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Micah Holmes

Vintarian
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Everything posted by Micah Holmes

  1. Medicine is now finished and I got leather armor finished for Archers. I'll work on leather and hide armor for fighters next. also we will have new recipes for making leather. There will be a drying method and a way to convert pelts into leather.
  2. I'm not sure why this shape/model keep causing a crash but every time i try to use it. I get a crash. Originally, I imported the hide from base game but that kept crashing. so I made my own hide model and imported it into my frame model. Making a hide rack for drying hides. Here is the only error I get in logging: 17.1.2026 20:33:20 [Event] Starting world generators... 17.1.2026 20:33:21 [Fatal] Failed network encoding block craftsmanship:rack-hide-small-fresh: 17.1.2026 20:33:21 [Error] Exception: Cannot encode entity texture, Base property is null! at Vintagestory.Common.CollectibleNet.ToPacket(CompositeTexture ct) in VintagestoryLib\Common\Network\CollectibleNet.cs:line 673 at Vintagestory.Common.CollectibleNet.ToPackets(CompositeTexture[] textures) in VintagestoryLib\Common\Network\CollectibleNet.cs:line 707 at Vintagestory.Common.ItemTypeNet.GetItemTypePacket(Item item, IClassRegistryAPI registry, FastMemoryStream ms) in VintagestoryLib\Common\Network\ItemTypeNet.cs:line 237 at Vintagestory.Server.ServerMain.BuildServerAssetsPacket() in VintagestoryLib\Server\ServerMainNetworking.cs:line 1429 17.1.2026 20:33:22 [Notification] Reloaded 35 tree generators 17.1.2026 20:33:22 [Event] Loading 7x7x8 spawn chunks... 17.1.2026 20:33:22 [Event] 0% (49 in queue) 17.1.2026 20:33:22 [Event] The carved mountains... 17.1.2026 20:33:23 [Event] Begin game ticking... 17.1.2026 20:33:23 [Event] ... it calls to you 17.1.2026 20:33:23 [Notification] Entering runphase RunGame 17.1.2026 20:33:23 [Notification] Successfully loaded 0 waypoints 17.1.2026 20:33:23 [Notification] Starting server threads 17.1.2026 20:33:23 [Event] Singleplayer Server now running! 17.1.2026 20:33:23 [Event] Return again. 17.1.2026 20:33:23 [Notification] Please be aware that as of 1.20, servers default configurations have changed - servers no longer register themselves to the public servers list and are invite-only (whitelisted) out of the box. If you desire so, you can enable server advertising with '/serverconfig advertise on' and disable the whitelist mode with '/serverconfig whitelistmode off' 17.1.2026 20:33:23 [Notification] All clients disconnected, pausing game calendar. 17.1.2026 20:33:23 [Notification] A Client attempts connecting via Dummy connection on 127.0.0.1:0, assigning client id 1 17.1.2026 20:33:33 [Warning] Server overloaded. A tick took 678ms to complete. Hide Rack Model/Shape: { "editor": { "collapsedPaths": "Root/baseback,Root/hide", "allAngles": false, "entityTextureMode": false }, "textureWidth": 16, "textureHeight": 16, "textureSizes": { }, "textures": { "string": "bow-string/bowstring-hide", "wood": "debarked/oak", "fleshside": "item/resource/hide/flesh", "furside": "item/resource/hide/fresh" }, "elements": [ { "name": "baseback", "from": [ 0.0, 0.0, 0.0 ], "to": [ 16.0, 1.0, 1.0 ], "faces": { "north": { "texture": "#wood", "uv": [ 0.0, 0.0, 16.0, 1.0 ] }, "east": { "texture": "#wood", "uv": [ 0.0, 0.0, 1.0, 1.0 ], "windMode": [-1,-1,-1,-1] }, "south": { "texture": "#wood", "uv": [ 0.0, 0.0, 16.0, 1.0 ], "windMode": [-1,-1,-1,-1] }, "west": { "texture": "#wood", "uv": [ 0.0, 0.0, 1.0, 1.0 ], "windMode": [-1,-1,-1,-1] }, "up": { "texture": "#wood", "uv": [ 0.0, 0.0, 16.0, 1.0 ], "windMode": [-1,-1,-1,-1] }, "down": { "texture": "#wood", "uv": [ 0.0, 0.0, 16.0, 1.0 ], "windMode": [-1,-1,-1,-1] } }, "children": [ { "name": "baseleft", "from": [ 0.0, 0.0, 0.0 ], "to": [ 1.0, 1.0, 11.0 ], "faces": { "north": { "texture": "#wood", "uv": [ 0.0, 0.0, 1.0, 1.0 ] }, "east": { "texture": "#wood", "uv": [ 0.0, 0.0, 11.0, 1.0 ], "windMode": [-1,-1,-1,-1] }, "south": { "texture": "#wood", "uv": [ 0.0, 0.0, 1.0, 1.0 ], "windMode": [-1,-1,-1,-1] }, "west": { "texture": "#wood", "uv": [ 0.0, 0.0, 11.0, 1.0 ], "windMode": [-1,-1,-1,-1] }, "up": { "texture": "#wood", "uv": [ 0.0, 0.0, 1.0, 11.0 ], "windMode": [-1,-1,-1,-1] }, "down": { "texture": "#wood", "uv": [ 0.0, 0.0, 1.0, 11.0 ], "windMode": [-1,-1,-1,-1] } } }, { "name": "baseright", "from": [ 15.0, 0.0, 0.0 ], "to": [ 16.0, 1.0, 11.0 ], "rotationOrigin": [ 15.0, 0.0, 0.0 ], "faces": { "north": { "texture": "#wood", "uv": [ 0.0, 0.0, 1.0, 1.0 ] }, "east": { "texture": "#wood", "uv": [ 0.0, 0.0, 11.0, 1.0 ], "windMode": [-1,-1,-1,-1] }, "south": { "texture": "#wood", "uv": [ 0.0, 0.0, 1.0, 1.0 ], "windMode": [-1,-1,-1,-1] }, "west": { "texture": "#wood", "uv": [ 0.0, 0.0, 11.0, 1.0 ], "windMode": [-1,-1,-1,-1] }, "up": { "texture": "#wood", "uv": [ 0.0, 0.0, 1.0, 11.0 ], "windMode": [-1,-1,-1,-1] }, "down": { "texture": "#wood", "uv": [ 0.0, 0.0, 1.0, 11.0 ], "windMode": [-1,-1,-1,-1] } } }, { "name": "basefront", "from": [ 0.0, 0.0, 10.0 ], "to": [ 16.0, 1.0, 11.0 ], "rotationOrigin": [ 0.0, 0.0, 10.0 ], "faces": { "north": { "texture": "#wood", "uv": [ 0.0, 0.0, 16.0, 1.0 ] }, "east": { "texture": "#wood", "uv": [ 0.0, 0.0, 1.0, 1.0 ], "windMode": [-1,-1,-1,-1] }, "south": { "texture": "#wood", "uv": [ 0.0, 0.0, 16.0, 1.0 ], "windMode": [-1,-1,-1,-1] }, "west": { "texture": "#wood", "uv": [ 0.0, 0.0, 1.0, 1.0 ], "windMode": [-1,-1,-1,-1] }, "up": { "texture": "#wood", "uv": [ 0.0, 0.0, 16.0, 1.0 ], "windMode": [-1,-1,-1,-1] }, "down": { "texture": "#wood", "uv": [ 0.0, 0.0, 16.0, 1.0 ], "windMode": [-1,-1,-1,-1] } } } ] }, { "name": "topbar1", "from": [ 0.0, 0.0, 9.0 ], "to": [ 1.0, 16.0, 10.0 ], "rotationOrigin": [ 0.0, 0.0, 9.0 ], "rotationX": -22.5, "faces": { "north": { "texture": "#wood", "uv": [ 0.0, 0.0, 1.0, 16.0 ] }, "east": { "texture": "#wood", "uv": [ 0.0, 0.0, 1.0, 16.0 ], "windMode": [-1,-1,-1,-1] }, "south": { "texture": "#wood", "uv": [ 0.0, 0.0, 1.0, 16.0 ], "windMode": [-1,-1,-1,-1] }, "west": { "texture": "#wood", "uv": [ 0.0, 0.0, 1.0, 16.0 ], "windMode": [-1,-1,-1,-1] }, "up": { "texture": "#wood", "uv": [ 0.0, 0.0, 1.0, 1.0 ], "windMode": [-1,-1,-1,-1] }, "down": { "texture": "#wood", "uv": [ 0.0, 0.0, 1.0, 1.0 ], "windMode": [-1,-1,-1,-1] } }, "children": [ { "name": "topbar2", "from": [ 15.0, 0.0, 0.0 ], "to": [ 16.0, 16.0, 1.0 ], "rotationOrigin": [ 15.0, 0.0, 0.0 ], "faces": { "north": { "texture": "#wood", "uv": [ 0.0, 0.0, 1.0, 16.0 ] }, "east": { "texture": "#wood", "uv": [ 0.0, 0.0, 1.0, 16.0 ], "windMode": [-1,-1,-1,-1] }, "south": { "texture": "#wood", "uv": [ 0.0, 0.0, 1.0, 16.0 ], "windMode": [-1,-1,-1,-1] }, "west": { "texture": "#wood", "uv": [ 0.0, 0.0, 1.0, 16.0 ], "windMode": [-1,-1,-1,-1] }, "up": { "texture": "#wood", "uv": [ 0.0, 0.0, 1.0, 1.0 ], "windMode": [-1,-1,-1,-1] }, "down": { "texture": "#wood", "uv": [ 0.0, 0.0, 1.0, 1.0 ], "windMode": [-1,-1,-1,-1] } } }, { "name": "topbar3", "from": [ 0.0, 15.2304, -0.1857 ], "to": [ 16.0, 16.2304, 0.8143 ], "rotationOrigin": [ 0.0, 15.2304, -0.1857 ], "rotationX": 