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Lucas Alexander

Vintarian
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Everything posted by Lucas Alexander

  1. @Brady_The Thanks a bunch for the help! I ended up renaming the file to zDecorativeLeavesAndIce and that seems to have gotten rid of the conflict. I think it's a sensible solution anyway, since my mod is supposed to be pretty light weight so it makes sense that it would be near the bottom of the load order. That being said, I will keep a look out and see if anyone else has any problems with it, if there are exceptions to the load order rule like you said. The whole infinite sticks/leaves exploit really isn't that big of a deal, it's more how it breaks my immersion that bothers me more than the ability to farm infinite items using a saw and some leaves. And again, seriously, thank you for all the help. You've responded to a lot of my posts with really detailed and useful answers, you've been an absolute lifesaver more time than I can count.
  2. @Brady_The I did think of this, but the problem is I'm also using "LastDrop": "True" in my patch. My understanding of how this works is that the game looks through the list of drops in order and, if it finds a drop with "LastDrop": "True", it won't drop anything beyond that. This is important because I don't want people to be able to farm leaves for infinite sticks and seeds if they use my mod - if they get a leaf block drop by using a saw, they shouldn't also be able to get regular leaf blocks on top of that. I was thinking about other ways to solve this issue though, and I was wondering if there is a way to change the load order? If I could get The Remnants mod to load before mine, so it applies it's patch first and then applies mine, I think it would solve the issue.
  3. I'm trying to make a compatibility patch between my mod and the mod "The Remnants", but I'm having some trouble and wondering if anyone can help me. The problem seems to be coming from this file in the remnants mod, a patch to plant-leaves-normal in "assets > game > patches". It's trying to do something to the drops of the leaves, but because my mod adds a new drop to the start of the drops list for leaves, it ends up targeting the wrong drops. The full text of the remnants patch that's causing trouble is: [ { "op": "add", "path": "/drops/0/quantityByType/dropModbyStat", "value": "treeseedDropRate", "file": "blocktypes/plant/leaves/normal.json" }, { "op": "add", "path": "/drops/1/dropModbyStat", "value": "stickDropRate", "file": "blocktypes/plant/leaves/normal.json" } ] So I'm trying to make a patch to this patch that will move what drops it's targeting down - so it's targeting /drops/1 and /drops/2 instead of 0 and 1. My patch is located in "assets > decor-ice-leaves > compatibility > theremnants > patches" and looks like this: [ { "op": "replace", "path": "/0", "value": { "op": "add", "path": "/drops/1/quantityByType/dropModbyStat", "value": "treeseedDropRate", "file": "blocktypes/plant/leaves/normal.json" } "file": "theremnants:patches/survival-blocktypes-plant-leaves-normal" "dependsOn": [ { "modid": "theremnants" } ] }, { "op": "replace", "path": "/1", "value": { "op": "add", "path": "/drops/2/quantityByType/dropModbyStat", "value": "stickDropRate", "file": "blocktypes/plant/leaves/normal.json" } "file": "theremnants:patches/survival-blocktypes-plant-leaves-normal" "dependsOn": [ { "modid": "theremnants" } ] } ] But it isn't working. In addition to the regular error of our two mods conflicting, I'm also getting this other error in the logs about how my patch isn't working: 7.3.2025 16:15:11 [Error] Failed loading patches file decor-ice-leaves:compatibility/theremnants/patches/survival-blocktypes-plant-leaves-normal.json: 7.3.2025 16:15:11 [Error] Exception: Failed deserializing survival-blocktypes-plant-leaves-normal.json: After parsing a value an unexpected character was encountered: ". Path '[0].value', line 11, position 4. at Vintagestory.Common.Asset.ToObject[T](JsonSerializerSettings settings) in VintagestoryLib\Common\Model\Asset.cs:line 67 at Vintagestory.ServerMods.NoObf.ModJsonPatchLoader.ApplyPatches(String forPartialPath) in VSEssentials\Loading\JsonPatchLoader.cs:line 212 Can anyone help? I'm still a total noob at modding and this is my first time trying to make a compatibility patch.
  4. @xXx_Ape_xXx Upon further investigation, it seems to be some sort of conflict with "The Remnants" mod. Thanks, I never would have thought a small patch like this could be incompatible with another mod.
  5. Ever since the 1.20 update, a patch in my mod has started giving me an error message in the logs. It doesn't appear to effect how the patch actually works - it still does what I want it to do - but for the life of me, I can't figure out what the error means or what's causing it. Here's the patch: [ { file: "game:blocktypes/plant/leaves/normal", op: "addmerge", path: "/drops/0", value: { type: "block", code: "game:leaves-placed-{wood}", quantity: { avg: 1 }, tool: "saw", "LastDrop": true } } ] And here's the error: 4.2.2025 18:58:43 [Error] Patch 0 (target: game:blocktypes/plant/leaves/normal.json) in game:patches/survival-blocktypes-plant-leaves-normal.json failed because supplied path /drops/0/quantityByType/dropModbyStat is invalid: The json path /drops/0/quantityByType/dropModbyStat was not found. Could traverse until /drops/0, but then 'quantityByType' does not exist. Full json at this path: { "type": "block", "code": "game:leaves-placed-{wood}", "tool": "saw", "LastDrop": true } I tried putting in other patches to leaves and they worked without giving me an error. I have a similar patch to branchy leaves that doesn't give me an error. This wasn't giving me an error in the previous update. I just can't figure out what's wrong.
