Jump to content

Sukotto82

Vintarian
  • Posts

    133
  • Joined

  • Last visited

Everything posted by Sukotto82

  1. what I have of my old mod that I was trying to fix but I'm a bit overwhelmed at the moment with a lot of other non game related things. these are the files I had most of it used to work at one point but I don't have the time to go through it all over again. feel free to look at what I was trying to do and to try getting it functioning again if you like. at the very least I had hoped to get the clay spawning and everything related to the clay working. it was working but spawned in every biome instead of only certain ones. though the clay patches spawned well and it mostly all worked exception of a mold I was working on. an example of where I wanted the clay to spawn is this. when you walk around you find little stones on the surface depending on what biome your in the stones change. sometimes they would be basalt stones others chert and so on I wanted the related clay to only spawn in the biomes you found there respective stones spawning on the surface. if anyone wants to take this and try getting it functioning go ahead. there are a bunch of textures and stuff already done. since a most of it was already working in previous versions of the game the fixes shouldn't be too hard for anyone knowing what they are doing. It might even be simpler than I think. Clay+Misc.zip
  2. yeah I did a patch as well as had completely new stuff but something I think it was the transition between 1.12 to 1.13 or 1.13 to 1.14 the way a name was written changed that broke some things. example changing clay_blue to blue_clay (not actually the word changed but just an example) broke everything that referenced clay_blue. I don't know what changed between when I was on and now I didn't have my pc for a while and just recently connected it back up though not in a great place but I can use it now and I was going to finish fixing a few things and found nothing is working. everything got broke again lol. now I need to start all over with a tutorial and try figuring out how to fix the parts of my mod I had working that are not working anymore.
  3. I was wondering is there a way to update your mod data. everytime there is an update say from 1.13.xx to 1.14.xx and from 1.14.xx to 1.15.xx every time it breaks everything I had working before and I don't know how to update it because I'm not sure what's breaking it all the time when they worked prior to the updates. I basically need to restart them from scratch everytime. is this why a lot of mods don't get updated for most games like the capsule mod for an example for minecraft it's open source so you can update it yourself if you know how I like that mod but it doesn't work in current windows 10 version of minecraft. are problems like this why lots of mods take so long to get up to date and why they usually only updated every few updates rather than every update? I do know that it's a game that is still in development and it will continue changing. I would just like to know of a way to keep my mods up to date instead of remaking them from scratch every time there is an update I can spend more time working on things I haven't finished rather than redoing everything that was previously done and working in the previous version.
  4. Would be good for me because I'm on console more than pc sometimes but more so in my current circumstances where I took down my pc set up in my spare room because my cousin needed a place to go while waiting for his place to get replaced or finds a new place. As such I haven't been on pc lately. I'm afraid to set it up in the living room because there 5 yo is a destructive monster. When they move back out I'll need to replace my carpet chairs and table. I don't need him spilling something inside my computer too lol.
  5. I didn't think so but figured it couldn't hurt to ask.
  6. Will vintage story ever be on consoles or is it going to remain strictly a pc game?
  7. There was quite a few things working last I played. There was an issue with an update that broke a lot of things. I haven't been on pc in a while since my cousin needed a place to stay for a while I took out my computer setup and have not been in touch. As for what this does that was working last I checked is added a ton of new colors of clay, clay deposits and clay objects. Added a couple new crops and corresponding seeds a backpack with more carrying capacity A couple new trees saplings and wood items that are colorful. Colorful clay water, colorful sand, sandstone and more colorful clay blocks Things that were in but not working are a new mold for an earlier version of a tool that I felt you should have access to earlier in game not need to wait for iron to make so a copper variant as well as a new napping recipe with flint and obsidian for a stone variant for that tool. The knapping recipe and item was working but not the mold for it. I was working on it and I had some help with it but didn't get to finish it. I'll work on getting things fixed as soon as my cousin moves out and I get my computer set back up. Hopefully a lot of it still works if not I'll start it all over but I'll still have the textures and icons done so I'll see if it needs completely redone or not. Sorry I haven't been active here just remembered I could post from my phone otherwise I would have responded much sooner. I will make a short video, I believe I actually did make a short video but I'm pretty sure I did post several screenshots of the new clay and various related items but if I'm remembering incorrectly I will post some when I get my computer room back up and running.
  8. I did. that's why I'm confused why it's not working. I updated the zip to the file with game: on the overlays when I first posted it, it was without game: on overlays because when game: didn't work I removed it to see if that worked but still didn't work but the one with game: is now placed I removed the one without game: on overlays. thanks for helping out. I took a short break from Kenshi and came back to what you said in a more literal since putting game: before overlays so this, game:overlays: ["block/plant/grasscoverage/inventory/side_{grasscoverage}"] instead of this, overlays: ["game:block/plant/grasscoverage/inventory/side_{grasscoverage}"] and the one that literally puts game: before overlays: broke the whole so that the textures weren't even showing up when placed down so I reverted it back to, overlays: ["game:block/plant/grasscoverage/inventory/side_{grasscoverage}"] it shows correctly on the ground when placed but still not in hand, inventory or creative menu.
