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Everything posted by Micah Holmes
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Adds several new recopies related to flowers and plants. Adds recipes for coil of rope using various flowers, craft dough using cattail roots and papyrus root. Adds several new baskets large and small using flowers and other plants. Adds wicker baskets using flowers. Adds several new soups using flowers. Some soups even have healing properties. I removed the mashed cornflowers.
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Removed Mashed cornflower. I thought you could use cornflower to make dough, I was wrong. Recipe removed.
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Update I have finished the mod. not 100% as planned but pretty close. I know cattail root and Papyrus root can be turned into flour. was not sure which flour type best matched so i guessed. Please feel free to share your feedback. Trying to give flowers and plants more uses. Certain plants where used for making rope. This was based on research. Certain plants are strong enough to make natural rope. Also certain plants have healing so ... some of the soups have healing properties. Wicker is a style of weaving. So I wanted to bring out the beauty of the plants in the wicker baskets. Mashed recopies use an axe to "mash" the item. Tried to get wooden mallet working but ran into issues. Maybe in future ill get it working and add it. All things in mod pack should be reachable by stone age or early chopper age.
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Having a hard time getting my soups to use the name i want and not something extra Image displays what I'm getting no matter what i do in my lang file. Here is my lang file: "*catmintsoup*": "Catmint flower soup", "*forgetmetnot-soup*": "Forget me not flower soup", "*cornflower-soup*": "Cornflower soup", "*goldenpoppysoup*": "Golden poppy soup", "*heathersoup*": "Heather flower soup", "*lesser-herbal-soup*": "Herbal soup(lesser)", "*orangemallowherbalsoup*": "Orange mallow herbal soup", "*wilddaisyherbalsoup*": "Wild daisy herbal soup", "*mealrecipe-name-lesser-herbal-soup*": "test soup", "*lesser-herbal-soup*": "soup test", "game:tabname-plants-expanded": "Plants Expanded" Here is the code for one of the soups for example: { code: "lesser-herbal-soup", perishableProps: { freshHours: { avg: 144 }, transitionHours: { avg: 36 }, transitionRatio: 1, transitionedStack: { type: "item", code: "rot" } }, shape: { base: "game:block/food/meal/soup" }, ingredients: [ { code: "game:stock", validStacks: [ { type: "item", code: "game:waterportion", shapeElement: "game:bowl/water" } ], minQuantity: 1, maxQuantity: 10, portionSizeLitres: 1, typeName: "game:stock" }, { code: "game:vegetable-base", validStacks: [ { type: "item", code: "rawedelweiss-dried", shapeElement: "game:bowl/vegetable base 1/*" } ], minQuantity: 1, maxQuantity: 10, typeName: "vegetable" }, { code: "game:vegetable-base", validStacks: [ { type: "item", code: "rawgoldenpoppy-dried", shapeElement: "game:bowl/vegetable base 2/*" } ], minQuantity: 1, maxQuantity: 10, typeName: "vegetable" }, { code: "game:vegetable-base", validStacks: [ { type: "item", code: "rawwilddaisy-dried", shapeElement: "game:bowl/vegetable base 3/*" } ], minQuantity: 1, maxQuantity: 10, typeName: "vegetable" } ] } Also noticed the handbook is not showing the correct recipes for the items. Everything works if you follow the recipe defined via code. Not sure how to fix these issues.
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Mod Dev - Add nutrition when in a meal?
