where finding a small server where a group of people agree to only play during a certain timeframe on certain days would certainly help. finding a community that would help support you during the short time your able to play, I can relate how that can make you feel bad as you are draining resources from the community and don't have much time to do anything to pay back what they have done for you. I know that feeling all too well.
  8. It's the crop quality mod that is causing the error but I can't figure out what specifically is wrong with it.
  9. 20.12.2022 12:15:40 [Notification] Client logger started. 20.12.2022 12:15:40 [Notification] Game Version: v1.17.9 (Stable) 20.12.2022 12:15:40 [Notification] Screens: 20.12.2022 12:15:40 [Notification] 0: {X=0,Y=0,Width=1920,Height=1080}, \\.\DISPLAY1 (primary) 20.12.2022 12:15:42 [Notification] OpenAL Initialized. Available Mono/Stereo Sources: 255/1 20.12.2022 12:15:42 [Notification] CPU Cores: 8 20.12.2022 12:15:42 [Notification] Available RAM: 16384 MB 20.12.2022 12:15:42 [Notification] Graphics Card Vendor: ATI Technologies Inc. 20.12.2022 12:15:42 [Notification] Graphics Card Version: 4.6.0 Compatibility Profile Context 22.20.27.07.221020 20.12.2022 12:15:42 [Notification] Graphics Card Renderer: Radeon (TM) RX 480 Graphics 20.12.2022 12:15:42 [Notification] Graphics Card ShadingLanguageVersion: 4.60 20.12.2022 12:15:42 [Notification] Cairo Graphics Version: 1.17.3 20.12.2022 12:15:42 [Notification] OpenAL Version: 1.1 ALSOFT 1.16.0 20.12.2022 12:15:42 [Notification] C# Framework: .net Framework 4.0.30319.42000 20.12.2022 12:15:42 [Notification] OpenTK Version: 3.3.2 (A set of fast, low-level C# bindings for OpenGL, OpenGL ES and OpenAL.) 20.12.2022 12:15:42 [Notification] Start discovering assets 20.12.2022 12:15:42 [Notification] (Re-)loaded frame buffers 20.12.2022 12:15:42 [Notification] Found 20 base assets in category lang 20.12.2022 12:15:42 [Notification] Found 0 base assets in category patches 20.12.2022 12:15:42 [Notification] Found 22 base assets in category config 20.12.2022 12:15:42 [Notification] Found 0 base assets in category worldproperties 20.12.2022 12:15:42 [Notification] Found 46 base assets in category sounds 20.12.2022 12:15:42 [Notification] Found 97 base assets in category shapes 20.12.2022 12:15:42 [Notification] Found 80 base assets in category shaders 20.12.2022 12:15:42 [Notification] Found 16 base assets in category shaderincludes 20.12.2022 12:15:42 [Notification] Found 129 base assets in category textures 20.12.2022 12:15:42 [Notification] Found 4 base assets in category music 20.12.2022 12:15:42 [Notification] Found 0 base assets in category dialog 20.12.2022 12:15:42 [Notification] Found 414 base assets in total 20.12.2022 12:15:42 [Notification] Loading sounds 20.12.2022 12:15:42 [Notification] Sounds loaded 20.12.2022 12:15:42 [Notification] Loaded Shaderprogramm for render pass . 20.12.2022 12:15:42 [Notification] Window was resized to 1280 850, rebuilding framebuffers... 20.12.2022 12:15:42 [Notification] (Re-)loaded frame buffers 20.12.2022 12:15:42 [Notification] Begin loading shaders 20.12.2022 12:15:42 [Notification] Load shaders now 20.12.2022 12:15:42 [Notification] Loading shaders... 20.12.2022 12:15:42 [Notification] Loaded Shaderprogramm for render pass standard. 20.12.2022 12:15:43 [Notification] Loaded Shaderprogramm for render pass particlescube. 20.12.2022 12:15:43 [Notification] Loaded Shaderprogramm for render pass particlesquad. 