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Elwood

Very Important Vintarian
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Everything posted by Elwood

  1. Thanks for your interest but I have decided to discontinue this mod. Please read the reason in the OP.
  2. I will have a look and see if I can update it.
  3. Elwood

    Sifting Table

    yay. I like immersive things like this. Add a little shaky shake action requiring holding the right mouse button. Besides early game use some other later game uses could be added. separating sand and gravel from cobblestone, sieving grain, mixing two materials together. Mechanical power with hoppers etc.
  4. I think it would be useful to have a world type for modding with all the settings you say. The current flat world seems to loads super fast because there is no terrain to generate and minimal rendering. other things. no weather. no clothing selector. What i have been doing when i want a fresh start is create a world to repeat tests is prepare a normal world manually. flatten it. Put all the tree types and ore types and animals you want to experiment with. Set the time factor to make days super super long. clear my inventory and stand in the perfect spot. then exit and create multiple copies of that save to load in a fresh one every time you want to conduct a new experiment (such as after testing bombs ). i think /time hoursperday can be used to make the day very very long. I think one of the servers I played on double the hours per day. I usually do this when I play because the default day is too rushed. also the /time speed command can make time progress fast. So if you want to make charcoal quickly or a baby chicken 'hatch" quickly then set it to a high number and watch the world pass you by. I'm curious what other workflows other modders have to make life more efficient.
  5. Sounds like an interesting concept for a simple mod. I agree most of it could be done with alternative recipes and item variants in a mod. Combining the barrel, firepit and grid crafting to make things interesting. I don't think it belongs in the core game since veganism is a very recent concept and impossible in the primitive time era and people would have starved without the generosity of animals. Some ideas bonemeal - compost (spoiled food + grass) - or random drop bones when digging peat. (animals often get trapped in peat bogs) Fat - oil from soybean or flax. we dont have a butter churn or wine press yet but maybe soybeans covered in rocks within a barrel could produce a vegetable fat? feathers - could be a rare drop from breaking branches (vegans allow "cruelty free feathers are naturally molted by birds") faux leather - as redram suggests - linen. possibly laminated using tree sap. even temporal gears could have some recipe or random drop. example random archeology drop if using a special tool in a certain rock/soil type. added to pots as a rare drop. Its very easy (relatively speaking) to patch vanilla to add rare random drops, no coding needed, just editing text files. Recipe changes and drops are easy if the outcome is a vanilla item. It becomes harder if you wanted the alternatives to have their own models like faux leather having a different appearance. But if you are ok with it looking just like real leather then this is very easy to mod. I think that is generally what the MC mod does. Alternative recipes to make the same item.
  6. Thanks for the feedback. I made this long ago and have been away from VS for a while. I have been catching up on modding in discord and might need to look at other newer mods to figure out how to package this properly if I do pick it up again. I just remember how time consuming this was when I did it.
  7. Yes only ore bomb exists in vanilla game but this mod was using a different mode on the bomb in the modding api. I havent looked at this mod in a while. probably doesnt work anymore. I have been thinking of updating this but i have to relearn modding first.
  8. Temperature and moisture also affect what plants and trees, animals and behives will spawn in an area. So vice versa, you can tell you are in a moist area when you see mushrooms for example.
  9. I haven't been able to find them either after quite a bit of looking and was looking at the config file to get a clue. It's a pretty rare set of conditions. Dry but not desert. Warm with lots of trees. I started looking at things with similar conditions and found obvious signs of when to stop looking in a forest Mushrooms, ,Forget-me-not, wild daisy ,cow parsley, edelweiss, Heather, western gorse, horsetails, ferns, all indicate too cold so skip to the next forest if you see these. Cactus too dry. Skip it. If you see soybean in a forest you found a climate match for bees I'd say this could be a spoiler but even with this information they will be hard to find. I think the rarity was intended to make this a multiplayer challenge or to extend gameplay but actually makes it very hard for a single person searching I think. I was thinking of making a mod to make it a little easier for single player or make alternative recipes for candles using string and fat. I think this is a great way to make people explore for special items when the game has more content and advanced teir stuff. I found deposits of rare gold and other minerals when I was looking for bees. Just poking my propick occasionally.
  10. I like this idea. (Avoiding spoilers about the mystical temporal gear drifter drop. ) It's currently a rare drop with less than 1% probability with drifters. Making the gear craftable from the shards could be useful. This would give further reason to go hunting them on the darkest nights. Being a rare item people would want makes it a potentially valuable trade item.
