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Capsup

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Everything posted by Capsup

  1. The bot will only report the current calendar time at the default spawn location. The world is much like Earth, so it doesn't have spring and winter at the same time everywhere. Are you perhaps quite far away from the default spawn? Otherwise you will have to provide me a world copy where you stand at the default spawn and the bot reports something different from the in-game calendar, so I can recreate it.
  2. Is there anything that needs to be updated?
  3. Yeah, unfortunately there's no way "good" way for me to do this, assuming that I don't want to ruin people's already-existing modifications to the config, whenever I make changes to it. I don't want to force regenerate the config, so for now I'm just doing it like this and putting a big fat note in the changelog, that says you should do exactly that (4.0.1 had it too). "RenderTexturesOnMap" has a higher priority than "AutoToggle", do you have that to true? You can toggle it with `.pi`. If you currently see the textures on your map all the time, then use `.pi` to turn it off and after that, AutoToggle will automatically toggle that whenever you have the prospecting pick equipped. If RenderTexturesOnMap is false, hit me up on Discord at Capsup#8250 and we can try to debug it for you. It does work for me in-game.
  4. Uploaded a new version 1.2.0 with a few bug fixes and possibly a fix for an issue that crops after running for a long time. Full changelog here: https://gitlab.com/vsmods-public/vschatbot/-/releases/1.2.0
  5. If you're saying it used to work, but now no longer does, I'm not really sure what I can tell you to be honest. There hasn't been any updates to the code in that timeframe, so it must obviously be something else that has had an impact on the stability of it. Can you zip up your entire logs folder once it starts not responding and then PM it to me? Maybe the logs can tell us more of what is happening.
  6. I realize this is a month later, but this sounds like what would happen if you do not have the config properly setup to connect to Discord. Did you follow the installation instructions in the OP and make sure you got the connected message as expected?
  7. Released a new version with all the feedback from here & on the mods page incorporated (including the language issue). Full release notes here: https://gitlab.com/vsmods-public/vsprospectorinfo/-/releases/4.0.1
  8. That sounds like a bit of a .NET Framework thing though. Windows Server 2008 isn't officially supported by Microsoft any longer, so I'm not too worried about that. It's probably a good indicator that it's time to upgrade your OS too.
  9. Glad to hear that! I have no idea how you guys figured it out based on that error message, but sweet.
  10. I'm assuming you don't see the message [Notification] vschatbot: connected to discord and ready! before that error? In that case, is your configuration actually correct? Also, I think a race condition can occur here if your network is too slow in comparison to server startup, the VS server itself will attempt to send a 'ready' message to Discord before the bot has actually connected. Anyways, I added a simple check so it just discards the message at that point. Will be included in the next release.
  11. The data gets saved in %appdata%\VintagestoryData\ModData on a per world basis. I added the suggestion as a future todo.
  12. Hey Sypher, I haven't had any requests for this sort of functionality, so I just added this on a whim last time when releasing. So there is only that one replacement.
  13. It should work for 1.13.4, yep. I'll add it to my list. It wouldn't be a quick change to make, but it's probably a really good idea. I'm thinking I can make .pi still force toggle, while making the propick equip toggle if .pi was not used.
  14. Updated the OP with some more information about the commands that the bot makes available. I don't believe I've mentioned these anywhere except for people asking directly. It still works with v1.14.2 Still interested in hearing about feedback and feature requests. We have only encountered the bot becoming sort of unstable, once, on the RabbitTech server, but a simple restart of the server fixed it. I've seen it running on a few servers, and so far I haven't heard of any bugs encountered. The two posters from above never got back to me, so I'm not sure if they managed to fix their issues.