Micah Holmes replied to Micah Holmes's topic in [Legacy] Mods & Mod Development
Sorry this was easier than i thought to figure out. Here is the working code sample: { code: "rawcatmint", maxstacksize: 64, variantgroups: [ { code: "type", states: ["cut", "dried" ] }, ], attributes: { onDisplayTransform: { origin: { x: 0.5, y: 0, z: 0.5 }, scale: 0.58 }, displaycaseable: true, shelvable: true, nutritionPropsWhenInMeal: { satiety: 100, foodcategory: "Vegetable" }, }, shape: { base: "game:item/resource/haybundle" }, texturesByType: { "*cut":{"bundle": { base: "block/rawcatmint/cut" }}, "*dried": {"bundle":{ base: "block/rawcatmint/dried" }} }, creativeinventory: { "general": ["*"], "items": ["*"] }, nutritionPropsByType: { "*cut": { satiety: 20, health: 0, foodcategory: "Vegetable" } }, transitionablePropsByType: { "*cut": [{ type: "Perish", freshHours: { avg: 66 }, transitionHours: { avg: 18 }, transitionedStack: { type: "item", code: "rot" }, transitionRatio: 4 }, { type: "Dry", freshHours: { avg: 0 }, transitionHours: { avg: 48 }, transitionedStack: { type: "item", code: "catmint-dried" }, transitionRatio: 1 } ], "*dried": [{ type: "Perish", freshHours: { avg: 1000 }, transitionHours: { avg: 48 }, transitionedStack: { type: "item", code: "rot" }, transitionRatio: 4 }], }, guiTransform: { translation: { x: 0, y: 0, z: 0 }, rotation: { x: 120, y: 41, z: 7 }, origin: { x: 0.5, y: 0.11, z: 0.47 }, scale: 2.15 }, fpHandTransform: { translation: { x: 0, y: 0, z: 0 }, rotation: { x: 40, y: 91, z: 15 }, origin: { x: 0.8, y: 0.4, z: 0 }, scale: 1.47 }, groundTransform: { translation: { x: 0, y: 0, z: 0 }, rotation: { x: 180, y: 33, z: -180 }, origin: { x: 0.5, y: 0, z: 0.5 }, scale: 2.5 }, tpHandTransform: { translation: { x: 0, y: 0, z: 0 }, rotation: { x: 5, y: 41, z: -31 }, origin: { x: 0.16, y: 0.05, z: 0.08 }, scale: 0.44 } } Adjustment 1 nutritionPropsByType: { "*cut": { satiety: 20, health: 0, foodcategory: "Vegetable" } }, I dont know if this would of had an effect or not but I removed nutrition for "dried" because I wanted to force people to use it as an ingredient for cooking. adjustment 2: attributes: { onDisplayTransform: { origin: { x: 0.5, y: 0, z: 0.5 }, scale: 0.58 }, displaycaseable: true, shelvable: true, nutritionPropsWhenInMeal: { satiety: 100, foodcategory: "Vegetable" }, }, Fruit had a good example of how to use it in the attributes. Adjustment 3 nutritionPropsWhenInMeal: { satiety: 100, foodcategory: "Vegetable" }, I wanted to share this correction as well. Originally I had "foodcategory: "game:Vegetable" ". this caused a crash. So I removed "game:" and it fixed my crash issue.- 1 reply
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Working on my Catmint some more and I want to increase the nutrition when cooked in a meal. I'm trying to base off bushmeat but so far code is not working: item: { code: "rawcatmint", maxstacksize: 64, variantgroups: [ { code: "type", states: ["cut", "dried" ] }, ], attributes: { onDisplayTransform: { origin: { x: 0.5, y: 0, z: 0.5 }, scale: 0.58 }, displaycaseable: true, shelvable: true, }, shape: { base: "game:item/resource/haybundle" }, texturesByType: { "*cut":{"bundle": { base: "block/rawcatmint/cut" }}, "*dried": {"bundle":{ base: "block/rawcatmint/dried" }} }, creativeinventory: { "general": ["*"], "items": ["*"] }, nutritionPropsByType: { "*cut": { satiety: 20, health: 0, foodcategory: "Vegetable" }, "*dried": { satiety: 10, health: 0, foodcategory: "Vegetable" } }, nutritionPropsWhenInMeal: { satiety: 100, foodcategory: "game:Vegetable" }, transitionablePropsByType: { "*cut": [{ type: "Perish", freshHours: { avg: 66 }, transitionHours: { avg: 18 }, transitionedStack: { type: "item", code: "rot" }, transitionRatio: 4 }, { type: "Dry", freshHours: { avg: 0 }, transitionHours: { avg: 48 }, transitionedStack: { type: "item", code: "catmint-dried" }, transitionRatio: 1 } ], "*dried": [{ type: "Perish", freshHours: { avg: 1000 }, transitionHours: { avg: 48 }, transitionedStack: { type: "item", code: "rot" }, transitionRatio: 4 }], }, guiTransform: { translation: { x: 0, y: 0, z: 0 }, rotation: { x: 120, y: 41, z: 7 }, origin: { x: 0.5, y: 0.11, z: 0.47 }, scale: 2.15 }, fpHandTransform: { translation: { x: 0, y: 0, z: 0 }, rotation: { x: 40, y: 91, z: 15 }, origin: { x: 0.8, y: 0.4, z: 0 }, scale: 1.47 }, groundTransform: { translation: { x: 0, y: 0, z: 0 }, rotation: { x: 180, y: 33, z: -180 }, origin: { x: 0.5, y: 0, z: 0.5 }, scale: 2.5 }, tpHandTransform: { translation: { x: 0, y: 0, z: 0 }, rotation: { x: 5, y: 41, z: -31 }, origin: { x: 0.16, y: 0.05, z: 0.08 }, scale: 0.44 } } I've also made a coup/meal recipe that is working but only gives 10 nutrition currently. { code: "catmintsoup", perishableProps: { freshHours: { avg: 144 }, transitionHours: { avg: 36 }, transitionRatio: 1, transitionedStack: { type: "item", code: "rot" } }, shape: { base: "game:block/food/meal/soup" }, ingredients: [ { code: "game:stock", validStacks: [ { type: "item", code: "game:waterportion", shapeElement: "game:bowl/water" } ], minQuantity: 1, maxQuantity: 10, portionSizeLitres: 1, typeName: "game:stock" }, { code: "game:vegetable-base", validStacks: [ { type: "item", code: "rawcatmint-dried", shapeElement: "game:bowl/vegetable base 1/*" } ], minQuantity: 1, maxQuantity: 10, typeName: "vegetable" } ] } I've tried using this attribute in both code objects with no success nutritionPropsWhenInMeal: { satiety: 100, foodcategory: "game:Vegetable" }, I assume i'm using the line of code or not placing it correctly?
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Mod Help - Help with texturing
Micah Holmes replied to Micah Holmes's topic in [Legacy] Mods & Mod Development
Here is the working code: { code: "rawcatmint", maxstacksize: 64, variantgroups: [ { code: "type", states: ["cut", "dried" ] }, ], attributes: { onDisplayTransform: { origin: { x: 0.5, y: 0, z: 0.5 }, scale: 0.58 }, displaycaseable: true, shelvable: true, }, shape: { base: "game:item/resource/haybundle" }, texturesByType: { "*cut":{"bundle": { base: "block/rawcatmint/cut" }}, "*dried": {"bundle":{ base: "block/rawcatmint/dried" }} }, creativeinventory: { "general": ["*"], "items": ["*"] }, nutritionPropsByType: { "*cut": { satiety: 20, health: 0, foodcategory: "Vegetable" }, "*dried": { satiety: 10, health: 0, foodcategory: "Vegetable" } }, transitionablePropsByType: { "*cut": [{ type: "Perish", freshHours: { avg: 66 }, transitionHours: { avg: 18 }, transitionedStack: { type: "item", code: "rot" }, transitionRatio: 4 }, { type: "Dry", freshHours: { avg: 0 }, transitionHours: { avg: 48 }, transitionedStack: { type: "item", code: "catmint-dried" }, transitionRatio: 1 } ], "*dried": [{ type: "Perish", freshHours: { avg: 1000 }, transitionHours: { avg: 48 }, transitionedStack: { type: "item", code: "rot" }, transitionRatio: 4 }], }, guiTransform: { translation: { x: 0, y: 0, z: 0 }, rotation: { x: 120, y: 41, z: 7 }, origin: { x: 0.5, y: 0.11, z: 0.47 }, scale: 2.15 }, fpHandTransform: { translation: { x: 0, y: 0, z: 0 }, rotation: { x: 40, y: 91, z: 15 }, origin: { x: 0.8, y: 0.4, z: 0 }, scale: 1.47 }, groundTransform: { translation: { x: 0, y: 0, z: 0 }, rotation: { x: 180, y: 33, z: -180 }, origin: { x: 0.5, y: 0, z: 0.5 }, scale: 2.5 }, tpHandTransform: { translation: { x: 0, y: 0, z: 0 }, rotation: { x: 5, y: 41, z: -31 }, origin: { x: 0.16, y: 0.05, z: 0.08 }, scale: 0.44 } } Couple things I want to point out for others. I used hay bundle for my shape. If you opent he logic for that shape, you will see two texture options. shape: { base: "game:item/resource/haybundle" }, If you look at my code and look at the hay bundle shape logic you will see how I adjusted mine but used their base names when defining my version of the texture to use: texturesByType: { "*cut":{"bundle": { base: "block/rawcatmint/cut" }}, "*dried": {"bundle":{ base: "block/rawcatmint/dried" }} Key word here is "bundle". I did not know this is how you use base game shapes to give them different textures (Live and Learn). This is something to keep in mind to prevent your self from having mental meltdowns. Hope this helps. -