22.5, "faces": { "north": { "texture": "#wood", "uv": [ 0.0, 0.0, 16.0, 1.0 ], "windMode": [-1,-1,-1,-1] }, "east": { "texture": "#wood", "uv": [ 0.0, 0.0, 1.0, 1.0 ], "windMode": [-1,-1,-1,-1] }, "south": { "texture": "#wood", "uv": [ 0.0, 0.0, 16.0, 1.0 ], "windMode": [-1,-1,-1,-1] }, "west": { "texture": "#wood", "uv": [ 0.0, 0.0, 1.0, 1.0 ], "windMode": [-1,-1,-1,-1] }, "up": { "texture": "#wood", "uv": [ 0.0, 0.0, 16.0, 1.0 ], "windMode": [-1,-1,-1,-1] }, "down": { "texture": "#wood", "uv": [ 0.0, 0.0, 16.0, 1.0 ], "windMode": [-1,-1,-1,-1] } } }, { "name": "topbar4", "from": [ 8.0, 3.4442, -8.3149 ], "to": [ 9.0, 18.4442, -7.3149 ], "rotationOrigin": [ 8.0, 3.4442, -8.3149 ], "rotationX": 32.5, "faces": { "north": { "texture": "#wood", "uv": [ 0.0, 0.0, 1.0, 15.0 ] }, "east": { "texture": "#wood", "uv": [ 0.0, 0.0, 1.0, 15.0 ], "windMode": [-1,-1,-1,-1] }, "south": { "texture": "#wood", "uv": [ 0.0, 0.0, 1.0, 15.0 ], "windMode": [-1,-1,-1,-1] }, "west": { "texture": "#wood", "uv": [ 0.0, 0.0, 1.0, 15.0 ], "windMode": [-1,-1,-1,-1] }, "up": { "texture": "#wood", "uv": [ 0.0, 0.0, 1.0, 1.0 ], "windMode": [-1,-1,-1,-1] }, "down": { "texture": "#wood", "uv": [ 0.0, 0.0, 1.0, 1.0 ], "windMode": [-1,-1,-1,-1] } } } ] }, { "name": "string1", "from": [ 0.0, 2.0, 8.5 ], "to": [ 0.3, 6.3, 8.8 ], "rotationOrigin": [ 0.0, 2.0, 8.0 ], "rotationX": -12.5, "rotationZ": -67.5, "faces": { "north": { "texture": "#string", "uv": [ 0.0, 0.0, 0.5, 4.0 ] }, "east": { "texture": "#string", "uv": [ 0.0, 0.0, 0.5, 4.0 ], "windMode": [-1,-1,-1,-1] }, "south": { "texture": "#string", "uv": [ 0.0, 0.0, 0.5, 4.0 ], "windMode": [-1,-1,-1,-1] }, "west": { "texture": "#string", "uv": [ 0.0, 0.0, 0.5, 4.0 ], "windMode": [-1,-1,-1,-1] }, "up": { "texture": "#string", "uv": [ 0.0, 0.0, 0.5, 0.5 ], "windMode": [-1,-1,-1,-1] }, "down": { "texture": "#string", "uv": [ 0.0, 0.0, 0.5, 0.5 ], "windMode": [-1,-1,-1,-1] } } }, { "name": "string2", "from": [ 0.0, 9.0, 5.5 ], "to": [ 0.3, 14.3, 5.8 ], "rotationOrigin": [ 0.0, 9.0, 5.0 ], "rotationX": -10.5, "rotationZ": -67.5, "faces": { "north": { "texture": "#string", "uv": [ 0.0, 0.0, 0.5, 5.0 ] }, "east": { "texture": "#string", "uv": [ 0.0, 0.0, 0.5, 5.0 ], "windMode": [-1,-1,-1,-1] }, "south": { "texture": "#string", "uv": [ 0.0, 0.0, 0.5, 5.0 ], "windMode": [-1,-1,-1,-1] }, "west": { "texture": "#string", "uv": [ 0.0, 0.0, 0.5, 5.0 ], "windMode": [-1,-1,-1,-1] }, "up": { "texture": "#string", "uv": [ 0.0, 0.0, 0.5, 0.5 ], "windMode": [-1,-1,-1,-1] }, "down": { "texture": "#string", "uv": [ 0.0, 0.0, 0.5, 0.5 ], "windMode": [-1,-1,-1,-1] } } }, { "name": "string3", "from": [ 0.0, 7.0, 6.5 ], "to": [ 0.3, 12.3, 6.8 ], "rotationOrigin": [ 0.0, 7.0, 6.0 ], "rotationX": -17.5, "rotationZ": -67.5, "faces": { "north": { "texture": "#string", "uv": [ 0.0, 0.0, 0.5, 5.0 ] }, "east": { "texture": "#string", "uv": [ 0.0, 0.0, 0.5, 5.0 ], "windMode": [-1,-1,-1,-1] }, "south": { "texture": "#string", "uv": [ 0.0, 0.0, 0.5, 5.0 ], "windMode": [-1,-1,-1,-1] }, "west": { "texture": "#string", "uv": [ 0.0, 0.0, 0.5, 5.0 ], "windMode": [-1,-1,-1,-1] }, "up": { "texture": "#string", "uv": [ 0.0, 0.0, 0.5, 0.5 ], "windMode": [-1,-1,-1,-1] }, "down": { "texture": "#string", "uv": [ 0.0, 0.0, 0.5, 0.5 ], "windMode": [-1,-1,-1,-1] } } }, { "name": "string4", "from": [ 15.0, 2.0, 8.5 ], "to": [ 15.3, 4.3, 8.8 ], "rotationOrigin": [ 15.0, 2.0, 8.0 ], "rotationZ": 67.5, "faces": { "north": { "texture": "#string", "uv": [ 0.0, 0.0, 0.5, 2.0 ] }, "east": { "texture": "#string", "uv": [ 0.0, 0.0, 0.5, 2.0 ], "windMode": [-1,-1,-1,-1] }, "south": { "texture": "#string", "uv": [ 0.0, 0.0, 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"#fleshside", "uv": [ 0.0, 0.0, 6.0, 8.0 ] } }, "children": [ { "name": "hideneck", "from": [ 1.5, 0.0, 8.0 ], "to": [ 4.5, 0.4, 9.0 ], "rotationOrigin": [ 1.0, 0.0, 8.0 ], "faces": { "north": { "texture": "#furside", "uv": [ 0.0, 0.0, 3.0, 0.5 ] }, "east": { "texture": "#furside", "uv": [ 0.0, 0.0, 1.0, 0.5 ], "windMode": [-1,-1,-1,-1] }, "south": { "texture": "#furside", "uv": [ 0.0, 0.0, 3.0, 0.5 ], "windMode": [-1,-1,-1,-1] }, "west": { "texture": "#furside", "uv": [ 0.0, 0.0, 1.0, 0.5 ], "windMode": [-1,-1,-1,-1] }, "up": { "texture": "#furside", "uv": [ 0.0, 0.0, 3.0, 1.0 ], "windMode": [-1,-1,-1,-1] }, "down": { "texture": "#fleshside", "uv": [ 0.0, 0.0, 3.0, 1.0 ], "windMode": [-1,-1,-1,-1] } }, "children": [ { "name": "head", "from": [ 0.5, 0.0, 1.0 ], "to": [ 2.5, 0.3, 2.0 ], "rotationOrigin": [ 0.0, 0.0, 1.0 ], "faces": { "north": { "texture": "#furside", "uv": [ 0.0, 0.0, 2.0, 0.5 ] }, "east": { "texture": "#furside", "uv": [ 0.0, 0.0, 1.0, 0.5 ], "windMode": [-1,-1,-1,-1] }, "south": { "texture": "#furside", "uv": [ 0.0, 0.0, 2.0, 0.5 ], "windMode": [-1,-1,-1,-1] }, "west": { "texture": "#furside", "uv": [ 0.0, 0.0, 1.0, 0.5 ], "windMode": [-1,-1,-1,-1] }, "up": { "texture": "#furside", "uv": [ 0.0, 0.0, 2.0, 1.0 ], "windMode": [-1,-1,-1,-1] }, "down": { "texture": "#fleshside", "uv": [ 0.0, 0.0, 2.0, 1.0 ], "windMode": [-1,-1,-1,-1] } } } ] }, { "name": "sidegut1", "from": [ 6.0, 0.0, 2.5 ], "to": [ 6.5, 0.4, 5.5 ], "rotationOrigin": [ 6.0, 0.0, 2.0 ], "faces": { "north": { "texture": "#furside", "uv": [ 0.0, 0.0, 0.5, 0.5 ] }, "east": { "texture": "#furside", "uv": [ 0.0, 0.0, 3.0, 0.5 ], "windMode": [-1,-1,-1,-1] }, "south": { "texture": "#furside", "uv": [ 0.0, 0.0, 0.5, 0.5 ], "windMode": [-1,-1,-1,-1] }, "west": { "texture": "#furside", "uv": [ 0.0, 0.0, 3.0, 0.5 ], "windMode": [-1,-1,-1,-1] }, "up": { "texture": "#furside", "uv": [ 0.0, 0.0, 0.5, 3.0 ], "windMode": [-1,-1,-1,-1] }, "down": { "texture": "#fleshside", "uv": [ 0.0, 0.0, 0.5, 3.0 ], "windMode": [-1,-1,-1,-1] } }, "children": [ { "name": "bellybutton", "from": [ 0.5, 0.0, 1.5 ], "to": [ 1.0, 0.3, 2.5 ], "rotationOrigin": [ 1.0, 0.0, 1.0 ], "faces": { "north": { "texture": "#furside", "uv": [ 0.0, 0.0, 0.5, 0.5 ] }, "east": { "texture": "#furside", "uv": [ 0.0, 0.0, 1.0, 0.5 ], "windMode": [-1,-1,-1,-1] }, "south": { "texture": "#furside", "uv": [ 0.0, 0.0, 0.5, 0.5 ], "windMode": [-1,-1,-1,-1] }, "west": { "texture": "#furside", "uv": [ 0.0, 0.0, 1.0, 0.5 ], "windMode": [-1,-1,-1,-1] }, "up": { "texture": "#furside", "uv": [ 0.0, 0.0, 0.5, 1.0 ], "windMode": [-1,-1,-1,-1] }, "down": { "texture": "#fleshside", "uv": [ 0.0, 0.0, 0.5, 1.0 ], "windMode": [-1,-1,-1,-1] } } } ] }, { "name": "tail", "from": [ 2.5, 0.0, -1.0 ], "to": [ 3.5, 0.4, 0.0 ], "rotationOrigin": [ 2.0, 0.0, -1.0 ], "faces": { "north": { "texture": "#furside", "uv": [ 0.0, 0.0, 1.0, 0.5 ] }, "east": { "texture": "#furside", "uv": [ 0.0, 0.0, 1.0, 0.5 ], "windMode": [-1,-1,-1,-1] }, "south": { "texture": "#furside", "uv": [ 0.0, 0.0, 1.0, 0.5 ], "windMode": [-1,-1,-1,-1] }, "west": { "texture": "#furside", "uv": [ 0.0, 0.0, 1.0, 0.5 ], "windMode": [-1,-1,-1,-1] }, "up": { "texture": "#furside", "uv": [ 0.0, 0.0, 1.0, 1.0 ], "windMode": [-1,-1,-1,-1] }, "down": { "texture": "#fleshside", "uv": [ 0.0, 0.0, 1.0, 1.0 ], "windMode": [-1,-1,-1,-1] } } }, { "name": "sidegut2", "from": [ -0.5, 0.0, 2.5 ], "to": [ 0.0, 0.4, 4.8 ], "rotationOrigin": [ -1.0, 0.0, 3.0 ], "faces": { "north": { "texture": "#furside", "uv": [ 0.0, 0.0, 0.5, 0.5 ] }, "east": { "texture": "#furside", "uv": [ 0.0, 0.0, 2.0, 0.5 ], "windMode": [-1,-1,-1,-1] }, "south": { "texture": "#furside", "uv": [ 0.0, 0.0, 0.5, 0.5 ], "windMode": [-1,-1,-1,-1] }, "west": { "texture": "#furside", "uv": [ 0.0, 0.0, 2.0, 0.5 ], "windMode": [-1,-1,-1,-1] }, "up": { "texture": "#furside", "uv": [ 0.0, 0.0, 0.5, 2.0 ], "windMode": [-1,-1,-1,-1] }, "down": { "texture": "#fleshside", "uv": [ 0.0, 0.0, 0.5, 2.0 ], "windMode": [-1,-1,-1,-1] } } }, { "name": "rlimb1", "from": [ 0.0, 0.0, 6.0 ], "to": [ 2.0, 0.4, 9.5 ], "rotationOrigin": [ 0.0, 0.0, 6.0 ], "rotationY": -45.0, "faces": { "north": { "texture": "#furside", "uv": [ 0.0, 0.0, 2.0, 0.5 ] }, "east": { "texture": "#furside", "uv": [ 0.0, 0.0, 3.5, 0.5 ], "windMode": [-1,-1,-1,-1] }, "south": { "texture": "#furside", "uv": [ 0.0, 0.0, 2.0, 0.5 ], "windMode": [-1,-1,-1,-1] }, "west": { "texture": "#furside", "uv": [ 0.0, 0.0, 3.5, 0.5 ], "windMode": [-1,-1,-1,-1] }, "up": { "texture": "#furside", "uv": [ 0.0, 0.0, 2.0, 3.5 ], "windMode": [-1,-1,-1,-1] }, "down": { "texture": "#fleshside", "uv": [ 0.0, 0.0, 2.0, 3.5 ], "windMode": [-1,-1,-1,-1] } }, "children": [ { "name": "paw1", "from": [ 0.25, 0.0, 3.0 ], "to": [ 1.75, 0.3, 4.0 ], "rotationOrigin": [ 0.0, 0.0, 3.0 ], "faces": { "north": { "texture": "#furside", "uv": [ 0.0, 0.0, 1.5, 0.5 ] }, "east": { "texture": "#furside", "uv": [ 0.0, 0.0, 1.0, 0.5 ], "windMode": [-1,-1,-1,-1] }, "south": { "texture": "#furside", "uv": [ 0.0, 0.0, 1.5, 0.5 ], "windMode": [-1,-1,-1,-1] }, "west": { "texture": "#furside", "uv": [ 0.0, 0.0, 1.0, 0.5 ], "windMode": [-1,-1,-1,-1] }, "up": { "texture": "#furside", "uv": [ 0.0, 0.0, 1.5, 1.0 ], "windMode": [-1,-1,-1,-1] }, "down": { "texture": "#fleshside", "uv": [ 0.0, 0.0, 1.5, 1.0 ], "windMode": [-1,-1,-1,-1] } } } ] }, { "name": "rlimb3", "from": [ -2.0, 0.0, 0.0 ], "to": [ 0.0, 0.4, 3.5 ], "rotationOrigin": [ -2.0, 0.0, 0.0 ], "rotationY": 45.0, "faces": { "north": { "texture": "#furside", "uv": [ 0.0, 0.0, 2.0, 0.5 ] }, "east": { "texture": "#furside", "uv": [ 0.0, 0.0, 3.5, 0.5 ], "windMode": [-1,-1,-1,-1] }, "south": { "texture": "#furside", "uv": [ 0.0, 0.0, 2.0, 0.5 ], "windMode": [-1,-1,-1,-1] }, "west": { "texture": "#furside", "uv": [ 0.0, 0.0, 3.5, 0.5 ], "windMode": [-1,-1,-1,-1] }, "up": { "texture": "#furside", "uv": [ 0.0, 0.0, 2.0, 3.5 ], "windMode": [-1,-1,-1,-1] }, "down": { "texture": "#fleshside", "uv": [ 0.0, 0.0, 2.0, 3.5 ], "windMode": [-1,-1,-1,-1] } }, "children": [ { "name": "paw3", "from": [ 0.25, 0.0, -0.8 ], "to": [ 1.75, 0.3, 0.2 ], "faces": { "north": { "texture": "#furside", "uv": [ 0.0, 0.0, 1.5, 0.5 ] }, "east": { "texture": "#furside", "uv": [ 0.0, 0.0, 1.0, 0.5 ], "windMode": [-1,-1,-1,-1] }, "south": { "texture": "#furside", "uv": [ 0.0, 0.0, 1.5, 0.5 ], "windMode": [-1,-1,-1,-1] }, "west": { "texture": "#furside", "uv": [ 0.0, 0.0, 1.0, 0.5 ], "windMode": [-1,-1,-1,-1] }, "up": { "texture": "#furside", "uv": [ 0.0, 0.0, 1.5, 1.0 ], "windMode": [-1,-1,-1,-1] }, "down": { "texture": "#fleshside", "uv": [ 0.0, 0.0, 1.5, 1.0 ], "windMode": [-1,-1,-1,-1] } } } ] }, { "name": "llimb1", "from": [ 4.1, 0.0, 7.8 ], "to": [ 6.1, 0.4, 11.3 ], "rotationOrigin": [ 4.0, 0.0, 7.0 ], "rotationY": 45.0, "faces": { "north": { "texture": "#furside", "uv": [ 0.0, 0.0, 2.0, 0.5 ] }, "east": { "texture": "#furside", "uv": [ 0.0, 0.0, 3.5, 0.5 ], "windMode": [-1,-1,-1,-1] }, "south": { "texture": "#furside", "uv": [ 0.0, 0.0, 2.0, 0.5 ], "windMode": [-1,-1,-1,-1] }, "west": { "texture": "#furside", "uv": [ 0.0, 0.0, 3.5, 0.5 ], "windMode": [-1,-1,-1,-1] }, "up": { "texture": "#furside", "uv": [ 0.0, 0.0, 2.0, 3.5 ], "windMode": [-1,-1,-1,-1] }, "down": { "texture": "#fleshside", "uv": [ 0.0, 0.0, 2.0, 3.5 ], "windMode": [-1,-1,-1,-1] } }, "children": [ { "name": "paw2", "from": [ 0.25, 0.0, 3.0 ], "to": [ 1.75, 0.3, 4.0 ], "rotationOrigin": [ 0.0, 0.0, 3.0 ], "faces": { "north": { "texture": "#furside", "uv": [ 0.0, 0.0, 1.5, 0.5 ] }, "east": { "texture": "#furside", "uv": [ 0.0, 0.0, 1.0, 0.5 ], "windMode": [-1,-1,-1,-1] }, "south": { "texture": "#furside", "uv": [ 0.0, 0.0, 1.5, 0.5 ], "windMode": [-1,-1,-1,-1] }, "west": { "texture": "#furside", "uv": [ 0.0, 0.0, 1.0, 0.5 ], "windMode": [-1,-1,-1,-1] }, "up": { "texture": "#furside", "uv": [ 0.0, 0.0, 1.5, 1.0 ], "windMode": [-1,-1,-1,-1] }, "down": { "texture": "#fleshside", "uv": [ 0.0, 0.0, 1.5, 1.0 ], "windMode": [-1,-1,-1,-1] } } } ] }, { "name": "llimb2", "from": [ 7.0, 0.0, -1.2 ], "to": [ 9.0, 0.4, 2.3 ], "rotationOrigin": [ 7.0, 0.0, -2.0 ], "rotationY": -45.0, "faces": { "north": { "texture": "#furside", "uv": [ 0.0, 0.0, 2.0, 0.5 ], "windMode": [-1,-1,-1,-1] }, "east": { "texture": "#furside", "uv": [ 0.0, 0.0, 3.5, 0.5 ], "windMode": [-1,-1,-1,-1] }, "south": { "texture": "#furside", "uv": [ 0.0, 0.0, 2.0, 0.5 ], "windMode": [-1,-1,-1,-1] }, "west": { "texture": "#furside", "uv": [ 0.0, 0.0, 3.5, 0.5 ], "windMode": [-1,-1,-1,-1] }, "up": { "texture": "#furside", "uv": [ 0.0, 0.0, 2.0, 3.5 ], "windMode": [-1,-1,-1,-1] }, "down": { "texture": "#fleshside", "uv": [ 0.0, 0.0, 2.0, 3.5 ], "windMode": [-1,-1,-1,-1] } }, "children": [ { "name": "paw4", "from": [ 0.25, 0.0, -0.8 ], "to": [ 1.75, 0.3, 0.2 ], "rotationOrigin": [ 0.0, 0.0, 3.0 ], "faces": { "north": { "texture": "#furside", "uv": [ 0.0, 0.0, 1.5, 0.5 ], "windMode": [-1,-1,-1,-1] }, "east": { "texture": "#furside", "uv": [ 0.0, 0.0, 1.0, 0.5 ], "windMode": [-1,-1,-1,-1] }, "south": { "texture": "#furside", "uv": [ 0.0, 0.0, 1.5, 0.5 ], "windMode": [-1,-1,-1,-1] }, "west": { "texture": "#furside", "uv": [ 0.0, 0.0, 1.0, 0.5 ], "windMode": [-1,-1,-1,-1] }, "up": { "texture": "#furside", "uv": [ 0.0, 0.0, 1.5, 1.0 ], "windMode": [-1,-1,-1,-1] }, "down": { "texture": "#fleshside", "uv": [ 0.0, 0.0, 1.5, 1.0 ], "windMode": [-1,-1,-1,-1] } } } ] } ] } ]} Hide Rack Item code: { code: "craftsmanship:rack", maxstacksize: 64, variantgroups: [ { code: "type", states: ["hide"] }, { code: "size", states: ["small"] }, { code: "state", states: ["fresh", "cured" ] } ], shapeByType: { "*-small-fresh": { base: "equipment/hiderack/small/full" }, "*-small-cured": { base: "equipment/hiderack/small/full" } }, textureByType: { "*-fresh": { "string": { "base": "bow-string/bowstring-hide" }, "wood": { "base": "debarked/oak" }, "furside": { "base": "item/resource/hide/fresh" }, "fleshside": { "base": "item/resource/hide/flesh" } }, "*-cured": { "string": { "base": "bow-string/bowstring-hide" }, "wood": { "base": "debarked/oak" }, "furside": { "base": "item/resource/hide/cured" }, "fleshside": { "base": "item/resource/hide/dried" } } }, transitionablePropsByType: { "*-fresh": [{ type: "Dry", freshHours: { avg: 0 }, transitionHours: { avg: 48 }, transitionedStack: { type: "item", code: "rack-hide-small-cured" }, transitionRatio: 1 }] }, creativeinventory: { "general": ["rack-hide-*"], "items": ["rack-hide-*"] }, heldTpIdleAnimation: "holdbothhands", maxstacksize: 64, materialDensity: 500, guiTransform: { translation: { x: 5, y: 6, z: 0 }, rotation: { x: 142, y: -180, z: -6 }, origin: { x: 0.4, y: 0.1, z: 0.5 }, scale: 1.64 }, fpHandTransform: { translation: { x: -0.5, y: -0.4, z: 0 }, rotation: { x: 108, y: 7, z: -83 }, origin: { x: 0.5, y: 0, z: 0 }, scale: 0.78 }, tpHandTransform: { translation: { x: -0.5, y: -0.4, z: 0 }, rotation: { x: 108, y: 7, z: -83 }, origin: { x: 0.5, y: 0, z: 0 }, scale: 0.78 }, groundTransform: { translation: { x: 0, y: 0.17, z: 0 }, rotation: { x: -1, y: 0, z: 0 }, origin: { x: 0.5, y: 0.5, z: 0.5299 }, scale: 1.65 } }