  15. Abandoned by author. No further support. VSProspectorInfo This mod takes the results from your prospecting pick attempts and stores the results automatically, on the appropriate chunk in the world map. This makes it a lot easier to dig for local peaks of ores, generally just prospecting whenever you're out spelunking and gives you visual aid as to where you have prospected before. I recommend you to read more at the moddb instead: https://mods.vintagestory.at/vsprospectorinfo This mod is a fork of P3t3rix's original mod, ProspectorInfo, from here, so all credit to him for the original idea of the mod and the original code! I merely forked it, fixed it for v1.14.2 and added some new features. The mod is purely client-side, and will not require the server to have it installed, but neither will any data be shared with others. Don't install on a server. Features Parse, save and load prospecting pick data, per chunk Toggleable visual aid on the world map, of which chunks you have data for Installation Download the zip package for the latest release here: https://gitlab.com/vsmods-public/vsprospectorinfo/-/releases Drop the zip directly into %appdata%\VintageStoryData\Mods (or where ever your VS data is installed to) Don't extract it Make sure you do not have the old vsprospectorinfo (or prospectorinfo) installed Commands .pi - main command for the mod and the default sub-command is to 'showoverlay', which will toggle the rendering of the texture on the map .pi showoverlay [true,false] - Sending no arguments will simply toggle the value of the RenderTexturesOnMap config option. Sending either true or false, will set the config option to the appropriate value .pi setcolor [0-255] [0-255] [0-255] [0-255] - Set's the value of the TextureColor field in the config & rebuilds the texture. .pi setbordercolor [0-255] [0-255] [0-255] [0-255] - Set's the value of the BorderColor field in the config & rebuilds the texture. .pi setborderthickness [number] - Set the BorderThickness value in the config & rebuilds the texture. .pi toggleborder [true,false] - Set's the `RenderBorder` value in the config & rebuilds the texture. Configuration TextureColor [0-255] [0-255] [0-255] [0-255] - The default color to use for the texture. Default: 7 52 91 50 BorderColor [0-255] [0-255] [0-255] [0-255] - The default color to use for the border texture. Default: 0 0 0 200 BorderThickness [number] - The thickness, in pixels, of the border color. Default: 1 RenderBorder [true,false] - Whether or not to render the border at all. Default: true AutoToggle [true,false] - Whether or not to toggle the texture on map automatically, based on the player equipping/unequipping a prospecting pick. Default: true Usage Whenever you finish prospecting a chunk, the data is saved into the ModData folder and added to the chunk info of the world map. This is just a 1:1 parsing of the chat message that the prospecting pick sends. The mod renders a transparent square of all chunks that have been prospected. If a chunk is re-prospected, the message is simply overwritten. The rendering of these squares can be toggled with the .pi command. Contribute Want more awesome Vintage Story content? Help me spend more time developing mods than enterprise software, by becoming a patron or donating straight to paypal! Prospecting mini-guide All you gotta do for prospecting is find the ‘local peak’ of whatever ore you’re trying to find. Run around the world and start prospecting each chunk until you get like a reading of Medium or above, then you can begin finding the local peak. Propick once, if nothing, skip like 5 chunks. Use `.debug wireframe chunk` to visualize chunk borders, so you always stand in the middle of a chunk to do it, so the distance between your propick attempts are consistent. Remember that only the first block destroyed matters, the two other do literally nothing besides making it a non-trivial task to propick. It shouldn't take very long to find the local peak if you propick once in a chunk, then go 1 chunk in each cardinal direction from the same chunk and propick again. Then keep going like that, until you find the local peak. As long as you do it once per chunk (and save data with mod or bookmark), you will very quickly see the pattern of the ore map. Then you just have to continuously walk in the direction in which the concentration of ore increases, to quickly home in on the local peak. If you 'overshoot' by skipping like 2 or 3 chunks at a time, and then the percentage starts going down, then you already know that one coordinate of the local peak is between where your concentration started to drop and where you propick'ed the last time where you saw it increase. Once you found the local peak, dig straight down in the corners of the chunk + the middle, until you find the veins of ore. Optionally, use the secondary propick mode on the way down to help you find veins. You never want to be digging horizontally, only vertically. To find every single vein in a chunk will, at most, require 6 tunnels from the top to bottom, if you use secondary-mode propick at every 6th block going straight down in your tunnels. Source Code: https://gitlab.com/vsmods-public/vsprospectorinfo Releases: v4.1.0(19/07/2021): https://mods.vintagestory.at/download?fileid=1881 v4.0.2(10/05/2021): https://gitlab.com/vsmods-public/vsprospectorinfo/uploads/719ff5a6d2c29dccf088ddfa9fd826fb/vsprospectorinfo_v4.0.2.zip v4.0.1(28/04/2021): https://gitlab.com/vsmods-public/vsprospectorinfo/uploads/ee1b7ba875f76b2664cd5de053045bf6/vsprospectorinfo_v4.0.1.zip
  16. Hey, glad to hear it works for you! I'm not entirely sure what you're asking though? I can't think of anything that only happens every x seconds, could you elaborate a little bit on what that might be? I'm not entirely sure what it is you want made configurable. Hit me up on Discord at Capsup#8250 and we can try to debug it together, if you're interested. It works for others.