20.12.2022 12:15:43 [Notification] Loaded Shaderprogramm for render pass sky. 20.12.2022 12:15:43 [Notification] Loaded Shaderprogramm for render pass nightsky. 20.12.2022 12:15:43 [Notification] Loaded Shaderprogramm for render pass woittest. 20.12.2022 12:15:43 [Notification] Loaded Shaderprogramm for render pass transparentcompose. 20.12.2022 12:15:43 [Notification] Loaded Shaderprogramm for render pass debugdepthbuffer. 20.12.2022 12:15:43 [Notification] Loaded Shaderprogramm for render pass helditem. 20.12.2022 12:15:43 [Notification] Loaded Shaderprogramm for render pass chunkopaque. 20.12.2022 12:15:43 [Notification] Loaded Shaderprogramm for render pass chunkliquid. 20.12.2022 12:15:43 [Notification] Loaded Shaderprogramm for render pass decals. 20.12.2022 12:15:43 [Notification] Loaded Shaderprogramm for render pass final. 20.12.2022 12:15:43 [Notification] Loaded Shaderprogramm for render pass gui. 20.12.2022 12:15:43 [Notification] Loaded Shaderprogramm for render pass blur. 20.12.2022 12:15:43 [Notification] Loaded Shaderprogramm for render pass chunktransparent. 20.12.2022 12:15:43 [Notification] Loaded Shaderprogramm for render pass findbright. 20.12.2022 12:15:43 [Notification] Loaded Shaderprogramm for render pass chunktopsoil. 20.12.2022 12:15:43 [Notification] Loaded Shaderprogramm for render pass godrays. 20.12.2022 12:15:43 [Notification] Loaded Shaderprogramm for render pass autocamera. 20.12.2022 12:15:43 [Notification] Loaded Shaderprogramm for render pass blockhighlights. 20.12.2022 12:15:43 [Notification] Loaded Shaderprogramm for render pass wireframe. 20.12.2022 12:15:43 [Notification] Loaded Shaderprogramm for render pass entityanimated. 20.12.2022 12:15:43 [Notification] Loaded Shaderprogramm for render pass luma. 20.12.2022 12:15:43 [Notification] Loaded Shaderprogramm for render pass blit. 20.12.2022 12:15:44 [Notification] Loaded Shaderprogramm for render pass particlesquad2d. 20.12.2022 12:15:44 [Notification] Loaded Shaderprogramm for render pass shadowmapentityanimated. 20.12.2022 12:15:44 [Notification] Loaded Shaderprogramm for render pass shadowmapgeneric. 20.12.2022 12:15:44 [Notification] Loaded Shaderprogramm for render pass texture2texture. 20.12.2022 12:15:44 [Notification] Loaded Shaderprogramm for render pass celestialobject. 20.12.2022 12:15:44 [Notification] Loaded Shaderprogramm for render pass guitopsoil. 20.12.2022 12:15:44 [Notification] Loaded Shaderprogramm for render pass colorgrade. 20.12.2022 12:15:44 [Notification] Loaded Shaderprogramm for render pass guigear. 20.12.2022 12:15:44 [Notification] Loaded Shaderprogramm for render pass ssao. 20.12.2022 12:15:44 [Notification] Loaded Shaderprogramm for render pass bilateralblur. 20.12.2022 12:15:44 [Notification] Loaded Shaderprogramm for render pass grass. 20.12.2022 12:15:44 [Notification] Loaded Shaderprogramm for render pass flowers. 20.12.2022 12:15:44 [Notification] Loaded Shaderprogramm for render pass shadowgrass. 20.12.2022 12:15:44 [Notification] Loaded Shaderprogramm for render pass shadowflowers. 