  9. I'm rewriting my entire mod trying to get things working properly messing with stuff in mod folder only, even started a new test mod for testing how to get things working focusing on just 1 type of clay instead of rewriting all 15 types and all the claymolds clayforming and everything all at once I'm attacking it 1 small step at a time. and when working on the mod in the mod folder instead of within the games files directly I ran into an issue I never had before where a block will show proper texture when placed in the world but not when in you inventory or in the creative menu. some feed back on this would be appreciated. thank you. I tried both.. creativeinventory: { "general": ["*"], "terrain": ["*"] }, replaceable: 700, resistance: 3.5, textures: { all: {base: "block/soil/basaltclay"}, snowed: {base: "game:block/plant/grasscoverage/snow/normal"}, specialSecondTexture: {base: "game:block/plant/grasscoverage/{grasscoverage}"} }, texturesInventory: { down: {base: "block/soil/basaltclay"}, horizontals: { base: "block/soil/basaltclay", overlays: ["block/plant/grasscoverage/inventory/side_{grasscoverage}"] }, up: { base: "block/soil/basaltclay", overlays: ["block/plant/grasscoverage/inventory/top_{grasscoverage}"] } }, and creativeinventory: { "general": ["*"], "terrain": ["*"] }, replaceable: 700, resistance: 3.5, textures: { all: {base: "block/soil/basaltclay"}, snowed: {base: "game:block/plant/grasscoverage/snow/normal"}, specialSecondTexture: {base: "game:block/plant/grasscoverage/{grasscoverage}"} }, texturesInventory: { down: {base: "block/soil/basaltclay"}, horizontals: { base: "block/soil/basaltclay", overlays: ["game:block/plant/grasscoverage/inventory/side_{grasscoverage}"] }, up: { base: "block/soil/basaltclay", overlays: ["game:block/plant/grasscoverage/inventory/top_{grasscoverage}"] } }, I tried this one with game: for the overlays and specialSecondTextures: but neither of them worked but the block shows the textured just find in game. sorry the screen shot was taken as it was starting to turn night but the texture is correct on the blocks placed down but for some reason not for the inventory or creative menu or the handbook guid it just shows the white square with a red ?. claytest.zip up to this point everything else seems to be working. I have not added the clay forming and recipes for the different molds and stuff with the new clay type yet but that's because I'm taking it one step at a time. after I solve this issue I'll add the other 14 clay types and if everything at that point is working then I'll start adding clay forming and recipes. but I'm trying to take it 1 step at a time and just get it working.
  10. I've made a mod and it's pretty much done I have a few things to work out but the issue is it's not sharable. the way I made it is I made everything in the actual games roaming>vintagestory>assets>survival path and just added and modified what I wanted in their respective folders. but when I used the mod creator to make it into a mod.zip it doesn't seem to work for people. I know it's bad practice madding in this way to begin with but I started all over from scratch using the tutorial on the wiki basics adding a block, mygoldblock and I went through that and did the tutorial and it doesn't work. here is the zip from it. mygoldblock.zip this is the first tutorial for a basic block and it doesn't work. also here is my mod that I made that also doesn't work for others but works fine for me until I zip it all up and try sharing it. ClayMisc.zip I wanted to follow a basic tutorial to get the tutorial mod working so I could rewrite my mod to get it working but the tutorial mod doesn't work so now I don't know what to do. if there is any good step by step from beginning to end tutorials that would work I'd like to see it thank you. I seen the one on the same tutorial for the goldblock/shinyblock but it's in Russian and I only know English. this is the tutorial I followed https://wiki.vintagestory.at/index.php?title=Modding:Basic_Block I did up to the testing distributing part and that is when I found the mod doesn't work. I didn't go any further to the advanced properties part yet since the first part doesn't work. did I overlook or skip something and that's why it doesn't work? ========================================================================================================================== I went ahead and finished the whole thing. but still not working. I feel I either missed something or it doesn't work with the current version (1.14.2) of the game. here is my attempt at the myshinyblock tutorial myshinyblock.zip ok, I think I figured out my issue. I'm not sure if I'm just having a crazy day or what but it seems if you don't add "modid": to your mod info you need to add mod to the end of your zip folder but if you include a "modid": in your mod info then you just need to make sure the zip name matches your mod id name. I didn't know this and I just named the zip my mod id name without specifying the mod id in the mod info and I didn't add mod at the end of the name of the zip folder so it didn't work. as soon as I added mod to the end of the zip folder name it worked then I added modid to the mod info area and took off the mod part and now it works.