  3. Asian armor would be cool or Aztec stuff.
  4. Update: I tried working on armor but that did not go well. so I worked on some other stuff: New Traders Summoning: you can now summon certain vendors for Craftsmanship items like Seeds for crops You can summon spirit animals hare wolf bear Spirit animals will not attack you but they will attack drifters, bowtorns etc. Great for raids but health is a little low Runes Runes currently are for summoning. I might expand runes later as I progress Unidentified items Diablo 2 vibes Unidentified items will now drop on drifters and other foes commonly Craft Scrolls of Identification to identify item or summon Dekard Cain and buy scrolls from him FYI socketed weapons did come to mind lol About 100 Unidentified items that drop currently New Friends Crafted bell does not fight Crafted locust will fight drifters etc Aquatic plants You can now harvest the aquatic plants for food Milfoil plants etc Hornwort Kelp Muskgrass Crowfoot Handbook Added a bunch of game mechanics stuff in the handbooks as well Next: Next has to be medicine. I've put it off for awhile now but I need to start making med and alchemy items.
  5. dropsByType: { "*-tip": [ { type: "item", code: "craftsmanship:watercrowfoot-tip-fresh", quantity: { avg: 1, var: 2 } } ], "*-section": [ { type: "item", code: "craftsmanship:watercrowfoot-section-fresh", quantity: { avg: 1, var: 2 } } ], "*-top": [ { type: "item", code: "craftsmanship:watercrowfoot-top-fresh", quantity: { avg: 1, var: 2 } } ] }, Figured it out here is sample code
  6. I want to make some of the sea weed plants harvest able. Water Crowfoot for example or spiked mil foil. Mil foil for example is a sweet and crunchy seaweed. Here is the core code: { code: "aquaticplant", class: "BlockWaterPlant", handbook: { exclude: true }, behaviors: [{name: "Unstable"}], variantgroups: [ { code: "type", states: ["milfoilfeather"] } ], creativeinventory: { "general": ["*"], "aquatic": ["*"] }, drawtype: "JSONAndWater", renderpass: "liquid", blockmaterial: "Plant", faceCullMode: "liquid", doNotRenderAtLod2: true, vertexFlags: { windMode: "WaterPlant" }, shape: { base: "block/aquatic/plant/threeblocktall" }, randomizeRotations: true, randomDrawOffset: true, texturesByType: { "*": { north: { base: "block/plant/aquatic/{type}*" }, south: { base: "block/plant/aquatic/{type}*" }, } }, sideopaque:{ all: false }, sidesolid: { all: false }, replaceable: 3000, lightAbsorption: 0, resistance: 0.5, collisionbox: null, sounds: { place: "block/plant", break: "block/plant", hit: "block/plant" }, materialDensity: 1100, selectionboxByType: { "*": { x1: 0.125, y1: 0, z1: 0.125, x2: 0.875, y2: 0.25, z2: 0.875 } }, guitransformByType: { "*": { rotation: { x: 0, y: 0, z: 0 }, origin: { x: 0.5, y: 0.6, z: 0.5 } } }, tpHandTransformByType: { "*": { translation: { x: -1, y: -0.1, z: -1 }, rotation: { x: 71, y: 0, z: -84 }, origin: { x: 0.5, y: 0.1, z: 0.5 }, scale: 0.48 } }, groundTransformByType: { "*": { scale: 2.64 } }, fpHandTransformByType: { "*": { translation: { x: 0, y: 0.35, z: 0.5 }, scale: 1.62 } } } The only thing I can see that is preventing it from dropping is the block type is not designed to drop an item? Would this patch work? { code: "aquaticplant", class: "BlockWaterPlant", handbook: { exclude: true }, behaviors: [{name: "Unstable"}], variantgroups: [ { code: "type", states: ["milfoilfeather"] } ], creativeinventory: { "general": ["*"], "aquatic": ["*"] }, drawtype: "JSONAndWater", renderpass: "liquid", blockmaterial: "Plant", faceCullMode: "liquid", doNotRenderAtLod2: true, vertexFlags: { windMode: "WaterPlant" }, shape: { base: "block/aquatic/plant/threeblocktall" }, randomizeRotations: true, randomDrawOffset: true, texturesByType: { "*": { north: { base: "block/plant/aquatic/{type}*" }, south: { base: "block/plant/aquatic/{type}*" }, } }, dropsByType: { "*-milfoilfeather": [ { type: "block", code: "aquaticplant-milfoilfeather", quantity: { avg: 1, var: 2 } } ], "*": [ { type: "item", code: "aquaticplant-milfoilfeather", quantity: { avg: 1 } } ] }, sideopaque:{ all: false }, sidesolid: { all: false }, replaceable: 3000, lightAbsorption: 0, resistance: 0.5, collisionbox: null, sounds: { place: "block/plant", break: "block/plant", hit: "block/plant" }, materialDensity: 1100, selectionboxByType: { "*": { x1: 0.125, y1: 0, z1: 0.125, x2: 0.875, y2: 0.25, z2: 0.875 } }, guitransformByType: { "*": { rotation: { x: 0, y: 0, z: 0 }, origin: { x: 0.5, y: 0.6, z: 0.5 } } }, tpHandTransformByType: { "*": { translation: { x: -1, y: -0.1, z: -1 }, rotation: { x: 71, y: 0, z: -84 }, origin: { x: 0.5, y: 0.1, z: 0.5 }, scale: 0.48 } }, groundTransformByType: { "*": { scale: 2.64 } }, fpHandTransformByType: { "*": { translation: { x: 0, y: 0.35, z: 0.5 }, scale: 1.62 } } } Or do I need to create a new item for it to drop?
  7. Forgot about the Mod Maker utility. Here is the code for the solution: [ { "op": "add", "path": "/server/behaviors/8/aitasks/0/entityCodes/1", "value": "craftsmanship:locust-crafted", "file": "game:entities/lore/drifter.json", "side": "Server" }, { "op": "add", "path": "/server/behaviors/8/aitasks/1/entityCodes/1", "value": "craftsmanship:locust-crafted", "file": "game:entities/lore/drifter.json", "side": "Server" }, { "op": "add", "path": "/server/behaviors/8/aitasks/2/entityCodes/1", "value": "craftsmanship:locust-crafted", "file": "game:entities/lore/drifter.json", "side": "Server" }, { "op": "add", "path": "/server/behaviors/8/aitasks/3/entityCodes/1", "value": "craftsmanship:locust-crafted", "file": "game:entities/lore/drifter.json", "side": "Server" }, { "op": "add", "path": "/server/behaviors/8/aitasks/4/entityCodes/1", "value": "craftsmanship:locust-crafted", "file": "game:entities/lore/drifter.json", "side": "Server" } ] Update: I thought this was the answer but I guess I need to adjust further
  8. Update: Tried this but not working: [ { file: "game:entities/lore/drifter", op: "add", path: "/server/behaviors/8/aitasks/0/", value: { entityCodes: "locust-crafted" } }, { file: "game:entities/lore/drifter", op: "add", path: "/server/behaviors/8/aitasks/1/", value: { entityCodes: "locust-crafted" } }, { file: "game:entities/lore/drifter", op: "add", path: "/server/behaviors/8/aitasks/2/", value: { entityCodes: "locust-crafted" } }, { file: "game:entities/lore/drifter", op: "add", path: "/server/behaviors/8/aitasks/3/", value: { entityCodes: "locust-crafted" } }, { file: "game:entities/lore/drifter", op: "add", path: "/server/behaviors/8/aitasks/4/", value: { entityCodes: "locust-crafted" } } ] I got an error when i tried to use *-normal saying I could not do it by type. but this does not seem to work we as well.
