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Sukotto82

Vintarian
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Everything posted by Sukotto82

  1. 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.
  2. 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.
  3. 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.
  4. 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.
  5. 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.
  6. 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.
  7. 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.
  8. 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?
  9. 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.
  10. 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.
  11. 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?
  12. 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.
  13. 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.
  14. 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.
  15. 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.
  16. 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
  17. here's what I have so far. I think I zipped it correctly.
  18. my shape code doesn't look as aligned as the other shape mold codes. I probably did something different than I should but it works so that's good well works except the not being able to pour the metal into it. I added it to the games vanilla toolmold file so I thought it would know it was a tool and since it's an existing tool head (sawblade) I thought it would work fine once I got a shape for the mold but I did something wrong. I'm such a noob lol it's a complete mess and missing a bunch of stuff and lots of things not working I'm trying to figure out but I'll use the mod maker thing to zip the changes I've made so far then I'll reopen the zip and put the textures in a texture folder and re zip it and post it here. not sure if it will even work but I'll give it a try.
  19. I did everything in the games vintagestory > assets > survival folders
  20. mostly all good. it has it's texture it's shape and everything looks good but there is no function. I'm missing something that allows you to pour into the mold. everything else looks good and I tried looking at the various other molds and I can't find what I'm missing. the item that is output is already in game as it's a metal sawblade but when I use the crucible full of melted metals(copper) and go to the mold there is no animation or action or anything that allows me to pour the molten metal in the mold. any ideas what would make everything look right but not allow you to pour the metal?
  21. I finally got around to messing with that editor thing and after importing a copy of the pickaxe mold renamed saw mold I seen what all the numbers were and why some were negative and whatnot. I deleted all the cubes in the pickaxe copy and re-did it with my saw mold shape and I'm just about to test it out. I had to redo a few things since what I was working on was made in 1.13.4 and didn't work in 1.14.2 but I have most of it working now. just a few problems like barrel recipes not working except vanilla brine, and modded clay from sand. most of the other barrel recipes stopped working. it has cheese curdled milk cottage cheese and stuff like that that are working but none of the pickled vegetables or most of the other barrel recipes are working like wine, limewater, the quicklime varient of limewater, weak tannin, strong tannin and a bunch of others stopped working even though I didn't change them in 1.13.4 so I'm still trying to bugshoot what I did wrong that is causing these things to not work. I tried uninstalling the game and re installing it but a few of my modded items are still in the game even though I didn't put them back it. I just launched the game after reinstalling it and like 5 of the bunch of modded items were still in the game without me putting them back in.
  22. have you given this another try since the 1.14 update? not sure if the temperature was added in 1.14.0 or 1.14.2(current version at this time). they updated from 1.14.0 to 1.14.2 seemingly same day or overnight. I might just be making myself too busy and didn't realize how long it was released but either way there is temperature effects on cloths now so maybe you can give your buff/debuff thing another go.
  23. I got impatient and started working on several different things all in one pass for my mod and something I did keeps crashing the game so I uninstalled the game and reinstalled it but some of my modded content was still in the freshly reinstalled game but not all of the modded stuff just a few things. How does this happen?
  24. no, sorry took a while to get back, I took a short break. things giving me a headache lol
  25. I'm glad your having better luck figuring your issues out. I'm having tons of trouble lol, mainly all the barrel recipes except brine and my sand to clay have stopped working with no real reason that I can see. I never touched any of the recipes, I didn't touch any of the items related to them as far as I know and brine still works but all the others stopped working and I can't for the life of me figure it out. I have a few other problems like my custom leaves with a nest instead of branches doesn't have the texture for whatever reason but when I go in creative and spawn them in, place them down, go into survival and break them they drop random loot like they are supposed to. random saplings from other trees (besides the the leaves they belong to), flax fibers, dry grass, chance of extra stick, rusty gear and even a low chance to drop a temporal gear. will add a few nuggets of ores later but the loot drops seem to work. they are rare and random so that works. I still haven't gotten an interface for the stove or workbench yet but I'm just going to leave them as craftable decorative blocks making a UI and stuff is beyond me lol I made a new barrel recipe that adds a claywater of each type of clay that I can't get to work. I looked at the recipe and unless I have something wrong with the type modifier to make the output of claywater be the same as the type of clay used to make it is wrong, I think it's right but I can't tell because none of the barrel recipes are working except the brine recipe and the sand to clay recipe that outputs clay of the same type of sand used in the barrel. I've been fighting with it for I think 3 days maybe 4 now and I just can't figure it out lol. everything else is working though, custom tree is growing and spawns naturally clay deposits of each type spawn naturally, custom crops that put nutrients into the soil instead of taking them out are working and spawn naturally (those are eventually going to drain 1 nutrient and add a different one), the custom berry bushes are spawning and growing naturally. the knapping recipe for a flint and obsidian sawblade are working. pretty much everything but barrel recipes including vanilla ones for whatever reason with those two exceptions and some textures for things like meals made using the new crops and leaves with nest in it.
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