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Everything posted by Sukotto82
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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.
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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.
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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.
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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.
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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.
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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?
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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.
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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?
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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.
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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.
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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.
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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.
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this is a work in progress. there is much to be done still and I have much to learn to be able to do what I need to do but here is what I have so far. I'ts semi-playable some things don't work in it some things might be missing texutres, and though I haven't had any crashes since my last fixes it's possible it might crash your game. if this happens and you know why and maybe even how to fix it let me know and I'll be happy to fix it and add you to the contributors list. this is experimental. my very first mod for vintage story and my very first Json mod ever. names of items will be changed eventually nothing in this is final but gives an idea of what I've been working on the past couple weeks or so. lots of trial and error. being a complete noob I had to ask for help with many things and some people where gracious enough to help me out and I've added there names to the contributors section of the modinfo file. I know it's a mess and completely unfinished but let me know what you think about the idea. there is a very long list of things to get to but I'll only mention a few that you will likely notice right away that I am working on finding out how to fix. tree trunk on wrong tree, many barrel recipes not working (both vanilla and modded), saw mold not letting you poor, new tree spawning too frequently, clay not spawning in their respective biomes/areas, meals with modded food items not showing a texture (looks like an empty container), there are many more things not quite working right or as desired but I'm trying to figure it all out, I'm very new to this kind of modding and have a lot to learn. a few things I plan on adding as soon as I get everything already in the mod working properly are... colorful raw and baked clay respective to the type of clay used when clayforming, different color doors, trapdoors, shelves, barrels, chest, and a few other objects based on the material/wood used to craft them, extended birdnest treasure drops, 5+ more trees with new colors of wood, new colors of grass under special conditions, a couple skyrim inspired armors and weapons, 5 by 5 crafting grid interface when interacting with workbench with new recipes to craft, 4 input and 4 outputs for cooking in stove, stove wont go out due to rain and can cook 4 different items at the same time, new cooking recipes using stove specifically, loot bags from drifters with more loot and slightly higher chance of getting a drop (could just be a stone or piece of grass but at least it's something :o), barrel recipes that allow you to brighten or darken the colors of blocks for more varied building options, if I can figure out how to get it to work an overhead sprinkler system for irrigating crops in a 7x7 field to optimize growth, and a few other odds and ends that I come up with on the way. I hope the zip works. this is my first mod on here and not 100% sure I did it correctly. ===================================================================================================================================================== updated the clay+misc zip. when updating it to 1.14.2 a few things got messed up, I tried fixing most of them but there is still much to do but 1 quick easy fix I'm adding here is I forgot to add the clay types to the soil block json for generating the clay naturally. you could still use sand in barrel with water to convert it to clay of the same type as the sand used but it should spawn naturally as well and I forgot something with it. ===================================================================================================================================================== Fixed: tree trunk on wrong tree Fixed: many barrel recipes not working (both vanilla and modded) Fixed: a lot of other things I didn't previously mention that I didn't even know were broken when I uploaded the zip. Most everything in the game I've fixed except a few things, Not Fixed: saw mold not letting you poor Not Fixed: new tree spawning too frequently Not Fixed: clay not spawning in their respective biomes/areas (it spawns now. it wasn't before and I didn't realize it but it's fixed to the point it spawns but still not spawning in specific biomes like I want eventually but it's in there and working. Not Fixed: meals with modded food items not showing a texture (looks like an empty container) depending on what the meal is you might see something in the bowl or pot but not the modded items. the list of things I want to add eventually is still the same haven't knocked any of it out yet but I did fix everything that was broken in the game. everything now shows all textures nothing missing "except meals", all of the barrel recipes are now working properly (vanilla and modded) added the ability to craft clay into rawclay blocks and rawclay blocks back into clay no more having 4+ stacks of clay taking up precious inventory space now you can store 9 stacks worth of clay into 1 stack of rawclayblocks. don't place the raw clay blocks unless you want to lose some clay. it takes 9 to craft and only yields 1-5 I think when dug up witch is normal. clay water barrel recipe is now working properly but I don't have a use for the claywater yet but you can make it if you want. fixed all crashing (no more crashes as far as I know. let me know if you find something) Clay+Misc.zip
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I'm not sure how minecraft does it but with leather armor you can die them different colors and each time you die it with a color weather it's the same color or a different color it changes the tint of the color and you can get some pretty decent colors to it. not sure how to do it but something like the adjustment option in paint'net it keeps the texture but changes the color saturation and brightness. maybe like 7 days to die paintbrush allows you to copy a texture but then you would have a color wheel in that you adjust and it will change the color I forgot what game it is if I find it again I'll mention it but there is a game that has a paintbrush mechanic like I'm trying to describe however I'm failing miserably at describing it because I don't know the words or have the names of games to reference for what I'm trying to describe.