Mod Help - Help with texturing
Micah Holmes replied to Micah Holmes's topic in [Legacy] Mods & Mod Development
This is confusing or rather does not tell the full story Sample suggested: "texturesbytype": { "*-good": { "all": { "base": "block/shiny{type}texture" } }, "*-used": { "all": { "base": "block/shiny{type}texture-damaged" } } }, This sample does not show where "good" or "used" came from via code. Does not show you where the variable or "variant" was declared. It also does not show you where {type} is declared. I understand the concept the tut is attempting to share but its not giving the full picture nor is it giving the full code sample. I did alter my code to be more like this code but now get errors related to the texture path. code: { code: "rawcatmint", maxstacksize: 64, variantgroups: [ { code: "type", states: ["-chopped", "-dried" ] }, ], attributes: { onDisplayTransform: { origin: { x: 0.5, y: 0, z: 0.5 }, scale: 0.58 }, displaycaseable: true, shelvable: true, }, shape: { base: "game:item/resource/haybundle" }, texturesByType: { "*-chopped": { base: "block/hay/normal-side" }, "*-dried": { base: "block/hay/normal-side" } }, creativeinventory: { "general": ["*"], "items": ["*"] }, nutritionPropsByType: { "*-chopped": { satiety: 1000, health: 0, foodcategory: "Protein" }, "*-dried": { satiety: 800, health: 0, foodcategory: "Protein" } }, transitionablePropsByType: { "*-chopped": [{ type: "Perish", freshHours: { avg: 66 }, transitionHours: { avg: 18 }, transitionedStack: { type: "item", code: "rot" }, transitionRatio: 4 }, { type: "Dry", freshHours: { avg: 0 }, transitionHours: { avg: 48 }, transitionedStack: { type: "item", code: "catmint-dried" }, transitionRatio: 1 } ], "*-dried": [{ type: "Perish", freshHours: { avg: 1000 }, transitionHours: { avg: 48 }, transitionedStack: { type: "item", code: "rot" }, transitionRatio: 4 }], }, guiTransform: { translation: { x: 0, y: 0, z: 0 }, rotation: { x: 120, y: 41, z: 7 }, origin: { x: 0.5, y: 0.11, z: 0.47 }, scale: 2.15 }, fpHandTransform: { translation: { x: 0, y: 0, z: 0 }, rotation: { x: 40, y: 91, z: 15 }, origin: { x: 0.8, y: 0.4, z: 0 }, scale: 1.47 }, groundTransform: { translation: { x: 0, y: 0, z: 0 }, rotation: { x: 180, y: 33, z: -180 }, origin: { x: 0.5, y: 0, z: 0.5 }, scale: 2.5 }, tpHandTransform: { translation: { x: 0, y: 0, z: 0 }, rotation: { x: 5, y: 41, z: -31 }, origin: { x: 0.16, y: 0.05, z: 0.08 }, scale: 0.44 } } My current objective is to simply use or set the texture the object will use based on "state" or "variant". Here is the original code this object is based on: code: { code: "pemmican", enabled: true, maxstacksize: 64, variantgroups: [ { code: "state", states: ["raw-basic", "raw-salted", "dried-basic", "dried-salted" ] }, ], attributes: { onDisplayTransform: { origin: { x: 0.5, y: 0, z: 0.5 }, scale: 0.58 }, displaycaseable: true, shelvable: true, }, shape: { base: "item/food/pemmican" }, texturesByType: { "*-dried-*": { "pemmican": {base: "item/food/pemmican-dried"} } }, creativeinventory: { "general": ["*"], "items": ["*"] }, nutritionPropsByType: { "*-raw-*": { satiety: 1000, health: 0, foodcategory: "Protein" }, "*-dried-*": { satiety: 800, health: 0, foodcategory: "Protein" } }, transitionablePropsByType: { "*-raw-basic": [{ type: "Perish", freshHours: { avg: 66 }, transitionHours: { avg: 18 }, transitionedStack: { type: "item", code: "rot" }, transitionRatio: 4 }, { type: "Dry", freshHours: { avg: 0 }, transitionHours: { avg: 48 }, transitionedStack: { type: "item", code: "pemmican-dried-basic" }, transitionRatio: 1 } ], "*-raw-salted": [{ type: "Perish", freshHours: { avg: 96 }, transitionHours: { avg: 24 }, transitionedStack: { type: "item", code: "rot" }, transitionRatio: 2 }, { type: "Dry", freshHours: { avg: 0 }, transitionHours: { avg: 48 }, transitionedStack: { type: "item", code: "pemmican-dried-salted" }, transitionRatio: 1 } ], "*-dried-basic": [{ type: "Perish", freshHours: { avg: 1000 }, transitionHours: { avg: 48 }, transitionedStack: { type: "item", code: "rot" }, transitionRatio: 4 }], "*-dried-salted": [{ type: "Perish", freshHours: { avg: 2000 }, transitionHours: { avg: 96 }, transitionedStack: { type: "item", code: "rot" }, transitionRatio: 2 }], }, guiTransform: { translation: { x: 2, y: 0, z: 0 }, rotation: { x: 149, y: -36, z: 0 }, origin: { x: 0.5, y: 0.1, z: 0.5 }, scale: 2.7 }, fpHandTransform: { translation: { x: 0, y: 0.1, z: 0 }, rotation: { x: 65, y: 21, z: -6 }, origin: { x: 0.5, y: 0.1, z: 0.5 }, scale: 2.15 }, tpHandTransform: { translation: { x: -0.77, y: -0.15, z: -0.64 }, rotation: { x: 0, y: -21, z: 18 }, origin: { x: 0.5, y: 0.1, z: 0.5 }, scale: 0.75 }, 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: 3.3 } } My objective for this object is ultimately to do two things: make a item that is "dryable" and ability to use a different texture when dried. However, I do appreciate the help i am getting on here but if you want to help, please just point out the issues with answers to my logic issues. Yes totally asking for spoon feed answer. But there is no answers online to research unfortunately to self help. We really need a dedicated forum section to Mod development for Q&A directly related to development (code). -
I've found that a lot of base game shapes force pre-set textures. So i'm not sure how you get around this issue. For example I'm working on Chopped Flower code: { code: "rawcatmint", maxstacksize: 64, variantgroups: [ { code: "type", states: ["chopped", "dried" ] }, ], attributes: { defaultType: "dried", onDisplayTransform: { origin: { x: 0.5, y: 0, z: 0.5 }, scale: 0.58 }, displaycaseable: true, shelvable: true, }, shape: { base: "game:item/resource/haybundle" }, texturesByType: { "chopped": { base: "block/hay/normal-side" }, "dried": { base: "block/hay/normal-side" } }, creativeinventory: { "general": ["*"], "items": ["*"] }, nutritionPropsByType: { "chopped": { satiety: 1000, health: 0, foodcategory: "Protein" }, "dried": { satiety: 800, health: 0, foodcategory: "Protein" } }, transitionablePropsByType: { "chopped": [{ type: "Perish", freshHours: { avg: 66 }, transitionHours: { avg: 18 }, transitionedStack: { type: "item", code: "rot" }, transitionRatio: 4 }, { type: "Dry", freshHours: { avg: 0 }, transitionHours: { avg: 48 }, transitionedStack: { type: "item", code: "catmint-dried" }, transitionRatio: 1 } ], "dried": [{ type: "Perish", freshHours: { avg: 1000 }, transitionHours: { avg: 48 }, transitionedStack: { type: "item", code: "rot" }, transitionRatio: 4 }], }, guiTransform: { translation: { x: 0, y: 0, z: 0 }, rotation: { x: 120, y: 41, z: 7 }, origin: { x: 0.5, y: 0.11, z: 0.47 }, scale: 2.15 }, fpHandTransform: { translation: { x: 0, y: 0, z: 0 }, rotation: { x: 40, y: 91, z: 15 }, origin: { x: 0.8, y: 0.4, z: 0 }, scale: 1.47 }, groundTransform: { translation: { x: 0, y: 0, z: 0 }, rotation: { x: 180, y: 33, z: -180 }, origin: { x: 0.5, y: 0, z: 0.5 }, scale: 2.5 }, tpHandTransform: { translation: { x: 0, y: 0, z: 0 }, rotation: { x: 5, y: 41, z: -31 }, origin: { x: 0.16, y: 0.05, z: 0.08 }, scale: 0.44 } } I've been fighting this thing all night. I just want to use the games shape and use my own texture. Honestly why is this so hard? I told it to use the games shape and my texture via code. Not sure I understand the issue
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Mod Help with flowers