20.12.2022 12:15:44 [Notification] Cached session key is valid, validating with server 20.12.2022 12:15:45 [Notification] Server validation response: Good 20.12.2022 12:15:45 [Notification] Will search the following paths for mods: 20.12.2022 12:15:45 [Notification] C:\Users\sukot\AppData\Roaming\Vintagestory\Mods 20.12.2022 12:15:45 [Notification] C:\Users\sukot\AppData\Roaming\VintagestoryData\Mods 20.12.2022 12:16:06 [Notification] Initialized GUI Manager 20.12.2022 12:16:06 [Notification] Initialized Server Connection 20.12.2022 12:16:06 [Notification] Server args parsed 20.12.2022 12:16:06 [Notification] GuiScreenConnectingToServer constructed 20.12.2022 12:16:06 [Notification] Server main instantiated 20.12.2022 12:16:23 [Notification] Processed server identification 20.12.2022 12:16:23 [Notification] Map initialized 20.12.2022 12:16:23 [Notification] Received server assets 20.12.2022 12:16:23 [Notification] Loading and pre-starting client side mods... 20.12.2022 12:16:23 [Notification] Will search the following paths for mods: 20.12.2022 12:16:23 [Notification] C:\Users\sukot\AppData\Roaming\Vintagestory\Mods 20.12.2022 12:16:23 [Notification] C:\Users\sukot\AppData\Roaming\VintagestoryData\Mods 20.12.2022 12:16:23 [Notification] Found 5 mods (0 disabled) 20.12.2022 12:16:23 [Notification] Mods, sorted by dependency: clothbag, CropQuality, game, creative, survival 20.12.2022 12:16:23 [Notification] Instantiated 77 mod systems from 5 enabled mods 20.12.2022 12:16:23 [Notification] Done loading and pre-starting client side mods. 20.12.2022 12:16:23 [Notification] External Origins in load order: modorigin@C:\Users\sukot\AppData\Roaming\Vintagestory\assets\creative\, modorigin@C:\Users\sukot\AppData\Roaming\Vintagestory\assets\survival\, mod@clothbag.zip, mod@CropQuality.zip 20.12.2022 12:16:23 [Notification] Found 1 external assets in category lang 20.12.2022 12:16:23 [Notification] Found 8 external assets in category patches 20.12.2022 12:16:23 [Notification] Found 43 external assets in category config 20.12.2022 12:16:23 [Notification] Found 24 external assets in category worldproperties 20.12.2022 12:16:23 [Notification] Found 326 external assets in category sounds 20.12.2022 12:16:23 [Notification] Found 2694 external assets in category shapes 20.12.2022 12:16:23 [Notification] Found 13 external assets in category shaders 20.12.2022 12:16:23 [Notification] Found 0 external assets in category shaderincludes 20.12.2022 12:16:23 [Notification] Found 4490 external assets in category textures 20.12.2022 12:16:23 [Notification] Found 63 external assets in category music 20.12.2022 12:16:23 [Notification] Found 17 external assets in category dialog 20.12.2022 12:16:23 [Notification] Found 0 external assets in category compatibility 20.12.2022 12:16:23 [Notification] Reloaded lang file now with mod assets 20.12.2022 12:16:23 [Notification] JsonPatch Loader: 2 patches total, no issues 20.12.2022 12:16:23 [Notification] Received 1 item types from server 20.12.2022 12:16:23 [Notification] Loaded 2 block types from server 20.12.2022 12:16:23 [Notification] Collected 1 shapes to tesselate. 20.12.2022 12:16:24 [Notification] Composed 1 4096x4096 entities texture atlases from 1 textures (last textureid = 206) 20.12.2022 12:16:24 [Notification] Composed 1 4096x4096 items texture atlases from 1 textures (last textureid = 207) 20.12.2022 12:16:24 [Notification] Reloaded sounds, now with mod assets 20.12.2022 12:16:24 [Notification] Composed 1 4096x4096 blocks texture atlases from 25 textures (last textureid = 208) 20.12.2022 12:16:24 [Warning] Failed resolving a blocks itemdrop or smeltedstack with code game:ingot-copper in [FromBytes] 20.12.2022 12:16:24 [Warning] Failed resolving a blocks itemdrop or smeltedstack with code game:ingot-zinc in [FromBytes] 20.12.2022 