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How to create a knapping recipe
Sukotto82 replied to Foxhostyle's topic in [Legacy] Mods & Mod Development
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yeah first I need to figure out how to make an interface that will allow me to interact with it. I haven't tested it yet so now that I've cleaned up some of my files I'm about to test the crafting recipe to be able to craft it in survival. it's a simple grid recipe so it should work just fine.
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ok. I was thinking in regards to the whole heat thing how you need to build a bloomery to reach temperatures hot enough to make iron I thought maybe the bloomery added additional heat values to the fuel used to reach temperatures hot enough to allow for the iron conversion but perhaps it has nothing to do with heat at all and simply a crafting mechanic of the bloomery in which case I could forgo and do without the heat modifier in the furnace. as for the block json I'm just using the vanilla furnace it's already in creative and I just had to add a recipe to craft it. my folders are a mess at the moment but I'll share what I have for it so far. I'll just need a moment to find it and clean up some folders.
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of course I wouldn't but lets be real. there are people suing restaurants for serving food that they deem "cultural appropriation" so I don't put anything past people anymore.
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does this mean your going to add a paint brush item that will allow you to simply add an overlay on any existing block without the need to craft a custom texture for every item you can paint? if so this is pretty cool I was actually just making custom trees to serve a similar purpose as this mod to allow me to have colored planks but seeing you made this I don't need to and this seems a lot better than having a bunch of new trees and saplings and stuff to make new wood of new colors.
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Hi Rhonen. I was told to contact you about possibly getting help adding a new interface to an object because of this mod you made. I want to use the furnace in creative menu (I've already made a recipe for it to get it in survival) in survival to work much like the campfire but with the added benefit you can pick it back up and take it with you and place it back down without needing to recraft it as well as protection from rainfall and stuff so you can light it and let it burn with it outside even in the rain since everything would be inside the stone it would still light and burn regardless of weather also it would add a slight temperature boost to anything used for cooking in it for example lets say a stick heats up to 700c in campfire it would heat to 900 in furnace also have custom recipes that you can only cook/bake using the furnace that you can't do in campfire as well as still being able to do everything the campfire can do. was hoping you would be willing to teach me how to add a new interface and make this possible.
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I'm new to modding and no where near the level to even think about copy right issues but if I ever did get good at modding the only thing I would want would be to protect myself so if I made a really good mod someone else couldn't take it claim it's theirs put some tight copyright claim on it then try to sue me for using my own work simply because I didn't copyright it and they took it and copyrighted it. I'd love to have something I did be added to a game. if I didn't like a game I wouldn't bother making mods for it at all no matter how small and to have something I made be put into the official game would be amazing and I'd be all for it. I have special thanks in Starbound as well as have a character named after me in their game mostly for being a special contributor to the game when it first started off due to a package I purchased but something similar to that in a game maybe someplace in the credits have a special thanks to list for people who have been helpful to the development of the game would be all most people would ever want if nothing else so that if they say they helped with the game and someone doesn't believe them they can say yeah see there I am in the credits.