  17. Abandoned by author. No further support. VSChatBot Here's a Discord Bot for those of you who want to engage your community more by allowing them to see what goes on in-game, all from the safety of their favourite chat application, Discord! I've been developing it in cooperation with the awesome community of RabbitTech, so a big shout-out to those guys (especially TechRabbit himself) for dealing with the silly bugs and giving feedback. Features Send text messages from the General chat in-game, directly to a discord channel Send messages from the same Discord channel, directly to the General chat in-game Assuming storms are enabled, storm notifications will be sent when they approach, begin and end Optional death messages Optional server up/down messages Various utility commands like !help, !time, !players and !lastseen Installation It's a discord client wrapped as a regular mod, so installing it is like any other regular VS server-side mod. You will, however, have to manually create a bot at https://discord.com/developers/applications Create a new application and name it something appropriate Go into the Bot tab and 'Add Bot' Optionally disallow 'public bot' which seems to be the default Go into the OAuth2 tab Scroll down and give it the 'bot' scope Scroll further down after clicking and add the 'send messages' text permission Scroll up again and copy the link that Discord has generated into a new browser window Add it to the respective server you want You should now see a bot connect to your Discord server Go back to the Bot tab and keep it open for when you need to copy your Bot token into the config file Once this is done, you can take the vschatbot.zip and put into your mods folder. On the first start-up, the mod will create a vschatbot.json config file in your ModConfig folder and then shut down. This needs to be filled otherwise the bot will not function. The 3 mandatory fields are: "Token" which is the token generated by the Discord application. Must be a string, so surrounded by "". "ServerId" which is the id of the discord server you want it to connect to. Make sure this remains a number (so no "")! "ChannelId" which is the id of the channel on the discord server you want it to send messages from in-game to, and take from. Make sure this remains a number! ServerId and ChannelId are the identifiers given by Discord to your server and channel. You can find them directly in Discord if you enable developer mode and then right click -> 'copy id'. Once these are filled, you can restart the server and you should see the following message as part of start-up in server-main.txt in your log files: [Notification] vschatbot: connected to discord and ready! If not, something went wrong, most likely during configuration of the Discord bot. Contribute Want more awesome Vintage Story content? Help me spend more time developing mods than enterprise software, by becoming a patron or donating straight to paypal! Commands The bot have several commands available, but all are out-of-game. They can be triggered by prefixing your message with ! or @mentioning the bot !help [string] - shows all the available commands if sent with no arguments. If sent with argument, will show the command help of that particular command. !players - shows all online players at the time !time - shows the current time of the server and the current season. The time of the server respects the server config of additional days per month and more, so you will see dates like 35. March. This is to be expected and is how the game calendar works. !lastseen [playername] - allows you to look up when the given playername was last seen online (only works after the bot has been installed obviously). !stats [playername] - shows more detailed stats for an individual (only total play time + deaths atm, more coming as I develop my player stats mod) Source Code https://gitlab.com/vsmods-public/vschatbot Releases v1.2.0 (29/04/2020): https://gitlab.com/vsmods-public/vschatbot/-/releases/1.2.0 v1.1.1 (03/01/2020): https://gitlab.com/vsmods-public/vschatbot/-/releases/1.1.1
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