Micah Holmes replied to Micah Holmes's topic in [Legacy] Mods & Mod Development
Found the answer: "C": { type: "block", code: "game:flower-cowparsley-free", quantity: 5 } I had the type as a "item" but flowers are "block" type. Works now thanks everyone -
Mod Help with flowers
Micah Holmes replied to Micah Holmes's topic in [Legacy] Mods & Mod Development
Tried all the following combinations with crashing result: "C": { type: "item", code: "game:flower-cowparsley-{free}", quantity: 5 } "C": { type: "item", code: "game:flower-{cowparsley-free}", quantity: 5 } "C": { type: "item", code: "game:flower-{cowparsley}-free", quantity: 5 } Gives reipe error on load "C": { type: "item", code: "game:flower-cowparsley-free", quantity: 5 } Open to ideas. Anyone else worked with flowers? Update: Also tried: "C": { type: "item", code: "game:{flower}-{cowparsley}-free", quantity: 5 } "C": { type: "item", code: "game:{flower}-{cowparsley-free}", quantity: 5 } "C": { type: "item", code: "game:{flower}-cowparsley-{free}", quantity: 5 } "C": { type: "item", code: "game:{flower}-{cowparsley}-{free}", quantity: 5 } "C": { type: "item", code: "game:{flower}-cowparsley-free", quantity: 5 } -
Coming back to Vintage story to make some mods again. Working on a plant mod and getting this error: Good news is my mod code is not throwing any errors when loading. bad news is I get this error when I open the hand book and click on the Reed basket. Here is my code, pretty basic currently: [ { ingredientPattern: "C_C CCC", ingredients: { "C": { type: "item", code: "game:flower-{cowparsley}", quantity: 5 } }, name: "primitive basket", width: 3, height: 2, output: { type: "item", code: "game:basket-normal-reed" } } ]
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I'm on top of the tower and the mad crow is not spawning. I'm in creative mode so im not sure if that will effect it or not. Also, I turned off temporal stability and temporal rifts. however, I left temporal storms on. I'm not sure if this is the issue or not. First time playing through the entire game. I thought the boss would just auto spawn but I guess not. What can I do to get it to spawn?
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Looking for a vanilla ish server for me and my wife to enjoy. currently I'm using the following mods on single player: Better Ruins Blood Trail Buzzwords Charcoal Reforged NDL Wooden torch Holders NDL villages Primitive survival Simple Bed Spawn Looking for something that has these mods or comparable list. I plan to build some mods in the near future as well. Be nice to play on a server that would support my creations as well. I was going to setup my own server but its a lot of work and rather just play somewhere already established. Please DM me or post here with your server info and mod list. Thanks
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Trying to setup a simple local multi player server for the first time. been awhile since I setup a VT server and never did on Linux Mint. I'm 99% sure I need to start the Vintage Story Server sh to start the server but I want to modify the server settings before starting the server. I believe i'm in the the correct directory. I just installed using flatpak so no idea why it shoved in in this random directory but what ever its working. Anyway, is this the correct location? What file do I edit before starting the server? FYI I have not built a single payer game yet on this machine. Planning to make it a dedicated local server for VT. Thanks in advance
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I did read they where working on something for rivers in the "News" section. I dont know how true that is but could be promising.
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Could add a well mechanic. I mean the game is about realism. A well would be great for irrigation mods and farming mods as well if it was apart of the core game.
