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The Insanity God

Vintarian
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  1. The Insanity God's post in I need some help with compatibility with my mod was marked as the answer   
    For as far as I can see your alloy recipe works just fine even with that other mod (though you are lacking a language string for material-ancientgold)



    Your real problem lies elsewhere, namely in the combustibleProps that are required to exist and have a melting point that is reachable with existing fuel sources for it to show up as moldable, which disappears once you add "spearexpantion".

    The reason why this happens is because both your mod and "spearexpantion" put patches inside the game domain folder with the same name (meaning the files themselves end up overriding each other). This is why you never put anything inside the game domain folder unless absolutely necessary. Simply move the patch files from "assets/game/patches" into "assets/heavyforlonarmor/patches" and prefix the target file with "game:" (some already have this) and problem is solved.


  2. The Insanity God's post in Handbook Game Mech was marked as the answer   
    I think that was just meant as a short form for "Game Mechanic Information" not an actual domain
     
    The issue is actually precisely that the domain was not specified... those language strings defined in the handbook config don't automatically get the domain added (they aren't even considered AssetLocations but just plain strings) so when it ends up looking for the code it actually ends up looking for "game:gamemechanicinfo-mushroomgrowing"
    On the other hand... the language file does automatically add the domain so it ends up searching in the wrong domain, simply prefixing this stuff with "craftsmanship:" should do the trick.

  3. The Insanity God's post in clothing attributes/conditions was marked as the answer   
    The base game "warmth" is purely about keeping yourself warm, there is no benefit to cooling as there are only penalties for being too cold and not for being too warm.

    Are you thinking of HiedrateOrDiedrate's cooling attribute, or some other mod by chance?
     
    This is how it is for all clothing but you could just change your `creativeinventory` into a `CreativeInventoryStacks` and set the attribute manually:
    "CreativeInventoryStacks": [ { "Tabs": [ "general", "items", "clothing" ], "Stacks": [ { "Code": "craftsmanship:blouse-{category}-{upperbody}-{color}", "Type": "Item", "Attributes": { "condition": 1 } } ] } ],  
  4. The Insanity God's post in New Trader: Not listed was marked as the answer   
    Traders are entities and what you see in the creative inventory are not entities, you need to create your own `creature` item/variant (the vintage story equivalent of a spawn egg), see `survival\itemtypes\creature.json`
  5. The Insanity God's post in Bread Crash was marked as the answer   
    It's because of the attributes yes, the game automatically generally adds your domain as a default when loading an `AssetLocation` field... problem being that the attributes are not loaded as `AssetLocation` but as a `JsonObject` and then later read by other code which often does not do this, like in this case.

    You should be able to fix the error by prepending `craftsmanship:` to your `initialCode` and `resultCode`.
    (I don't have your `dough` itemtype so I can't test that)
     
  6. The Insanity God's post in Different item names based on attributes as well as item code in lang\en.json was marked as the answer   
    @AmethystZhou I haven't used it myself before so I don't have much in depth knowledge but it uses Dana's AttributeRenderingLibrary so would recommend reading their wiki and maybe looking into other mods using it.

    wiki: https://github.com/Craluminum-Mods/AttributeRenderingLibrary/wiki/Attributes-(ItemShapeTexturesFromAttributes)#name
  7. The Insanity God's post in How to assert that a block is chiseled one was marked as the answer   
    @Mrflaxe `BlockEntityChisel` is indeed the class you want but it's in `VSSurvivalMod.dll` not `VintageStoryLib.dll`.
  8. The Insanity God's post in Cache issue? was marked as the answer   
    They are not identical, the code is different.
    The code of the crashing version has a `-` in it, which is a big no no as it this symbol is used to separate variants. This means that whenever the game attempts to do any kind of logic for looking up variants it will think that your base code is "cabinet" (because it discards everything after the first variant separator) which generally results in it being unable to find the block or item.

    The method that is crashing does exactly that:

    `CodeWithVariant` attempts to take your code and replace the "side" variant with the value "east" (if present) but in the process it removes the `-1` and thus becomes unable to find it.
  9. The Insanity God's post in Extending Blocks/Entities from other mods breaks resource paths was marked as the answer   
    @joe saw They actually aren't hard coded, you can define them in the Block Attributes to override the default.

  10. The Insanity God's post in Simple barrel recipe - not working was marked as the answer   
    There is no such thing as "game:pressedmash-cranberry-dry", should be "game:pressedmash-cranberry". The Dry/Wet is decided by the presence of a "juiceableLitresLeft" attribute on the ItemStack. I'm not sure if inverted attribute requirements on recipes is a thing with pure JSON though (as in have it only allow items that don't have that attribute).
     
  11. The Insanity God's post in Block Face Conflict was marked as the answer   
    You have this invisible face because by default the game will try to cull any faces that are not visible (because they are touching a neighboring block) and your model does not cover the faces. You'd want to change the sideopaue and probably also sidesolid in the blocktype json file:
    "sidesolid": { "all": false }, "sideopaque": { "all": false }, As for not being able to place a block in the center position, well.. that makes sense as there already is a block there (your tent block that is). If using code you could probably use a BlockEntity or the Fluid Layer to somewhat make the space usable but it won't be easy.
  12. The Insanity God's post in Object Not Appearing was marked as the answer   
    No the shape is fine, from the looks of it `ItemShield` has a lot of logic for rendering shields through attributes. 

    The "construction" variant group states are used in a hard coded ways so a lot of the logic in `ItemShield` is not working because your item does not have one of the expected [ "crude", "woodmetal", "woodmetalleather", "metal", "blackguard" ] states
    variantgroups: [ { code: "construction", states: [ "scutum" ] } ], Relevant code: https://github.com/anegostudios/vssurvivalmod/blob/84c80e85f36e31d3b6454021da0fbbba4cba71a3/Item/ItemShield.cs#L53
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