12:16:24 [Warning] Failed resolving a blocks itemdrop or smeltedstack with code game:ingot-bismuth in [FromBytes] 20.12.2022 12:16:24 [Warning] Failed resolving a blocks itemdrop or smeltedstack with code game:ingot-bismuthbronze in [FromBytes] 20.12.2022 12:16:24 [Warning] Failed resolving a blocks itemdrop or smeltedstack with code game:ingot-copper in [FromBytes] 20.12.2022 12:16:24 [Warning] Failed resolving a blocks itemdrop or smeltedstack with code game:ingot-silver in [FromBytes] 20.12.2022 12:16:24 [Warning] Failed resolving a blocks itemdrop or smeltedstack with code game:ingot-gold in [FromBytes] 20.12.2022 12:16:24 [Warning] Failed resolving a blocks itemdrop or smeltedstack with code game:ingot-blackbronze in [FromBytes] 20.12.2022 12:16:24 [Warning] Failed resolving a blocks itemdrop or smeltedstack with code game:ingot-zinc in [FromBytes] 20.12.2022 12:16:24 [Warning] Failed resolving a blocks itemdrop or smeltedstack with code game:ingot-copper in [FromBytes] 20.12.2022 12:16:24 [Warning] Failed resolving a blocks itemdrop or smeltedstack with code game:ingot-brass in [FromBytes] 20.12.2022 12:16:24 [Warning] Failed resolving a blocks itemdrop or smeltedstack with code game:ingot-lead in [FromBytes] 20.12.2022 12:16:24 [Warning] Failed resolving a blocks itemdrop or smeltedstack with code game:ingot-tin in [FromBytes] 20.12.2022 12:16:24 [Warning] Failed resolving a blocks itemdrop or smeltedstack with code game:ingot-leadsolder in [FromBytes] 20.12.2022 12:16:24 [Warning] Failed resolving a blocks itemdrop or smeltedstack with code game:ingot-copper in [FromBytes] 20.12.2022 12:16:24 [Warning] Failed resolving a blocks itemdrop or smeltedstack with code game:ingot-lead in [FromBytes] 20.12.2022 12:16:24 [Warning] Failed resolving a blocks itemdrop or smeltedstack with code game:ingot-molybdochalkos in [FromBytes] 20.12.2022 12:16:24 [Warning] Failed resolving a blocks itemdrop or smeltedstack with code game:ingot-silver in [FromBytes] 20.12.2022 12:16:24 [Warning] Failed resolving a blocks itemdrop or smeltedstack with code game:ingot-tin in [FromBytes] 20.12.2022 12:16:24 [Warning] Failed resolving a blocks itemdrop or smeltedstack with code game:ingot-silversolder in [FromBytes] 20.12.2022 12:16:24 [Warning] Failed resolving a blocks itemdrop or smeltedstack with code game:ingot-tin in [FromBytes] 20.12.2022 12:16:24 [Warning] Failed resolving a blocks itemdrop or smeltedstack with code game:ingot-copper in [FromBytes] 20.12.2022 12:16:24 [Warning] Failed resolving a blocks itemdrop or smeltedstack with code game:ingot-tinbronze in [FromBytes] 20.12.2022 12:16:24 [Notification] Server assets loaded 20.12.2022 12:16:24 [Notification] Blocks tesselated 20.12.2022 12:16:24 [Fatal] System.NullReferenceException: Object reference not set to an instance of an object. at Vintagestory.ServerMods.ModStdWorldGen.LoadGlobalConfig(ICoreServerAPI api) in C:\Users\Tyron\Documents\vintagestory\game\VSSurvivalMod\Systems\WorldGen\Standard\ModStdWorldGen.cs:line 22 at Vintagestory.ServerMods.GenSnowLayer.initWorldGen() in C:\Users\Tyron\Documents\vintagestory\game\VSSurvivalMod\Systems\WorldGen\Standard\ChunkGen\92.GenSnowLayer.cs:line 50 at Vintagestory.Server.ServerSystemSupplyChunks.LoadWorldgenHandlerAndSpawnChunks() in C:\Users\Tyron\Documents\vintagestory\game\VintagestoryLib\Server\Systems\World\LoadThread\SupplyChunks.cs:line 1189 at Vintagestory.Server.ServerMain.EnterRunPhase(EnumServerRunPhase runPhase) in C:\Users\Tyron\Documents\vintagestory\game\VintagestoryLib\Server\ServerMain.cs:line 575 at Vintagestory.Server.ServerMain.Launch() in C:\Users\Tyron\Documents\vintagestory\game\VintagestoryLib\Server\ServerMain.cs:line 505 at Vintagestory.Client.ClientProgram.ServerThreadStart() 20.12.2022 12:16:52 [Notification] Finished fully loading sounds (async) 20.12.2022 12:17:04 [Notification] Window was resized to 1920 1017, rebuilding framebuffers... 