  9. I need to add some new foes for drifters etc to attack. currently they only attack back when provoked. I need the drifters to attack them like they would players. [ { file: "game:entities/lore/drifter", op: "add", path: "/server/behaviors/8/aitasks/1/*-normal/-", value: { "locust-crafted" } } ] New Foe: { code: "craftsmanship:locust", class: "EntityLocust", tags: ["mechanical", "habitat-land"], variantgroups: [ { code: "type", states: ["crafted" ] } ] , weight: 90, canClimb: true, canClimbAnywhere: true, climbTouchDistance: 0.1, rotateModelOnClimb: true, fallDamageMultiplier: 0.0, hitboxSize: { x: 0.65, y: 0.6 }, deadHitboxSize: { x: 0.65, y: 0.5 }, eyeHeight: 0.3, attributes: { spawnDamageParticles: true, isMechanical: true }, client: { renderer: "Shape", shape: { base: "game:entity/lore/locust/locust-bronze" }, textures: { "skin":{ base: "game:entity/lore/locust/bronze" } }, size: 1.2, glowLevelByType: { "*-crafted": 16 }, behaviors: [ { code: "repulseagents" }, { code: "controlledphysics", stepHeight: 1.1251 }, { code: "floatupwhenstuck", onlyWhenDead: true }, { code: "interpolateposition" } ], animations: [ { code: "hurt", animation: "hurt", animationSpeed: 2.2, weight: 5, blendMode: "AddAverage" }, { code: "die", animation: "die", animationSpeed: 1.25, weight: 10, blendMode: "Average", triggeredBy: { onControls: ["dead"] } }, { code: "idle", animation: "idlecalm", blendMode: "Average", triggeredBy: { defaultAnim: true }, } ] }, server: { behaviors: [ { code: "repulseagents" }, { code: "controlledphysics", stepHeight: 1.1251 }, { code: "health", currenthealthByType: { "*-crafted": 15 }, maxhealthByType: { "*-crafted": 15 } }, { code: "deaddecay", hoursToDecay: 24 }, { code: "floatupwhenstuck", onlyWhenDead: true }, { code: "emotionstates", states: [ { code: "fleeondamage", duration: 10, chance: 0.2, slot: 0, priority: 1, accumType: "max" }, { code: "aggressiveondamage", duration: 30, chance: 1, slot: 0, priority: 0.5, accumType: "noaccum" }, ] }, { code: "taskai", aitasks: [ { code: "meleeattack", entityCodes: ["drifter-normal", "drifter-deep", "drifter-corrupt", "drifter-corrupt", "shiver-deep", "bowtorn-deep", "locust-bronze", "locust-corrupt" ], priority: 3, damageByType: { "*-crafted": 6 }, damageTierByType: { "*-crafted": 2 }, mincooldown: 1500, maxcooldown: 1500, damageTypeByType: { "*-crafted": "PiercingAttack" }, damagePlayerAtMs: 500, attackDurationMs: 800, animation: "attack", animationSpeed: 1.8, soundStartMs: 1000 }, { code: "stayclosetoentity", priority: 3, entityCode: "player", movespeed: 0.08, maxDistance: 7, onlyIfLowerId: true, searchRange: 12, animation: "run", animationSpeed: 6.5 }, { code: "seekentity", entityCodes: ["drifter-normal", "drifter-deep", "drifter-corrupt", "drifter-corrupt", "shiver-deep", "bowtorn-deep", "locust-corrupt" ], priority: 1.5, mincooldown: 500, maxcooldown: 1000, movespeed: 0.025, seekingRange: 15, maxFollowTime: 20, animationSpeed: 7, alarmHerd: true, leapAtTarget: true, leapAnimation: "jump", animation: "rundrill" }, { code: "wander", priority: 1.3, priorityForCancel: 1.3, movespeed: 0.016, animationSpeed: 4, animation: "run", maxDistanceToSpawn: 4 }, { code: "idle", priority: 1.2, priorityForCancel: 1.35, minduration: 10000, maxduration: 30000, mincooldown: 30000, maxcooldown: 60000, animation: "sleep", animationSpeed: 1.75 }, { code: "idle", priority: 1.2, priorityForCancel: 1.35, minduration: 2500, maxduration: 2500, mincooldown: 6000, maxcooldown: 20000, animation: "lookleft", animationSpeed: 1.25 }, { code: "idle", priority: 1.2, priorityForCancel: 1.35, minduration: 2500, maxduration: 2500, mincooldown: 6000, maxcooldown: 20000, animation: "lookright", animationSpeed: 1.25 }, { code: "idle", priority: 1.2, priorityForCancel: 1.35, minduration: 2500, maxduration: 2500, mincooldown: 6000, maxcooldown: 20000, animation: "idletwitch", animationSpeed: 1.25 }, { code: "idle", priority: 1.2, priorityForCancel: 1.25, minduration: 2500, maxduration: 2500, mincooldown: 6000, maxcooldown: 20000, animation: "idlecalm", animationSpeed: 1.25 }, { code: "wander", priority: 1.1, priorityForCancel: 1.22, movespeed: 0.006, animationSpeed: 1.8, animation: "run", preferredLightLevel: 7 }, { code: "wander", priority: 1.1, priorityForCancel: 1.1, movespeed: 0.001, animationSpeed: 1.5, animation: "walk", preferredLightLevel: 7 } ] }, { code: "entitystatetags" } ], }, sounds: { hurt: "game:creature/locust/hurt", death: "game:creature/locust/death", idle: "game:creature/locust/idle" }, idleSoundChance: 0.05 }
  10. I'll adjust my directory name and test again: /VintagestoryData/Mods/Craftsmanship/assets/craftsmanship/patches Update: @Brady_The Looks like "patches" is a keyword/key directory. Thank you for your help today.
  11. @Brady_The Here is the items code: { code: "craftsmanship:scroll", maxstacksize: 64, attributes: { displaycaseable: true, shelvable: true }, variantgroups: [ { code: "type", states: ["identity"] }, { code: "material", states: ["papyrus"] } ], shape: { base: "lore/scroll-plain" }, texturesByType: { "*papyrus": { "tie": { "base": "lore/tie-4" }, "scroll": { "base": "lore/scroll-3" } } }, creativeinventory: { "general": ["*"], "items": ["*"] }, combustibleProps: { burnTemperature: 900, burnDuration: 10 }, materialDensity: 700, guiTransform: { translation: { x: 1, y: 0, z: 0 }, rotation: { x: -80, y: -39, z: -180 }, origin: { x: 0.5, y: 0.1, z: 0.5 }, scale: 2.17 }, fpHandTransform: { translation: { x: 0, y: 0, z: 0 }, rotation: { x: 4, y: 15, z: 0 }, origin: { x: 0.5, y: 0.1, z: 0.5 }, scale: 1.97 }, groundTransform: { translation: { x: 0, y: 0, z: 0 }, rotation: { x: 0, y: 0, z: 0 }, origin: { x: 0.5, y: 0, z: 0.5 }, scale: 2.7 }, tpHandTransform: { translation: { x: -0.73, y: -0.1, z: -0.67 }, rotation: { x: -50, y: 27, z: -28 }, origin: { x: 0.5, y: 0.1, z: 0.5 }, scale: 0.75 } } Update: still getting nothing. I even tried with a stick: [ { file: "game:entities/lore/drifter", op: "add", path: "/server/behaviors/9/dropsByType/*-normal/-", value: { type: "item", code: "stick", quantity: { avg: 2 } } } ]
  12. @Brady_The Spawned a drifter and harvested it but nothing dropped. It should drop at least 1 based on drop info.
  13. What is the 9? I plan on doing it for all drifter types. Will the path remain the same for all drifters? @Brady_The Updated code to this but still not working: [ { file: "game:entities/lore/drifter-normal", op: "add", path: "/server/behaviors/9/dropsByType/*-normal/-", value: { type: "item", code: "craftsmanship:scroll-identity-papyrus", quantity: { avg: 2, var: 1 } } } ] Update: tried this as well still not working: [ { file: "game:entities/lore/drifter", op: "add", path: "/server/behaviors/9/dropsByType/*-normal/-", value: { type: "item", code: "craftsmanship:scroll-identity-papyrus", quantity: { avg: 2, var: 1 } } } ] update: @Brady_The I counted 10 nested subs not 9 but this still did not work: [ { file: "game:entities/lore/drifter", op: "add", path: "/server/behaviors/10/dropsByType/*-normal/-", value: { type: "item", code: "craftsmanship:scroll-identity-papyrus", quantity: { avg: 2, var: 1 } } } ] update: I tried both 9 and 10 this way as well but still not working: [ { file: "game:entities/lore/drifter", op: "add", path: "/server/behaviors/9/dropsByType/drifter-normal/-", value: { type: "item", code: "craftsmanship:scroll-identity-papyrus", quantity: { avg: 2, var: 1 } } } ] update: Tried 9 and 10 this way as well still not droping: [ { file: "game:entities/lore/drifter", op: "add", path: "/server/behaviors/10/dropsByType/*-normal/-", value: { type: "item", code: "craftsmanship:scroll-identity-papyrus", quantity: { avg: 2 } } } ] Making sure this part is correct: /.config/VintagestoryData/Mods/Craftsmanship/assets/craftsmanship/patch I made a new folder in my existing mod Im currently working on called "Craftsmanship. Call the new folder patch and created a new Json file called "drifterpatch.json". This is where this code lives currently. Is everything correct so far?
