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SturgeonFish

Vintarian
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Everything posted by SturgeonFish

  1. I'm trying to get the game running in wine/proton. I am doing this because launching thru mono on linux is causing me to crash in certain scenarios with the mods I have for a server. I can load into a world no issues on either but my mouselook is locked and unresponsive once I do. I can fly around, use all of the interface (except for clicking on handbook entries), and the game seems to be running fine. I just cant move my head at all, which makes it unplayable. Anyone else have this issue or know a fix? I've tried disabling vsync/emulating a virtual desktop in wine with no luck.
  2. I second this, I'd also like the abilty to turn off wild animal pooping.
  3. Ok cool, I was trying to evaluate a 0.6% (ebony seeds with shears + afforestation) chance against a 0.5% one. If I can make a request, some additonal skill for the ultra rare tree seeds would be be something I'd greatly appreciate. Even with a 20% boost it's next to impossible to keep a stable supply.
  4. I'm in the middle of testing but maybe you can answer this sooner: Does afforestation now affect tree seed drop rates instead of saplings?
  5. https://mods.vintagestory.at/show/mod/732 It's working and up!
  6. Figured out that copy/pasting brick sections looks much better
  7. Tried my hand at it, I don't think I've ever done sprites before.
  8. I haven't used gimp in forever, I need to make 3 versions of 2 textures. Looking at tier 1, I can reuse the t1 refractory brick texture for the base, but I want to copy the tier speckling to the vanilla bloomery base and chimney textures. Is there an elegant way to copy the speckle pattern or do i need to pick the colors and try and make it convincing?
  9. I see I had a bunch of stuff not set up right, and my project structure was off. This seems functional, all the recipes/drops/smelting and stacking are working. I like being able to mix and match tiers too. The only issue now is the textures not quite being applied right but I'll fumble around to fix that. I'll have to make proper tier textures too. Thanks a ton for the help, I'll get this polished up but I'm definitely crediting you once I put this up for release.
  10. I don't mind sharing what I've got. Heres everything: BetterBloomeries.7z
  11. All good, I appreciate the help. I had all recipes/drops/stacking working before adding the classes and making the mod a code mod. Now that I have switched and added these classes nothing is showing up, blocks or otherwise. I'm not seeing any errors in the logs either and I'm wondering if the classes are even being registered properly.
  12. Ok, I've gone and created clone classes for the base/block entity. I've switched everything over, including all references for the chimney. I'm not seeing any of my blocks show up or any recipes working now. Does anything here stand o ut as wrong? BetterBloomeries.cs
  13. I am working on a mod to add bloomeries made out of refractory bricks, and I've managed to get the recipes/drops working fine. all that's missing is getting the base to properly act like a normal bloomery. I have this at the start of my base block .JSON: "code": "betterbloomerybase", "class": "game:BlockBloomery", "entityClass": "game:Bloomery", And I've tried it without "game:" without luck. Are there any extra hoops I need to jump thru in order to inherit the bloomery class? I should also mention that my added blocks (base & chimney) follow a block-{direction}-{tier} scheme, I don't know if that's complicating things.
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