20.12.2022 12:17:04 [Notification] (Re-)loaded frame buffers 20.12.2022 12:17:04 [Notification] Window probably resized, recalculating dialog bounds and recomposing startingspserver... not sure if this is the same but it was created the same way.
  10. sorry, yes I just clipped the part that showed it fail and show the fatal error, the rest looked like it loaded fine but I'll try to get the full log.
  11. I want to know what this means so I can fix it. 18.12.2022 03:39:51 [Fatal] System.NullReferenceException: Object reference not set to an instance of an object. at Vintagestory.ServerMods.ModStdWorldGen.LoadGlobalConfig(ICoreServerAPI api) in C:\Users\Tyron\Documents\vintagestory\game\VSSurvivalMod\Systems\WorldGen\Standard\ModStdWorldGen.cs:line 22 at Vintagestory.ServerMods.GenSnowLayer.initWorldGen() in C:\Users\Tyron\Documents\vintagestory\game\VSSurvivalMod\Systems\WorldGen\Standard\ChunkGen\92.GenSnowLayer.cs:line 50 at Vintagestory.Server.ServerSystemSupplyChunks.LoadWorldgenHandlerAndSpawnChunks() in C:\Users\Tyron\Documents\vintagestory\game\VintagestoryLib\Server\Systems\World\LoadThread\SupplyChunks.cs:line 1189 at Vintagestory.Server.ServerMain.EnterRunPhase(EnumServerRunPhase runPhase) in C:\Users\Tyron\Documents\vintagestory\game\VintagestoryLib\Server\ServerMain.cs:line 575 at Vintagestory.Server.ServerMain.Launch() in C:\Users\Tyron\Documents\vintagestory\game\VintagestoryLib\Server\ServerMain.cs:line 505 at Vintagestory.Client.ClientProgram.ServerThreadStart() 18.12.2022 03:40:24 [Notification] Finished fully loading sounds (async)
  12. I was going to make it myself but for some reason I can't get this one working. I Started off by simply added an extra drop for Flax and was going to expand to all other farmable crops. basically Its just making it so that when you harvest your crops you have a chance to get a new seed for the same crop that is improved by making it grow faster, using less nutrients, increased temperature tolerance, and yielding slightly more resources. if you got an improved seed it would have a chance to produce an even better seed. the chance of getting the improved seed is low but can be repeated up to 10 times. kind of like the minecraft mod that allows you to increase your crops to 10/10/10 but it would be more like 10/10/10/10 respectively to each trait of the crop, Growth speed, Nutrient requirements, Temperature tolerance, and Production. instead of making it have many traits I was simply going to improve everything a little with each advancement. you would start off with the basic vanilla seed that when you harvest the plant you had a small chance to get an extra seed in addition to your normal yield the new seed would be a slightly improved version of the crop improving each characteristic; after and only after it's 100% done in it's final growth stage. harvesting it early would result in no improved seed chance but you would still have your vanilla chance of getting the normal seed for that crop.