  11. I would prefer to add soemthing to the texture that changes color based on the clay used but I'm hoping I don't need to make 15 new recipes for each color in order for it to work. there should be a way to recall the color of clay used for the clayforming since that works and implement that color to the raw mold and in extension to the ceramic colors. I have raw ceramic and ceramic wide varients of each color. just need to get the game to show proper colors.
  12. I have a mod called Clay+Misc that adds 15 new colors of clay I would like to know how you added the colors to the molds so I may implement it in my mod. I've been working on it for a while and I can't seem to get the raw and burned ceramics to take on proper color. I thought I would simply add clay*-type instead of blueclay for the raw claymolds and other ceramics but it doesn't seem to work. the clay forming works with all 15 new colors as well as showing the clayforming of the proper color but once it's complete it shows as a blue clay texture. I know where the texture is for them but don't know exactly how to write the line to represent the color used for the the clayforming to be represented in the raw clay.
  13. thanks. I've been trying to add this as well as other things to meals. but couldn't figure the meals/bowl texture thing and meal recipes out. I tried but I don't think it worked. if you would be willing to check out my Clay+Misc mod and give feedback on how to implement my purrberry and blueraspberry as ingredients for meals with related textures that would be great. they can currently be used as fruit in normal meals but they don't have a texture and I want the purrberry to add an improved healing effect to the meal or at the very least healing =to the healing of the berries themselves much like the red mushroom does damage even when in meals I want them to heal when in meals. I'd appreciate the feedback if you would.
  14. so would this work with my Clay+Misc mod or do I need to finish cleaning it up and replacing everything in a more traditional mod form to work? right now it's only released as it is made using the mod maker provided by VS and as result it doesn't transfer textures so I opened the mod zip it created and added the texture folder manually, other than that it is however the mod maker makes it. I haven't gotten any feed back so I don't know if my mod even works for other people as of right now. it works for me but that's because I have the original JSON that I added in the vanilla Roaming > Vintagestory > assets > survival folder and everything is working on my end except the poring of the saw mold and I'm working on that. I'll be re-writing the whole thing in a proper mod folder using the game: reference line and everything but right now it's being hard to make work that way. it works best right in the folders themselves but I'm still learning and working on it. I wish it was as easy as modding 7 days to die and simply have a UIAtlases for my textures and a mod folder with <mymodname> <append xpath="/items"> put all the new items I want to add between here then close it with </append> </mymodname> this would be so much easier but this whole JSON thing is new to me and I'm still trying to figure it out.
  15. If someone else wants to tackle it . here is what I was thinking. harvest with a knife like you would a dead animal if the mushroom has already been harvested then you would only get mushroom stims that would be able to be placed where you want them. if it has not been harvested it would drop both a mushroom for harvesting it as well as a second item the mushroom stim. each mushroom would only drop 1 mushroom stim and only if you harvest the stims with a knife or shovel or some tool of your choice. this would make it so you can't just plant the mushroom caps and wouldn't make more mushrooms as people might thing that's too much rather it would simply allow you to move the mushrooms location and if someone does add a mushroom spread feature then you could then make a farm to produce more mushrooms if you want. alternatively you could simply remove the creative tag for shift planting the mushrooms and you could harvest and replant mushrooms that way. this is the way I would do it because it would be the easiest as it's already in the game you just need to pop into creative to do it at the moment. simply remove the creative to plant only tag and that would be what I would do if I knew how.
  16. Not to mention the mechanical enemies and translocators, heck we don't even have transportation tech now so the game clearly takes place later in history than we are today, so it would be more appropriate to say in the future rather than in history because clearly there are tech far beyond anything we have commonly done even today. as for mass mushroom farming I'm more looking at mushroom relocation rather than growing new mushrooms, more simply move mushrooms from where they are to where I want them even if they don't spread in any way. I kinda like the ida of mushrooms spreading like in minecraft so if that is the rout they want to go then that's fine. if someone else doesn't do it I'll try to look into how to remove the creative mode only tag for planting mushrooms but I'd rather someone else do it since I don't know how and I'm still trying to learn how to work with what I've already done. I don't even know if my mod Clay+Misc works for people who download it. I've gotten no feedback yet. and for good reason I clearly let people know I'm new to modding and not sure if I even did it right and so it's only got 4 downloads and I'm guessing those 4 downloads were from those who have helped me make it.
  17. okay. my mod mostly focuses on clay but I have custom wood types but if the code specifically list certain types of wood like pine, oak, maple, birch ex, instead of referencing wood* in general then then my wood type would not have variants in your mod but if you reference wood in general then my types of wood would have a variant.