  6. So in my recent playing around with json files, I have come to understand that I have no idea how textures work in this game, and I'm hoping someone can explain it to me. Take, for example, mushrooms. As far as I can tell, the mushroom json files have no textures referenced anywhere within them - just a shape file. Despite this, different mushrooms clearly have different textures. There are also different mushroom textures in the game files. So where is the texture being applied to the mushroom? And then we have the various crops. While I haven't checked all of them, the files for carrots and onions both contain something like the following: textures: { "s": { base: "block/plant/crop/carrot/s{stage}" }, "e": { base: "block/plant/crop/carrot/e{stage}" }, }, So I looked and found the e and s files for carrots and onions, but why does it need two of them? What does e and s even stand for here? Also, there is a "bulb" texture in the carrot files which doesn't seem to appear anywhere in the json file? I don't get it.
  7. I'm trying to make a recipe using mushrooms, but only the ones that stand on top of blocks, as opposed to the ones that hang on the side of trees. I know there's an "allowedVariants" thing you can add to recipes that should be able to do this, but every time I try, it fails. The recipe I have works when I take out the "allowedVariants" part, but simply won't work when I have it in. I have also tried "tinderhoof-*" and "mushroom-tinderhoof-*" in the brackets. Here is my recipe: (A lot of it is just placeholder for now.) { "ingredientPattern": "MD", "width": 2, "height": 1, "ingredients": { "M": { "type": "block", "code": "game:mushroom-*", "name": "type", "allowedVariants": ["tinderhoof"], }, "D": { "type": "block", "code": "game:soil-*", } }, "output": { "type": "block", "code": "game:tallfern", "quantity": 1 } } Any help would be greatly appreciated.
  8. @Brady_The Thanks! Now I feel a bit like an idiot, lol. It's always the commas that get me.
  9. I'm trying to expand my mod and I'm having some trouble with the lang files, I'm hoping someone here can help me. I originally had this, which worked: { "block-decorice": "Ice" } but now, I'm trying to add a new item, stunted seeds. I've added the new item successfully, pretty much just wholesale copying the original seeds.json and changing the item-id to decorseeds, but when I try to update the lang files everything breaks - even decorice doesn't show its name anymore, just its item ID. I don't know what's going wrong. when I look at the item ID in game it looks like the ID I'm putting in here - the new carrot seeds are listed as "decor-ice-leaves:item-decorseeds-carrot", for example. Here is the new lang file, which doesn't work: (I don't know why the indentation on the first two entries is weird, it's not that way in the actual file, it just happens when I copy-paste it in.) { "block-decorice": "Ice" "item-decorseeds-carrot": "Stunted Carrot seeds", "item-decorseeds-flax": "Stunted Flax seeds", "item-decorseeds-onion": "Stunted Onion seeds", "item-decorseeds-spelt": "Stunted Spelt seeds", "item-decorseeds-turnip": "Stunted Turnip seeds", "item-decorseeds-parsnip": "Stunted Parsnip seeds", "item-decorseeds-rice": "Stunted Rice seeds", "item-decorseeds-rye": "Stunted Rye seeds", "item-decorseeds-soybean": "Stunted Soybean seeds", "item-decorseeds-pumpkin": "Stunted Pumpkin seeds", "item-decorseeds-pineapple": "Stunted Pineapple seeds", "item-decorseeds-cassava": "Stunted Cassava seeds", "item-decorseeds-amaranth": "Stunted Amaranth seeds", "item-decorseeds-bellpepper": "Stunted Bell pepper seeds", } Any help would be greatly appreciated.
  10. I'm currently working on a mod that, among other things, will make leaves drop themselves when broken with a knife. I've managed to do this successfully, but they also still drop everything else they normally do: seeds, branches, etc. This effectively allows the player to infinitely farm these things, which I don't want. Is there a way to make leaves drop themselves when broken with a knife and nothing else, but still have their regular drops when broken with hands / other tools?
  11. Thanks! That was part of it, although I also finally noticed that I need to use type: "block", not type: "item". Either way, it's finally working now!
  12. I'm very new to both vintage story modding and modding in general, but for a first mod, I wanted to make leaves and ice collectible under certain circumstances so you can use them as decorative blocks. However, I'm having trouble getting leaves (I haven't started on ice yet) to drop themselves when broken by the right tool. This is the patch I've made so far: [ { file: "game:blocktypes/plant/leaves/normal", op: "add", path: "/drops/-", value: { type: "item", code: "game:leaves-{wood}", quantity: { avg: 1 }, tool: "knife" } } ] When I replace leaves with treeseed, it actually works correctly, but for the life of me and I can't figure out how to make leaves themselves actually drop. Can anyone help? Thanks.
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