  14. @Brady_The not sure if this is right but for example: [ { file: "game:entities/lore/drifter", op: "add", path: "/drops/-", value: { type: "item", code: "game:stick", quantity: { avg: 2, var: 1 } } } ] ? update: tried it and this is not working so far: [ { file: "game:entities/lore/drifter", op: "add", path: "/harvestable/-", value: { type: "item", code: "craftsmanship:scroll-identity-papyrus", quantity: { avg: 2, var: 1 } } } ] Update: Tried this and still failed: [ { file: "game:entities/lore/drifter-normal", op: "add", path: "/harvestable/-", value: { type: "item", code: "craftsmanship:scroll-identity-papyrus", quantity: { avg: 2, var: 1 } } } ]
  15. I need to alter the core game drifters. I think I know roughly how to do this but I wanted to ask before I break stuff. I think I build a directory path: /assets/survival/entities/lore Then add a file called "drifter" that is a modified version of the core game "drifter" file. Do I need to add my mod tag as well in the "code" name as well? I'm trying to make sure drifters will still spawn as normal just need to modify their drops. Is this correct way to modify them? Like this: { code: "craftsmanship:drifter", class: "EntityDrifter", tags: ["rust-creature", "habitat-land"], variantgroups: [ { code: "type", states: ["normal", "deep", "tainted", "corrupt", "nightmare", "double-headed"]} ], weight: 140, canClimb: true, hitboxSize: { x: 0.6, y: 1.3 }, deadHitboxSize: { x: 0.6, y: 1 }, eyeHeight: 1.3, attributes: { allowInDevastationArea: true, killedByInfoText: "deadcreature-vile", glitchAffected: true, glitchFlicker: true, reckless: true, extraSplashParticlesMul: 4, spawnCloserDuringLowStability: true, onDeathStabilityRecoveryByType: { "drifter-normal": 0.01, "drifter-deep": 0.015, "drifter-tainted": 0.02, "drifter-corrupt": 0.025, "drifter-nightmare": 0.3, "drifter-double-headed": 0.35, }, // Configuration for crawling drifters oddsToAlter: 5, // chance to alter a drifter is one in this value dieAnimationCode: "die", alternativeDieAnimationCode: "crawldie", idleAnimationCode: "idle", alternativeIdleAnimationCode: "crawlidle", alternativeCollisionBox: [0.9, 0.6], alternativeCanClimb: false, animationsRemapping: { "idle": "crawlidle" , "standwalk": "crawlwalk", "standlowwalk": "crawlwalk", "standrun": "crawlrun", "standidle": "crawlidle", "standdespair": "crawlemote", "standcry": "crawlemote", "standhurt": "crawlhurt", "standdie": "crawldie" } }, drops: [], client: { renderer: "Shape", pitchStep: false, shapeByType: { "*-normal": { base: "game:entity/lore/drifter/surface" }, "*-deep": { base: "game:entity/lore/drifter/surface" }, "*-tainted": { base: "game:entity/lore/drifter/spiked1", alternates: [{ base: "game:entity/lore/drifter/spiked2" }] }, "*-corrupt": { base: "game:entity/lore/drifter/deerhorn" }, "*-nightmare": { base: "game:entity/lore/drifter/knife" }, "*-double-headed": { base: "game:entity/lore/drifter/double-headed" }, }, texturesByType: { "*-normal": { "skin": { base: "game:entity/lore/drifter/surface1", alternates: [ { base: "game:entity/lore/drifter/surface2" }, {base: "game:entity/lore/drifter/surface3" }] }, }, "*-deep": { "skin": { base: "game:entity/lore/drifter/deep1", alternates: [ { base: "game:entity/lore/drifter/deep2" } ] }, }, "*-double-headed": { "skin": { base: "game:entity/lore/drifter/double" }, } }, behaviors: [ { code: "repulseagents" }, { code: "controlledphysics", stepHeight: 1.1251 }, { code: "floatupwhenstuck", onlyWhenDead: true }, { code: "interpolateposition" }, { code: "harvestable", duration: 2 } ], animations: [ { code: "hurt", animation: "standhurt", animationSpeed: 2, weight: 10, blendMode: "AddAverage" }, { code: "die", animation: "standdie", animationSpeed: 0.7, weight: 10, blendMode: "Average", triggeredBy: { onControls: ["dead"] } }, { code: "idle", animation: "standidle", blendMode: "Average", triggeredBy: { defaultAnim: true }, }, { code: "crawlhurt", animation: "crawlhurt", animationSpeed: 2, weight: 10, blendMode: "AddAverage" }, { code: "crawldie", animation: "crawldie", animationSpeed: 0.7, weight: 10, blendMode: "Average", triggeredBy: { onControls: ["dead"] } }, { code: "crawlidle", animation: "crawlidle", blendMode: "Average", weight: 0.1, easeoutSpeed: 10 }, { code: "standwalk", animation: "standwalk", blendMode: "Average" }, { code: "standrun", animation: "standrun", blendMode: "Average" }, { code: "crawlwalk", animation: "crawlwalk", blendMode: "Average" }, { code: "crawlrun", animation: "crawlrun", blendMode: "Average" }, { code: "crawlemote", animation: "crawlemote" } ] }, server: { behaviors: [ { code: "repulseagents" }, { code: "controlledphysics", stepHeight: 1.1251 }, { code: "health", currenthealthByType: { "*-normal": 12, "*-deep": 16, "*-tainted": 22, "*-corrupt": 30, "*-nightmare": 40, "*-double-headed": 54 }, maxhealthByType: { "*-normal": 12, "*-deep": 16, "*-tainted": 22, "*-corrupt": 30, "*-nightmare": 40, "*-double-headed": 54 } }, { code: "deaddecay", hoursToDecay: 3 }, { code: "floatupwhenstuck", onlyWhenDead: true }, { code: "despawn", minPlayerDistance: 32, minSeconds: 30 }, { code: "despawn", minPlayerDistance: 64, minSeconds: 6 }, { code: "emotionstates", states: [ { code: "fleeondamage", duration: 10, chanceByType: { "*-normal": 0.15, "*-deep": 0.07, "*-tainted": 0.03, "*-corrupt": 0.015, "*-nightmare": 0.01, "*-double-headed": 0.01, }, slot: 0, priority: 1, accumType: "max" }, { code: "aggressiveondamage", duration: 30, chance: 1, slot: 0, priority: 0.5, accumType: "noaccum" }, ] }, { code: "taskai", aitasks: [ { code: "fleeentity", entityCodes: ["player"], priority: 3, movespeed: 0.018, seekingRange: 20, fleeingDistance: 64, fleeDurationMs: 9999999, minDayLightByType: { "*-normal": 0.925, "*-deep": 0.97, "*-tainted": 2, "*-corrupt": 2, "*-nightmare": 2, "*-double-headed": 2, }, ignoreDeepDayLight: true, cancelOnHurt: true, executionChance: 0.003, animation: "standrun", animationSpeed: 1.3 }, { code: "fleeentity", entityCodes: ["player"], priority: 2.5, movespeed: 0.018, seekingRange: 12, cancelOnHurt: true, animation: "standrun", animationSpeed: 1.3, whenInEmotionState: "fleeondamage" }, { code: "meleeattack", entityCodes: ["player"], priority: 2, damageByType: { "*-normal": 2.5, "*-deep": 4, "*-tainted": 8, "*-corrupt": 12, "*-nightmare": 20, "*-double-headed": 24 }, damageTierByType: { "*-normal": 0, "*-deep": 1, "*-tainted": 2, "*-corrupt": 3, "*-nightmare": 4, "*-double-headed": 4 }, damageTypeByType: { "*-corrupt": "SlashingAttack", "*-nightmare": "SlashingAttack", "*-double-headed": "SlashingAttack" }, mincooldown: 500, maxcooldown: 1750, damagePlayerAtMs: 400, attackDurationMs: 1000, animation: "standattack", animationSpeed: 1.5, sound: "game:creature/drifter-hit", soundStartMs: 400 }, { code: "throwatentity", entityCodes: ["player"], priority: 1.5, priorityForCancel: 9, mincooldown: 1000, maxcooldown: 10000, durationMs: 1200, releaseAtMs: 700, yawInaccuracy: 0.33, seekingRange: 15, animationSpeed: 1.5, animation: "standthrowleft", projectileDamage: 1, projectileDamageTier: 0 }, { code: "seekentity", entityCodes: ["player"], priority: 1.5, mincooldown: 400, maxcooldown: 800, movespeed: 0.018, seekingRange: 20, animationSpeed: 1.3, animation: "standrun", sound: "game:creature/drifter-aggro" }, { code: "idle", priority: 1.2, priorityForCancel: 1.35, minduration: 4000, maxduration: 6000, chance: 0.001, initialMinCoolDown: 2000, initialMaxCoolDown: 150000, mincooldown: 300000, maxcooldown: 10000000, animation: "standdespair", animationSpeed: 1.25 }, { code: "idle", priority: 1.2, priorityForCancel: 2.1, minduration: 4000, maxduration: 6000, chance: 0.001, initialMinCoolDown: 2000, initialMaxCoolDown: 150000, mincooldown: 300000, maxcooldown: 10000000, animation: "standcry", animationSpeed: 1 }, { code: "wander", priority: 1.0, movespeed: 0.01, animationSpeed: 1.2, animation: "standwalk", preferredLightLevel: 15 }, { code: "wander", priority: 0.99, priorityForCancel: 1.1, movespeed: 0.008, animationSpeed: 1.1, animation: "standlowwalk", preferredLightLevel: 15 }, { code: "getoutofwater", priority: 1.4, movespeed: 0.015, animation: "standwalk", animationSpeed: 1.55 }, { code: "lookaround", priority: 0.5 } ] }, { code: "harvestable", duration: 2, fixedweight: true, dropsByType: { "*-normal": [ { type: "item", code: "game:gear-temporal", quantity: { avg: 0.02666, var: 0 } }, { type: "item", code: "flaxfibers", quantity: { avg: 0.2, var: 0 } }, { type: "item", code: "game:gear-rusty", dropModbyStat: "rustyGearDropRate", quantity: { avg: 0.01, var: 0 } }, { type: "item", code: "craftsmanship:scroll-identity-papyrus", quantity: { avg: 0.7, var: 0 } } ], "*-deep": [ { type: "item", code: "game:gear-temporal", quantity: { avg: 0.033325, var: 0 } }, { type: "item", code: "game:gear-rusty", dropModbyStat: "rustyGearDropRate", quantity: { avg: 0.03, var: 0 } }, { type: "item", code: "flaxfibers", quantity: { avg: 0.4, var: 0 } }, { type: "item", code: "craftsmanship:scroll-identity-papyrus", quantity: { avg: 0.9, var: 0 } }, { type: "item", code: "craftsmanship:unidentified-bow-crude", quantity: { avg: 0.3, var: 0 } }, { type: "item", code: "craftsmanship:unidentified-bow-simple", quantity: { avg: 0.3, var: 0 } }, { type: "item", code: "craftsmanship:unidentified-bow-long", quantity: { avg: 0.3, var: 0 } }, { type: "item", code: "craftsmanship:unidentified-bow-recurve", quantity: { avg: 0.3, var: 0 } }, { type: "item", code: "craftsmanship:unidentified-club-generic-wood", quantity: { avg: 0.3, var: 0 } }, { type: "item", code: "craftsmanship:unidentified-knife-generic-chert", quantity: { avg: 0.3, var: 0 } }, { type: "item", code: "craftsmanship:unidentified-knife-generic-granite", quantity: { avg: 0.3, var: 0 } }, { type: "item", code: "craftsmanship:unidentified-knife-generic-andesite", quantity: { avg: 0.3, var: 0 } }, { type: "item", code: "craftsmanship:unidentified-knife-generic-basalt", quantity: { avg: 0.3, var: 0 } }, { type: "item", code: "craftsmanship:unidentified-knife-generic-obsidian", quantity: { avg: 0.3, var: 0 } }, { type: "item", code: "craftsmanship:unidentified-knife-generic-peridotite", quantity: { avg: 0.3, var: 0 } }, { type: "item", code: "craftsmanship:unidentified-knife-generic-flint", quantity: { avg: 0.3, var: 0 } } ], "*-tainted": [ { type: "item", code: "game:gear-temporal", quantity: { avg: 0.03999, var: 0 } }, { type: "item", code: "game:gear-rusty", dropModbyStat: "rustyGearDropRate", quantity: { avg: 0.07, var: 0 } }, { type: "item", code: "game:flaxfibers", quantity: { avg: 0.6, var: 0 } }, { type: "item", code: "craftsmanship:scroll-identity-papyrus", quantity: { avg: 2, var: 0 } }, { type: "item", code: "craftsmanship:unidentified-bow-crude", quantity: { avg: 0.3, var: 0 } }, { type: "item", code: "craftsmanship:unidentified-bow-simple", quantity: { avg: 0.3, var: 0 } }, { type: "item", code: "craftsmanship:unidentified-bow-long", quantity: { avg: 0.3, var: 0 } }, { type: "item", code: "craftsmanship:unidentified-bow-recurve", quantity: { avg: 0.3, var: 0 } }, { type: "item", code: "craftsmanship:unidentified-club-generic-wood", quantity: { avg: 0.3, var: 0 } }, { type: "item", code: "craftsmanship:unidentified-knife-generic-chert", quantity: { avg: 0.3, var: 0 } }, { type: "item", code: "craftsmanship:unidentified-knife-generic-granite", quantity: { avg: 0.3, var: 0 } }, { type: "item", code: "craftsmanship:unidentified-knife-generic-andesite", quantity: { avg: 0.3, var: 0 } }, { type: "item", code: "craftsmanship:unidentified-knife-generic-basalt", quantity: { avg: 0.3, var: 0 } }, { type: "item", code: "craftsmanship:unidentified-knife-generic-obsidian", quantity: { avg: 0.3, var: 0 } }, { type: "item", code: "craftsmanship:unidentified-knife-generic-peridotite", quantity: { avg: 0.3, var: 0 } }, { type: "item", code: "craftsmanship:unidentified-knife-generic-flint", quantity: { avg: 0.3, var: 0 } }, { type: "item", code: "craftsmanship:unidentified-spear-generic-granite", quantity: { avg: 0.3, var: 0 } }, { type: "item", code: "craftsmanship:unidentified-spear-generic-andesite", quantity: { avg: 0.3, var: 0 } }, { type: "item", code: "craftsmanship:unidentified-spear-generic-basalt", quantity: { avg: 0.3, var: 0 } }, { type: "item", code: "craftsmanship:unidentified-spear-generic-obsidian", quantity: { avg: 0.3, var: 0 } }, { type: "item", code: "craftsmanship:unidentified-spear-generic-peridotite", quantity: { avg: 0.3, var: 0 } }, { type: "item", code: "craftsmanship:unidentified-spear-generic-chert", quantity: { avg: 0.3, var: 0 } }, { type: "item", code: "craftsmanship:unidentified-spear-generic-flint", quantity: { avg: 0.3, var: 0 } }, { type: "item", code: "craftsmanship:unidentified-spear-generic-copper", quantity: { avg: 0.3, var: 0 } }, { type: "item", code: "craftsmanship:unidentified-spear-generic-tinbronze", quantity: { avg: 0.3, var: 0 } }, { type: "item", code: "craftsmanship:unidentified-spear-generic-bismuthbronze", quantity: { avg: 0.3, var: 0 } }, { type: "item", code: 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"item", code: "craftsmanship:unidentified-spear-generic-tinbronze", quantity: { avg: 0.3, var: 0 } }, { type: "item", code: "craftsmanship:unidentified-spear-generic-bismuthbronze", quantity: { avg: 0.3, var: 0 } }, { type: "item", code: "craftsmanship:unidentified-spear-generic-blackbronze", quantity: { avg: 0.3, var: 0 } }, { type: "item", code: "craftsmanship:unidentified-shovel-chert", quantity: { avg: 0.3, var: 0 } }, { type: "item", code: "craftsmanship:unidentified-shovel-granite", quantity: { avg: 0.3, var: 0 } }, { type: "item", code: "craftsmanship:unidentified-shovel-andesite", quantity: { avg: 0.3, var: 0 } }, { type: "item", code: "craftsmanship:unidentified-shovel-basalt", quantity: { avg: 0.3, var: 0 } }, { type: "item", code: "craftsmanship:unidentified-shovel-obsidian", quantity: { avg: 0.3, var: 0 } }, { type: "item", code: "craftsmanship:unidentified-shovel-peridotite", quantity: { avg: 0.3, var: 0 } }, { type: "item", code: "craftsmanship:unidentified-shovel-flint", quantity: { avg: 0.3, var: 0 } }, { type: "item", code: "craftsmanship:unidentified-shovel-copper", quantity: { avg: 0.3, var: 0 } }, { type: "item", code: "craftsmanship:unidentified-shovel-tinbronze", quantity: { avg: 0.3, var: 0 } }, { type: "item", code: "craftsmanship:unidentified-shovel-bismuthbronze", quantity: { avg: 0.3, var: 0 } }, { type: "item", code: "craftsmanship:unidentified-shovel-blackbronze", quantity: { avg: 0.3, var: 0 } }, { type: "item", code: "craftsmanship:unidentified-shovel-gold", quantity: { avg: 0.3, var: 0 } }, { type: "item", code: "craftsmanship:unidentified-shovel-silver", quantity: { avg: 0.3, var: 0 } }, { type: "item", code: "craftsmanship:unidentified-saw-copper", quantity: { avg: 0.3, var: 0 } }, { type: "item", code: "craftsmanship:unidentified-saw-tinbronze", quantity: { avg: 0.3, var: 0 } }, { type: "item", code: "craftsmanship:unidentified-saw-bismuthbronze", quantity: { avg: 0.3, var: 0 } }, { type: "item", code: 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code: "craftsmanship:unidentified-pickaxe-gold", quantity: { avg: 0.3, var: 0 } }, { type: "item", code: "craftsmanship:unidentified-pickaxe-silver", quantity: { avg: 0.3, var: 0 } }, { type: "item", code: "craftsmanship:unidentified-pickaxe-iron", quantity: { avg: 0.3, var: 0 } }, { type: "item", code: "craftsmanship:unidentified-pickaxe-meteoriciron", quantity: { avg: 0.3, var: 0 } }, { type: "item", code: "craftsmanship:unidentified-pickaxe-steel", quantity: { avg: 0.3, var: 0 } } ], }, }, { code: "ripharvestable" }, { code: "entitystatetags" } ], spawnconditions: { runtime: { group: "hostile", maxQuantityByType: { "*-normal": 10, "*-deep": 4, "*-tainted": 3, "*-corrupt": 3, "*-nightmare": 3, "*-double-headed": 0 }, maxLightLevel: 7, chance: 0.1, lightLevelType: "OnlyBlockLight", groupSizeByType: { "*-normal": { dist: "invexp", avg: 1, var: 3 }, "*": { dist: "uniform", avg: 1.5, var: 0.5 }, }, insideBlockCodes: ["air", "tallgrass-*", "loosestones-*"], minYByType: { "*-normal": 0.85, "*-deep": 0.22, "*-tainted": 0.1, "*-corrupt": 0, "*-nightmare": 0 }, maxYByType: { "*-normal": 2, "*-deep": 0.89, "*-tainted": 0.55, "*-corrupt": 0.35, "*-nightmare": 0.23 } } } }, idleSoundRange: 14, sounds: { hurt: "game:creature/drifter-hurt", death: "game:creature/drifter-death", idle: "game:creature/drifter-idle" } } The drifter will still spawn as normal correct and now drop the additional items?