  18. does this reference wood or allowed variant's? wondering because if it references wood isntead of allowed variants it will be compatible with my my and it would have more colors of wood but if it references allowed variants then it will not work with my mod without making changes to the allowed variants. also it has a + at the end of the version so does that mean it works with 1.14.2 game version?
  19. I'll leave that up to jakecool19 since they are already working on a mod related to this. up to them what they decide to do with it but I'm not good enough for adding new mechanics to the game. I haven't touched the coding only messed with some of the JSON. files with my Clay+Misc. mod and I'm still learning. I need to rewrite my entire mod for right now I do everything in the roaming>vintagestory>assets>survival folder and then use the mod maker to create the zip for the mod then I unzip the mod add a textures folder with the textures to it then re zip it and put it up on the mod released forum. I need to start doing things in a mod folder instead of the games asset>survival folder and get used to using game: reference before everything related to vanilla assets so adding a new growing mechanic like spreading berry bushes or something is currently beyond what I can do lol.
  20. I'll have to keep an eye on this. I hope someone gets back to you with something. I too would like to do something similar. I made the stove craftable in game and though I would rather have a custom UI; being able to add the firepit window to the stove to give it some function for now would be better than nothing and make the stove usable rather than just decoration.
  21. any thoughts on giving the miner a special helmet recipe that allows them to craft a mining helmet that doubles as a lantern rather than actually needing to hold onto a lantern?
  22. how does mod compatibility work? I seen someone ask about compatibility with more variants. once I get my own mod cleaned up and better layed out with proper references as aposed to doing everything in the base games own assets>survival folders and everything I was wondering how would I make my mod compatible because I add 15 new stairs and slabs from clay bricks and plan to add even more variety later by similar method to making stone bricks but with clay instead allowing for yet even more building material options and it would be cool If I could understand how compatibility works and set my mod up in such a way it will be more friendly and compatible with other mods that effect some of the same or similar things. like your better stairs mod for example. also. thank you very much for the help you have been providing me with when it comes to my own mod. thank you very much.
  23. I've noticed if your in creative you can simple shift right-click with mushrooms in your had and it will plant it on the ground. I was thinking about being able to shift harvest mushroom stims to simply be able to move them by added a new item called mushroom stim that you could shift click to plant by removing making it so you can plant it in survival without being in creative. it's simple and as mentioned they are not a vary good food source compared to other crops. I'm one of those annoying Minecraft players that have an auto farm and auto sorting system for every farmable crop and item in the game even if I don't use most of them at all. some farms are simply there just to be there. I don't actually use them all. I wish there was a way to auto sort items in VS that would be one of the best things ever to me. I was going to add a way to grow berry bushes in my mod but when I seen this mod I decided not to do it. it would have been done differently. it would make all berry bushes have the ability to stack 2 bushes high and what would happen is when you plant just the one bush on the bottom above it would grow a small bush that would get bigger overtime until full size then it would become farmable. you could then break the top bush and place it down then you would have the two bushes start growing a new bush on top of each of them. I don't remember what mod it was. I want to think it was a pam's harvest craft mod but not sure in Minecraft that make a berry bush spread and grow not only up but sideways too. I don't know the limits to how big these can get but it was something like that which game be the thought of doing something similar in VS. if I could simply remove the creative only tag for planting a mushroom down I would. it would be a very basic and simple mushroom farming option as a stand alone mod.
  24. updated zip with a bunch of fixes pretty much everything I've added and all vanilla aspects of the game should be fully functional now except sawblade mold still not letting you poor molted metal in it. there is a knapping version of the saw so I will fix the clay mold in the next update after I add some more stuff but everything I've added so far is now working.
  25. I seen someones revised version of this, I actaully have it and I like it quite a bit. glad you thought of it. combined with my own mod I can exploit the revised version of this if I really wanted to but don't at least not intentionally. the way they did it is you will always get a soil block when you break the farmland but the soil block you get will very on the nutrients in the farmland so if its at the default with no usage aka 25, 50, 65, or 80 (I think compost is 65). either way if it has less than it's full nutrients you get the highest soil block that matches the lowest nutrient so if you plant terra pretta and you dig it up and it has all 80s you will get 100% terra pretta soil drop, if its say 90-70-80 (90 due to fertilizer) you will get compost soil back. with my fertilizer mod you can make a super fertilzier that adds a slow release of nutrients 80-80-80 but it is really slow so don't expect to get super soil lol but it will help keep you farming with less rotations and if you take a medium soil block till it fertilize it until it has over 80 in each nutrient you can dig it up and get a terra pretta soil block. takes forever for soil to go up though and I think it drains faster if the nutrient is above the max the farmland naturally has so it's a little hard if you want to really try to exploit it. either way. I don't mind waiting for it to regen nutrients if it means I can dig it up and move. I'm glad you made this mod.
×
×
  • 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.