  11. yeah i like that idea. this version is just like the bomb which takes a few seconds to light a fuse so not practical if they are chasing you. But lets say a person made it to a high place. wolves circling below. lighting the bomb could stun wolves in range and make them temporarily flee giving you a chance to make a run for it. The AI for entities does have some flee mechanics. like now when you hit drifters they run away. so pretty sure a mod could extend the bomb function to cause all entities in range to flee.
  12. Currently only ore bomb is enabled on VS. This mod simply implements the other types. Also the cage is currently not used so I implemented a simple animal trap using the cage. Bait the trap and come back later to collect random animal drops. (meat, hide, feathers, fat) MoreBombs.zip(Backward compatible to at least 1.7 and recently tested in 1.12.8) Note: Not compatible with the old version because I changed the object. Existing bombs in your world may become broken items. If you already have the old mod in your world then just keep it. This new version is for new worlds and is designed to be more compatible with other mods in the future. Animal Trap 1.0 [1.5.2+].zip (still needs to be reworked) New Bomb Blocks added Bomb Recipes New Animal Trap blocks added Animal trap recipes
  13. looks like the latest 1.5.2.4 patch breaks this mod. you lose whatever is put inside. Great for a gag i suppose.
  14. Yes this is how i did it, by putting my changes in assets/game. I just extended the bow.json and it worked. I just tried what you suggested and it worked. I created a new bow (copy of bow.json) and named it "longbow" where variants became "longbow-simple" it worked. I also got the "sharpening stone" concept to work. What i wanted to do is allow a person to unstring a bow and get the limb back to put a fresh string on. thanks for the help
  15. I'd like to join the server as well. ign=elwood i used to play on darkagecraft long ago and long forgotten. Actually Tony's message about Vintage Story brought me here.
  16. Not sure if this should be posted in the regular suggestions or in the modding thread. Currently grid recipes require undamaged items as inputs unless they are a tool. But to implement a concept of sharpening stones a damaged item needs to be consumed to produce an item with no damage For input materials would it be possible to have an option to ignore durability (mutually exclusive from isTool)
  17. That would be great. I would also like to see how a fire pit or anvil work. I'm trying to see how possible it is to do more interactive crafting. From the looks of it everything in-game is possible to be made using a mod.
  18. I figured out the problem. I was trying to create my own version of a bow in my own domain but it couldn't see bow class from the game domain. I ended up just extending the main bow item with variants and overiding the game:bow. Developing a class for my own version of bow is too complex because there are no examples to work from and all the original code is obfuscated so i gave up. see attached bow.json. When you put this in a domain besides game it wont launch. System.Collections.Generic.KeyNotFoundException: The given key was not present in the dictionary. bow.json
  19. Does anyone know if more logging can be turned on to help with debugging. I added a few items and recipes (no code, just JSON and textures) and I'm getting this crash but none of the logs tell me which key it could not find in the dictionary. All i can do is keep deleting items using trial and error. 2018-03-23 11:47:00 AM: Critical error occurred System.Collections.Generic.KeyNotFoundException: The given key was not present in the dictionary. at System.ThrowHelper.ThrowKeyNotFoundException() at System.Collections.Generic.Dictionary`2.get_Item(TKey key)
  20. Steam can also have a very negative effect on growth, especially if the game is a work in progress or early access. People downvote it for stupid reasons and only after playing for 10 minutes. And it just keeps spiraling downward from there. Negative comments never go away even if the developer fixes the problem they were complaining about. Very discouraging for devs, you need thick skin. I was looking at the APIs and you have put a ton of work in the foundation and architected the game for modding. I think once this game matures a bit more and the modding community picks up on it and a few more tubers showcase it it will grow in popularity. I've been playing with the modding a bit and its so easy to make changes just with configs. I dont even have the proper tools for modeling. Just notepad and a paint program. Fast turnaround too. No waiting for 10 minutes to load a bunch of jar files.
  21. - - - - - - - UPDATE - - - - - - - Thanks XarenHypr for taking the initiative to continue this mod! See updated version below - - - - - - - - - - - - - - - - - - - - - - - Here is my first mod. Its no Pam's harvest craft but I can sure see the potential now. Pemmican Food 0.1.0 [1.5.2].zip It adds pemmican which is made by pounding berries, meat and fat together with a rock. Great for prepping a kill and turning it into compact food for the trip home or to prepare ahead of time for a long journey. Pemmican is meant to be carried in densely packed bricks which must be broken into pieces before eating raw but the best nutrition comes from warming it first. 200 Sat and 2 hp when eaten by a camp fire. Compacts into dense bricks of 6 meals. Thats 6 stacks of 200 saturation in one slot. No more foraging during long journeys! License CC0 "public domain" I encourage anyone to feel free to take it, learn from it, change it, repost improvements to it. There is no programming needed. Just editing JSON files and follow the basic modding instructions.
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