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About Tj Pepler - Critcher
- Birthday 11/22/1975
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Mods like this are actually very customizeable if you are willing to do some work. If you extract the mod and dig all the way down the directories in assets, somewhere you will find the actual builds, they will be .json files like happyvillage.json. Copy the .json file into your games worldedit folder and start a new game, creative is best by far for this, then using magic wand hit tilde and import button, from the drop-down select happyvillage.json then click the ground, place it and confirm placement. Now go ahead and make all the changes you want. change soils, blocks, add things, remove buildings, anything. Then you grab your magic wand and hit tilde, use the copy tool to gather the entire thing in a box and /we export happyvillage.json Leave the game and copy happyvillage.json from your worldedit folder to the extracted zip folder from the beginning and overwrite the old happyvillage.json with your edited version. You don't need to re zip if you want to keep making changes just remove the zip from your mods directory and keep the unzipped mod folder. Anyways if you do all that, when Novadegree's mod kicks in and loads happyvillage.json it will be your edited version. You can do this with other popular mods that add structures as well.
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Tj Pepler - Critcher started following A small change to mod submissions and Slabbity-Do-Dad
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Heya folks, I have a hard time placing slabs, sometimes I have to break 3 or 4 for every 10 I place. I GET how they place but I always seem to miss the mark. So this mod will project the slab shape before you place it, it should work with any slab that conforms to standards from other mods as well. Nothing fancy, just a simple helper tool to make building easier. https://mods.vintagestory.at/slabbity
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Another option if you want to specifically place the village at precise location you can copy .../vintagestory/assets/survival/worldgen/schematics/story/village.json to your games /worldedit folder. Then using the magic wand and import you can place the village exactly how you want it. Works for every default structure in the game.
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It looks like a neat tool but I am curious the incentive to use it? I think you may be rebuilding existing in game tools? For external models export any of the compatible models with a real modeller and save it as .json to your worldedit folder, writing your own python converter to do something that the modeller will already do seems to me like asking for trouble, I could be totally wrong but I imagine a lot edge cases popping up in conversion all the time. OR for in game builds you want to reuse Use magic wand hit ~ tilde, and select your build - (precise selection tools are available) type /we export myhouse.json - saves your build to your worldedit directory Using magic wand hit ~ tilde, and Import provides a complete selectable list of all models in the worldedit directory and you can rotate, adjust height, undo etc. You can access the same worldedit directory from any game you make PS : I rewrote my own version of .tfedit in my custom modeller because I had no idea a tool like it was in game,lmao! There are a tonne of really awesome build tools in the game they have just been buried away in the corner and you have no way of knowing they exist, they are mysteries you have to discover!
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Hi folks, I'm working on wall pieces that will become a tileset to generate random dungeons for Hollow World, but I need feedback on what people prefer, the greebled mixture of many block types or the builds using all similar blocks. The door is not greebled, the wall is. Which do you personally prefer? None of the above is valid too
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As I have stated before I use AI in a limited capacity when creating my mods, I have switched completely to local models being powered by my own power bill and none of my tools are powered beyond inception by a data center BUT, I still report my AI use via tag, as required by the Mod Db. So I add the AI tag and, as expected, I have had a drop in downloads, no problem. But the issue is that a lot of people I have talked to who are anti AI don't have a problem at all with local models and AI that is not powered by a data center. The funny thing is that the local models (IMHO) actually CAN'T produce a proper functioning mod on their own anyways, they are a reference tool and handy helper only. My question was about the possibility of having a local AI tag and a Data center AI tag? I know some people are anti AI across the board but there are many who don't have a problem with local models and they may miss out on mods they would enjoy because of the blanket coverage. Does anyone in this community see a difference as well?
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This is taking longer than I had hoped, getting the ride smooth has been very difficult. I am at the point where the players ride is totally smooth and the player has full mobility even jumping and attacking while riding the lift and the elevator 'motion' is smooth BUT I still have a minor vibration in the cart itself during movement, it doesn't effect anything but it's a little annoying to look at Otherwise, the modelling and such is going very well and it will launch with 4 elevators and 2 different shaft styles to chooses from.
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This topic has no reason to exist. The developers have done everything correctly, there is an AI tag for mods, if you see the tag, don't download. If it's not tagged and is crap / slop, report and move on. There is no issue here.
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I am working to fix the ugly wood, it will be fixed soon but my icebox is not free, it's based roughly on real world lifespans for delivered ice blocks and the building requires charcoal insulation like real life iceboxes. It IS ugly, I'm sorry but it works very well, just load in an ice block and it will be absorbed and charge the icebox for a while, depending on the quality of ice used. If you all are interested it can be found here https://mods.vintagestory.at/cmicebox
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If I may, what I have learned in the last six months is that the game actually has some incredible tools built in that no one knows or talks about! I was spending hours manually editing transforms, loading the game, nope, exit game edit transforms save compile and test again, to get a weapon lined up in my hand or heaven forbid, on the tool rack!!! and then through a miracle and a beam of heaven sent light I learned about .tfedit and .bsedit and my entire life changed, now maybe these things are easy to find if you know what you're doing but I didn't know to even look for them in the first place. Not terribly useful information but a glimpse into my real world experiences.
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The link to your mods at the bottom of your posts is not working.
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Tj Pepler - Critcher changed their profile photo
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I'm a liar! A despicable traitor to the decent honest players It's coming along though just some of the changes I greatly underestimated!!!
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You know what will work, come to my discord, I'll get you set up to send me your save and I'll fix it for you I will put you at 0, 140, 0 if you fall and die just - /tpwp you died here if you are underground - /gm 3 go spec then /gm 1 to get back to normal https://discord.gg/udr5SweA
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Why I play on 150% and you should too
Tj Pepler - Critcher replied to Trex_Crazy's topic in Discussion
You absolutely can, everyone is free to use my mod maker at https://www.critchersmods.ca you can adjust everything from their strength to detection range, even their movement speed and spawn rates in the world. Editing the individual creature stats is only one of the many things you can modify! (actually you can modify most variables in the game - ***including the stats on every piece of armor***) Please note : when you download the mod you must copy it to your game mods directory manually from your downloads folder!