  16. Looks great. I'm excited to update my current version to the new version and check out the new features.
  17. I was about to make a Necromancy body armor using a long shirt but when I opened the model I got a error about missing backdrop. then the model looked nothing like the item. How do you open base game clothing models to modify them and make new models? I'm pretty decent at modeling using VS model tool but not sure how to handle this issue. Ideas?
  18. I think your right I was thinking of hydrate mod. But overheating should be something base game should probably have to be realistic.
  19. Working on adding a Game Mechanic into the handbook but having trouble getting it to work. the vanilla game starts on page 0 and ends at page 30. So I created my page starting at page 31. However, I don't think the text really matters. Location: /Mods/Craftsmanship/assets/craftsmanship/config/handbook Code: { pageCode: "gamemechanicinfo-mushroomgrowing", title: "gamemechanicinfo-mushroomgrowing-title", text: "gamemechanicinfo-mushroomgrowing-text" } In my lang files I have: code: "gamemechanicinfo-mushroomgrowing-title": "Game Mechanic: Growing Mushrooms", "gamemechanicinfo-mushroomgrowing-text": "<strong>Growing Mushrooms</strong><br>Growing mushrooms takes very little effort but needs a lot of time.<br><br><strong>Basic Materials</strong><br>Mushrooms grow using mostly pasteurized wood or pasteurized grass or other pasteurized items. Pasteurization is a fundamental step in growing spores that will later sprout mushrooms. Start by gathering logs to make wood chips or growing certain crops like wheat for example.<br><br><strong>Pasteurization</strong><br>To start the process of pasteurizing a item, you need to boil it in a cooking pot. Next, place it in a barrel with water so the bacteria can grow.<br><br><strong>Growing</strong><br>Once you have pasteurized some wood or an item; its time to start growing mushrooms. Growing will require 1 barrel, a pasteurized item, water, saltwater or limewater and time. Different mushrooms require different types of woods or items in order to grow. Most mushrooms take about 10 days to grow.<br><br><strong>Uses</strong><br>Obviously mushrooms are a good food source. However, some poisonous mushrooms can be used in medicine. The Bitter Bolete is dangerous to eat freshly picked or grown but it can be used in medicine to cure fevers and heal you. Several poisonous mushrooms can be used in medicines. To see which ones are helpful, search the handbook for medicine and discover useful mushrooms.<br><br>Growing mushrooms in a barrel is also a great way to farm even during winter months. Because mushrooms can be grown in barrels. You can place them in a nice dark, warm area in your home and grow them all year round. Additionally, because they can be a source of medicine as well. You will always have a source for medical supplies when needed.<br><br><strong>Recipes</strong><br>Below is a list of a few mushrooms you will be able to grow in a barrel.<a href=\"handbook://gamemechanicinfo-mushroomgrowing\">farming</a><br><ul><li>Almond Mushroom</li><li>Lime Water</li><li>Pasteurized Walnut</li><br><li>Bearded Tooth Mushroom</li><li>Lime Water</li><li>Pasteurized Oak</li><br><li>Bitter Bolete Mushroom</li><li>Salt Water</li><li>Pasteurized Pine</li>",
  20. update: Bug farms Ladybugs Beetles Grubs Termites Silkworms gives silk Black Ants Fire Ants Silk silk cloths silk fabric Silk chateau-blouse "plain", "mordant", "blue", "red", "yellow", "green", "purple", "pink", "orange", "brown", "grey", "black", "white" Silk squire-shirt "blue", "yellow", "green", "purple", "pink", "orange", "brown", "grey" Silk temptress-velvet-shirt "plain", "mordant", "blue", "red", "yellow", "green", "purple", "pink", "orange", "brown", "grey", "black", "white" How bug farms work: Bug farms work very similar to growing crops. All living creatures need water. So you will need to "water" the bug farm to keep it moist for the bugs to grow. First you will need to build the bug farm. They will take Mud from the Mud mod or Weak Clay from the Mud mod. Don't worry about getting those mods. Craftsmanship mod will have everything from those mods already included. Once you have the raw materials to build your bug house, you will need bugs. Bugs can be gathered from growing flowers. Flower crops work just like normal crops except you grow flowers and they don't feed butterflies or bees. Harvest the flowers and get bugs. Certain bugs like certain flowers. Getting Silk: The silkworm bug farm is the only way to get silk. Silk is a extremely light cloth and offers no protection from cold or combat. however, its silk, so technically a "rare" item. Additionally, once you have silk, it can be dyed to different colors. Silk may also be used later or included in this mod for some "magical" clothing not decided yet. Honestly silk has limited utility in real life and in the mod. Its pretty. Anyway, feel free to post your thoughts if you would like to see some "magic" like silk for clothing bonus. If not I'll keep it real. Up next Next, I plan to work on Hemp. Hemp will likely be a big clothing item. Lots of stuff you can make using hemp. This will likely take a good amount of time to get through hemp items. After hemp will be leather. Armor is high priority. Also will look at making more cloth armor and add hemp armor. Maybe silk robes for extremely lite armor.
  21. Update: Got the clothing going. Still creative gives bad condition but I did notice its posting as +- 2 C warmth. Kinda weird. I want the silk clothing to be for hotter areas and not give any warmth. Is there something I need to do to add a cooling effect to clothing?
  22. I made a new silk blouse but in creative is always spawns in terrible condition. Anyway to adjust the condition? Code: { code: "craftsmanship:blouse", class: "ItemWearable", variantgroups: [ { code: "category", states: ["upperbody"] }, { code: "upperbody", combine: "SelectiveMultiply", onVariant: "category", states: [ "chateau-blouse" ] }, { code: "color", states: ["plain", "mordant", "blue", "red", "yellow", "green", "purple", "pink", "orange", "brown", "grey", "black", "white"] } ], storageFlags: 128, attributes: { clothescategory: "upperbody", wearableAttachment: true, handbook: { groupBy: ["clothes-{category}-*"] } }, attributesByType: { "*-chateau-blouse-*": { warmth: -2.5 }, "*": { warmth: -2 } }, shapeByType: { "*": { base: "item/clothing/shirts/longsleeve" } }, texturesByType: { "*-mordant": { "seraph": { base: "game:block/transparent" }, "shirt": { base: "item/clothing/upperbody/chateau/chateau-blouse-{color}" } }, "*-blue": { "seraph": { base: "game:block/transparent" }, "shirt": { base: "item/clothing/upperbody/chateau/chateau-blouse-{color}" } }, "*-red": { "seraph": { base: "game:block/transparent" }, "shirt": { base: "item/clothing/upperbody/chateau/chateau-blouse-{color}" } }, "*-yellow": { "seraph": { base: "game:block/transparent" }, "shirt": { base: "item/clothing/upperbody/chateau/chateau-blouse-{color}" } }, "*-green": { "seraph": { base: "game:block/transparent" }, "shirt": { base: "item/clothing/upperbody/chateau/chateau-blouse-{color}" } }, "*-purple": { "seraph": { base: "game:block/transparent" }, "shirt": { base: "item/clothing/upperbody/chateau/chateau-blouse-{color}" } }, "*-pink": { "seraph": { base: "game:block/transparent" }, "shirt": { base: "item/clothing/upperbody/chateau/chateau-blouse-{color}" } }, "*-orange": { "seraph": { base: "game:block/transparent" }, "shirt": { base: "item/clothing/upperbody/chateau/chateau-blouse-{color}" } }, "*-brown": { "seraph": { base: "game:block/transparent" }, "shirt": { base: "item/clothing/upperbody/chateau/chateau-blouse-{color}" } }, "*-gray": { "seraph": { base: "game:block/transparent" }, "shirt": { base: "item/clothing/upperbody/chateau/chateau-blouse-{color}" } }, "*-black": { "seraph": { base: "game:block/transparent" }, "shirt": { base: "item/clothing/upperbody/chateau/chateau-blouse-{color}" } }, "*-white": { "seraph": { base: "game:block/transparent" }, "shirt": { base: "item/clothing/upperbody/chateau/chateau-blouse-{color}" } }, "*": { "seraph": { base: "game:block/transparent" }, "shirt": { base: "item/clothing/upperbody/chateau/chateau-blouse-plain" } } }, creativeinventory: { "general": ["*"], "items": ["*"], "clothing": ["*"] }, renderAlphaTest: 0.25, fpHandTransform: { translation: { x: 0.05, y: -0.6, z: 0.3 }, rotation: { x: 180, y: 150, z: 180 }, scale: 2 }, tpHandTransform: { translation: { x: -0.3, y: -0.9, z: -0.7 }, rotation: { x: -71, y: 180, z: 83 }, scale: 0.55 }, guiTransformByType: { "*-chateau-blouse-*": { rotate: false, translation: { x: 0, y: 0, z: 0 }, rotation: { x: -178, y: -65, z: 10 }, origin: { x: 0.43, y: 1.1, z: 0.5 }, scale: 1.69 }, "*": { rotate: false, translation: { x: 0, y: 0, z: 0 }, rotation: { x: -178, y: -65, z: 10 }, origin: { x: 0.43, y: 1.1, z: 0.5 }, scale: 1.69 } }, groundTransform: { translation: { x: 0.05, y: 0.05, z: 0 }, rotation: { x: 0, y: 0, z: -87 }, origin: { x: 0.5, y: 0.5, z: 0.5299 }, scale: 4 } }
  23. Update: I've added a lot since my last update in here but ill share a few highlights: Mushroom growing in barrels Carbonated Water Various soda (Coming Soon) Syrups (Maple, Golden, Corn) Molasses New Breads Flat Pita cornbread Etc New Seeds Seeds for growing all new bread grains New Bread Flour flours for new breads Bug Farms farm bugs for food Pasteurization Make yeast and various other items New Trader Cultivation Sells Seeds and various Farm stuff New Insects Ladybug Beetle Flowers You can now grow flowers like a normal crop and harvest them for flowers, seeds and various bugs. Use bugs to build bug houses for bug farming. Sugar White Brown Raw Working on more stuff as well. I'll try to post as I complete stuff. Once I finish food and farming stuff, i want to work/attempt armor leather working items.
  24. Well I dont think it likes the Dry code so I removed it. No issues
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