  13. a simple mod that simply adds a purple linen bag that can be crafted super early game with nothing more than 1 flax fiber and 1 cattail. easy, early game bag to expand your storage by 9 slots. was going to change the recipe instead of leaving it as is. may change based on feed back in the future. clothbag.zip
  14. this is what I'm currently using but it only works when the items are put in the games survival folder in their respective folders the mod itself doesn't work an that's what I'm trying to get help with fixing and understanding. it will show the name and the icon in the mod list but the contents of the mod won't be in the game unless you copy the item recipe and texture and paste them in the respective folders in the survival folder of the game itself. just double tested it. works perfectly fine when I copy past clothbag in Vintagestory>assets>survival>itemtypes>bag clothbag in Vintagestory>assets>survival>recipes>grid clothbag in Vintagestory>assets>survival>textures>item>bag>clothbag respectively. Simply copy and past the 2 json files 1 for the item itself and 1 for the recipe and 2 textures 1 for the linen/base and 1 for the top and it works even shows up in handbook crafting guide and everything. clothbag9.zip
  15. I was messing around again and notice one of the main reasons my old mods stop working instantly and why the uploads seem to have issues. though testing my mod on my end everything seems to work that's because I don't use proper mod etiquette. I would add stuff to the game directly then use the mod loader to pack it up into a mod and realized once I go into the game directly and remove my changes the mod stops working despite following the instruction of where to put the zip produced by the mod tool. lets take this simple bag that holds 9 items and is easy to craft and rather simple to get early on. loading the zip the mod won't work. because of how it's written. I didn't reference game: or clothbag: to direct where to get the files because when making the mod I made it directly in the game files itself. I would like to understand proper modding etiquette to use game: and modid: to direct where to find the files. here are the files that make up this mod. folder TestBagCloth>itemtypes>bag { code: "clothbag", maxstacksize: 1, shape: { base: "item/bag/linensack" }, behaviors: [{ name: "GroundStorable", properties: { layout: "SingleCenter", collisionBox: { x1: 0.25, y1: 0, z1: 0.25, x2: 0.75, y2: 0.375, z2: 0.75 }}}], textures: { "linen": { base: "item/bag/clothbag/linen" }, "top": { base: "item/bag/clothbag/top" } }, storageFlags: 2, creativeinventory: { "general": ["*"], "items": ["*"] }, guiTransform: { translation: { x: 0, y: 0, z: 0 }, rotation: { x: -25, y: 23, z: 180 }, origin: { x: 0.5299, y: 0.23, z: 0.5 }, scale: 2.7, rotate: true }, fpHandTransform: { translation: { x: 0, y: 0, z: 0.2 }, rotation: { x: 47, y: -80, z: 33 }, scale: 1.61 }, tpHandTransform: { translation: { x: -0.7, y: -0.5, z: -0.6 }, rotation: { x: -4, y: 47, z: -17 }, scale: 0.81 }, groundTransform: { translation: { x: 0, y: 0, z: 0 }, rotation: { x: 180, y: 33, z: -180 }, origin: { x: 0.5, y: 0, z: 0.5 }, scale: 4 }, attributes: { backpack: { quantitySlots: 9 } } } TestBagCloth>recipes>grid { ingredientPattern: "T L", ingredients: { "T": { type: "item", code: "flaxfibers" }, "L": { type: "item", code: "cattailtops" } }, width: 1, height: 2, output: { type: "item", code: "clothbag" } } when making the code I made and tested it in Roaming>Vintagestory>assets>survival>itemtypes>bag>clothbag { code: "clothbag", maxstacksize: 1, shape: { base: "item/bag/linensack" }, behaviors: [{ name: "GroundStorable", properties: { layout: "SingleCenter", collisionBox: { x1: 0.25, y1: 0, z1: 0.25, x2: 0.75, y2: 0.375, z2: 0.75 }}}], textures: { "linen": { base: "item/bag/clothbag/linen" }, "top": { base: "item/bag/clothbag/top" } }, storageFlags: 2, creativeinventory: { "general": ["*"], "items": ["*"] }, guiTransform: { translation: { x: 0, y: 0, z: 0 }, rotation: { x: -25, y: 23, z: 180 }, origin: { x: 0.5299, y: 0.23, z: 0.5 }, scale: 2.7, rotate: true }, fpHandTransform: { translation: { x: 0, y: 0, z: 0.2 }, rotation: { x: 47, y: -80, z: 33 }, scale: 1.61 }, tpHandTransform: { translation: { x: -0.7, y: -0.5, z: -0.6 }, rotation: { x: -4, y: 47, z: -17 }, scale: 0.81 }, groundTransform: { translation: { x: 0, y: 0, z: 0 }, rotation: { x: 180, y: 33, z: -180 }, origin: { x: 0.5, y: 0, z: 0.5 }, scale: 4 }, attributes: { backpack: { quantitySlots: 9 } } } Roaming>Vintagestory>assets>survival>recipes>grid>clothbag { ingredientPattern: "T L", ingredients: { "T": { type: "item", code: "flaxfibers" }, "L": { type: "item", code: "cattailtops" } }, width: 1, height: 2, output: { type: "item", code: "clothbag" } } Roaming>Vintagestory>assets>survival>textures>item>bag>clothbag custom images for top and bottom located here with that I understand that is why the mod doesn't work when simply dropping the mod zip in the mod folder. I guess I'm trying to understand when/where to put a directory like game: or clothbag: respective to if the referenced file is an original game file or modded file like would I do shape: { base: "game:/item/bag/linensack" }, instead of shape: { base: "item/bag/linensack" }, and for texture would I use textures: { "linen": { base: "clothbag:/item/bag/clothbag/linen" }, "top": { base: "clothbag:/item/bag/clothbag/top" } }, instead of textures: { "linen": { base: "item/bag/clothbag/linen" }, "top": { base: "item/bag/clothbag/top" } }, and for recipe what would I do? it works fine in the folder directly; Roaming>Vintagestory>assets>survival>recipes>grid>clothbag { ingredientPattern: "T L", ingredients: { "T": { type: "item", code: "flaxfibers" }, "L": { type: "item", code: "cattailtops" } }, width: 1, height: 2, output: { type: "item", code: "clothbag" } } should it be.... { ingredientPattern: "T L", ingredients: { "T": { type: "item", code: "game:/flaxfibers" }, "L": { type: "item", code: "game:/cattailtops" } }, width: 1, height: 2, output: { type: "item", code: "clothbag:/clothbag" } } instead? a long time back I read some post talking about this very thing but I didn't follow it because It seemed to work just fine the way I was doing it. that was until I tried uploading it and found out that using the mod program that finds the changes and puts them in it's own file for the mods folder didn't really have the same effect as the files themselves. I did a lot of different clay colors world generation new trees berry bushes crops feed and a number of other things all of which worked fine on my end when trying to play the game but it wasn't until I uploaded them I found out they didn't really work on their own as intended and if I went into the game and deleted the files I changed just what I added to them and put a generated zip in either mod folder it still wouldn't work and I didn't fully understand why at least it didn't fully sink in at the time. so despite this being super long I wanted to make sure I gave plenty of information to hopefully get the best results in replies instead of a random generalization. so if someone could point me to where this is explained I'd appreciate it. or you could just re explain it here but I think it would be easier if the old forum still exist that explains this in good detail I'd appreciate it. for some reason the block tutorial just doesn't seem to give me the information I need as well as I'd hope. I did follow it but it doesn't seem to work with what I'm doing and I know a good guide is already out there I just forgot where it's at and how to find it. ClothBag.zip
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