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How to create a knapping recipe
Sukotto82 replied to Foxhostyle's topic in [Legacy] Mods & Mod Development
I'd like a little more detail about this as I've had similar issues when trying to create a flint and stone-obsidian sawblade. everything looked like it worked I got no error messages but when I go to knap the sawblade head doesn't show up. { ingredient: { type: "item", code: "flint" }, pattern: [[ "__________", "___#______", "__##__#___", "___#__#___", "__##__##__", "___#__#___", "__##__##__", "___#__#___", "__##__##__", "__________" ]], name: "Flint sawblade", output: { type: "item", code: "sawblade-flint" } } { ingredient: { type: "item", code: "stone-*", name: "rock", allowedVariants: ["obsidian", "flint"] }, pattern: [[ "__________", "___#______", "__##__#___", "___#__#___", "__##__##__", "___#__#___", "__##__##__", "___#__#___", "__##__##__", "__________" ]], name: "stone sawblade", output: { type: "item", code: "sawblade-{rock}" } } I basically used the axe/hatchet as a guide and it too had obsidian and flint in the stone section as well as a different recipe for flint by itself. I found this as odd but figured there was a reason behind it but as you said maybe it's just an error so I'll remove flint from the variants section of the stone version but I still have the issue of it simply not showing up as an option when you place down flint or obsidian for knapping. I even had a shape for it but the part that got confusing and the reason why I didn't think it was working is because of this coming part of the code. ... weird I can't find the files that were confusing me. as I looked through everything it looked like I should have no trouble making a recipe for it I guess I would just have to create a second grid recipe or maybe add another option in the existing grid recipe for saw that would use material instead of metal [ { ingredientPattern: "T S", ingredients: { "T": { type: "item", code: "sawblade-*", name: "metal" }, "S": { type: "item", code: "stick" } }, width: 1, height: 2, output: { type: "item", code: "saw-{metal}", quantity: 1 } }, { ingredientPattern: "T S", ingredients: { "T": { type: "item", code: "sawblade-*", name: "material" }, "S": { type: "item", code: "stick" } }, width: 1, height: 2, output: { type: "item", code: "saw-{material}", quantity: 1 } } ] material would cover the flint and stone variants of the saw. -
Official GUI Based Mod Creating Tool
Sukotto82 replied to Cameron Textor's topic in [Legacy] Mods & Mod Development
I find using mod tools easier than coding itself, I've never used mcreator but I've used to Kenshi modding tool and that has been the easiest modding experience I've ever had. it has it's limitations but if you know coding then you can bypass many if not all of those limitations but it is a very helpful tool for simple modding. when you launch Kenshi from your steam library you get a prompt if you want to launch the game or the editor and the editor has been super easy to use and very helpful. something like that for vintage story would make a lot of what I'm trying to mod so much easier and with way less "stuck" situations. -
this sounds great. I want to give some feedback but I haven't used it yet. what I see here is interesting and I look forward to checking it out. my biggest problem in this game has always been not being able to do much exploring due to limitations of travel terrain and inventory space to travel 15,000 blocks away for someothing that you can't really carry much of that you need lots of really sucks. being able to craft a teleporter will make this so so soo much less painful and more enjoyable. I was hoping they would make a craftable teleportation system in the vanilla game but I guess probably not. so this mod is a god send. thank you. also this gets increasingly painful when you start getting to distances in the 100s of thousands of blocks away. to some people 15-20k blocks isn't that far but for me and the terrain I need to go through to get there is a pain.
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1.14.0+ Fancy Tools: two tools for farming (spade and seed bag)
Sukotto82 replied to Jorrit Tyberghein's topic in Mod Releases
one of the mods I've made for a current work around with the whole farmland thing still makes terra pretta being waisted but when you dig up farm land depending on it's fertility it would drop rot when broken. low fertility farmland would drop ave:10 var:5 so 5 to 15 with an average of 10 rot per block medium drops 20 rot on average with a var of 5 so 15-25 rot and terra pretta drops 64 on ave with a variable of 10 so between 54 and 74 rot. I also increased rot stack size to 128 but it still only takes 64 in a barrel to make compost soil. this can be exploited by making a bunch of low fertility farmland breaking it making it into compost and having a higher value farmland but it also takes several blocks of farmland to get enough rot to make a compost then you need to wait for the compost to get done. I wish I could have something like your spade but could dig up the whole farmland not just 1 block so when I go to move several thousands of blocks away I don't need to make a separate trip for every single individual farmland I could just dig it all up at once and relocate. relocating in this game absolutely sucks at the moment lol.