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Not sure if it's been asked but thirst makes sense. We need water to survive. Thinking about making a mod for it but feels like should be a core game mechanic
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I'm planning a new plant based mod to give plants more use in the game. Researched a lot of different uses for plants and alternatives for items using different plants and flowers. Here is what I've come up with so far. Please feel free to criticize the plan Thatch Rope 2 thatch + 2 Thatch + 2 Thatch = Rope Primitive Rope 6 (Heather, Horsetail, Cow Parsley, Daisy, Croton, Horseradish) + 6 (Heather, Horsetail, Cow Parsley, Daisy, Croton, Horseradish) + 6 (Heather, Horsetail, Cow Parsley, Daisy, Croton, Horseradish) = Rope Small Primitive Basket 5 (Cow Parsley, Heather, Edelweiss, Horsetail) + 5 (Cow Parsley, Heather, Edelweiss, Horsetail) + 5 (Cow Parsley, Heather, Edelweiss, Horsetail) 5 (Cow Parsley, Heather, Edelweiss, Horsetail) + Empty + 5 (Cow Parsley, Heather, Edelweiss, Horsetail) 5 (Cow Parsley, Heather, Edelweiss, Horsetail) + 5 (Cow Parsley, Heather, Edelweiss, Horsetail) + 5 (Cow Parsley, Heather, Edelweiss, Horsetail) = Small Primitive Basket Large Fern Basket 5 Fern + 5 Fern + 5 Fern 5 Fern + 3 Primitive Rope + 5 Fern 5 Fern + 5 Fern + 5 Fern = Large Primitive Basket Small Wicker Backpack 5 (Cow Parsley, Heather, Edelweiss, Horsetail) + Primitive Rope + 5 (Cow Parsley, Heather, Edelweiss, Horsetail) 5 (Cow Parsley, Heather, Edelweiss, Horsetail) + Primitive Rope + 5 (Cow Parsley, Heather, Edelweiss, Horsetail) 5 (Cow Parsley, Heather, Edelweiss, Horsetail) + 5 (Cow Parsley, Heather, Edelweiss, Horsetail) + 5 (Cow Parsley, Heather, Edelweiss, Horsetail) = Small Wicker Backpack Large Wicker Backpack 5 Fern + 3 Primitive Rope + 5 Fern 5 Fern + 3 Primitive Rope + 5 Fern 5 Fern + 5 Fern + 5 Fern = Large Wicker Backpack Small Wicker Hand Basket Empty + Empty + Empty 3 (Cow Parsley, Heather, Edelweiss, Horsetail) + 2 Primitive Rope + 3 (Cow Parsley, Heather, Edelweiss, Horsetail) 3 (Cow Parsley, Heather, Edelweiss, Horsetail) + 3 (Cow Parsley, Heather, Edelweiss, Horsetail) + 3 (Cow Parsley, Heather, Edelweiss, Horsetail) = Small Wicker Hand Basket Large Wicker Hand Basket Empty + Empty + Empty 5 (Cow Parsley, Heather, Edelweiss, Horsetail) + 4 Primitive Rope + 5 (Cow Parsley, Heather, Edelweiss, Horsetail) 5 (Cow Parsley, Heather, Edelweiss, Horsetail) + 5 (Cow Parsley, Heather, Edelweiss, Horsetail) + 5 (Cow Parsley, Heather, Edelweiss, Horsetail) = Large Wicker Hand Basket Carved Log 1 Knife + 1 Log = 1 Carved Log Primitive Wood bowl 1 carved Log Cooked in cooking pot = 1 Primitive Wood Bowl Drying Rack 1 Stick + 1 Stick + 1 Stick 1 Rope + 1 Stick + 1 Rope 1 Stick + 1 Rope + 1 Stick Wood Mallet Head 1 Knife + 1 log = Wood Mallet Head Wood Handle 1 Knife + 1 Stick = Wood Handle Wood Mallet Wood Mallet Head + Wood Handle Primitive Salad 1 (Edelweiss, Lupine, Cornflower, Daisy, Golden Poppy, Orange Mallow, Forget me not, Heather, Clover, Wild Daisy, Horseradish) + 1 (Edelweiss, Lupine, Cornflower, Daisy, Golden Poppy, Orange Mallow, Forget me not, Heather, Clover, Wild Daisy, Horseradish) + 1 (Edelweiss, Lupine, Cornflower, Daisy, Golden Poppy, Orange Mallow, Forget me not, Heather, Clover, Wild Daisy, Horseradish) + Empty + Primitive Wood bowl + Empty = Primitive Salad Glutein Free Flour 4 (Lupine, Clover, Flax, Spelt, Rye, Cattail Root, Papyrus Root) + Wood Mallet = 1 Flour Dried Catmint 2 Catmint + Dryer + 24 hours in game = 1 Dried Catmint Dried Edelweiss 2 Edelweiss + Dryer + 24 hours in game = 1 Dried Edelweiss Dried Cornflower 2 Cornflower + Dryer + 24 Hours in game = 1 Dried Cornflower Dried Golden Poppy 2 Golden Poppy + Drying Rack + 24 hours in game = 1 Dried Golden Poppy Dried Orange Mallow 2 Orange Mallow + Drying Rack + 24 hours in game = 1 Dried Orange Mallow Dried Forget me not 2 Forget me not + Drying Rack + 24 hours in game = 1 Dried Forget me not Dried Heather 2 Heather + Drying Rack + 24 hours in game = 1 Dried Heather Dried Clover 2 Clover + Drying Rack + 24 hours in game = 1 Dried Clover Dried Rafflesia 2 Rafflesia + Drying Rack + 24 hours in game = 1 Dried Rafflesia Dried Wild Daisy 2 Wild Daisy + Drying Rack + 24 hours in game = 1 Dried Wild Daisy Herbal Tea (Boiled in Cooking Pot) 1 Water + 3 (Dried Catmint, Dried Edelweiss, Dried Cornflower, Dried Golden Poppy, Dried Forget me not, Dried Heather, Dried Clover, Dried Rafflesia, Wild Daisy, Dried Wild Daisy, Dwarf Furze) = 1 Herbal Tea Herbal Soup 2 Salt Water + 3 (Daisy, Clover, Wild Daisy, Fern, Horseradish) = Herbal Soup Herbal Stew 2 Salt Water + 3 (Daisy, Clover, Wild Daisy, Fern, Horseradish) + 3 (Puffball, Orange oak bolete, King bolete, Green cracked russula, Violet web cap, Almond mushroom, Red wine cap, Paddy straw, Chanterelle, Black trumpet, Field mushroom, Indigo milkcap, Saffron milkcap, Common morel, Witchhat mushroom, Lobster) = Herbal Stew Enhanced Herbal Stew 2 Salt Water + 3 (Daisy, Clover, Wild Daisy, Fern, Horseradish) + 3 (Puffball, Orange oak bolete, King bolete, Green cracked russula, Violet web cap, Almond mushroom, Red wine cap, Paddy straw, Chanterelle, Black trumpet, Field mushroom, Indigo milkcap, Saffron milkcap, Common morel, Witchhat mushroom, Lobster) + 2 (Shiitake, Livermushroom, Deer ear mushroom, Reishi, White oyster, Bearded tooth, Chicken of the woods, Tinder hoof, Dryad saddle, Pink oyster)
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Its now called "Luanti". I enjoy playing it. Its a open source voxel engine based game. Worth playing if you like minecraft without all the Minecraft BS.
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I was able to fix the issue. I needed to rerun the Nvidia command sudo apt list --installed | grep -E "mesa|nvidia" not sure why I had to rerun this command but it fixed the issue
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Getting a error on fresh install of game: Running on 64 bit Linux (Linux Mint 22.1) [Kernel 6.8.0.84] with 31965 MB RAM Game Version: v1.21.5 (Stable) 10/17/2025 2:43:26 PM: Critical error occurred Loaded Mods: System.Exception: ** Unable to start OpenGL graphics. Try: (1) restart the computer (2) update the graphics driver (3) more advice at wiki.vintagestory.at/Troubleshooting_Guide#OpenGL_crash ** ---> System.InvalidOperationException: GLFW Version unavailable: GLX: Failed to create context: BadValue (integer parameter out of range for operation) at OpenTK.Windowing.Desktop.NativeWindow..ctor(NativeWindowSettings settings) at OpenTK.Windowing.Desktop.GameWindow..ctor(GameWindowSettings gameWindowSettings, NativeWindowSettings nativeWindowSettings) at Vintagestory.Client.NoObf.GameWindowNative..ctor(GameWindowSettings gameWindowSettings, NativeWindowSettings nativeWindowSettings) in VintagestoryLib\Client\ClientPlatform\GameWindowNative.cs:line 16 at Vintagestory.Client.ClientProgram.AttemptToOpenWindow(GameWindowSettings gameWindowSettings, NativeWindowSettings nativeWindowSettings, Int32 openGlMajor, Int32 openGlMinor, Int32 tries) in VintagestoryLib\Client\ClientProgram.cs:line 363 --- End of inner exception stack trace --- at Vintagestory.Client.ClientProgram.AttemptToOpenWindow(GameWindowSettings gameWindowSettings, NativeWindowSettings nativeWindowSettings, Int32 openGlMajor, Int32 openGlMinor, Int32 tries) in VintagestoryLib\Client\ClientProgram.cs:line 388 at Vintagestory.Client.ClientProgram.AttemptToOpenWindow(GameWindowSettings gameWindowSettings, NativeWindowSettings nativeWindowSettings, Int32 openGlMajor, Int32 openGlMinor, Int32 tries) in VintagestoryLib\Client\ClientProgram.cs:line 410 at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 311 at Vintagestory.Client.ClientProgram.<>c__DisplayClass10_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 133 at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 95 System.InvalidOperationException: GLFW Version unavailable: GLX: Failed to create context: BadValue (integer parameter out of range for operation) at OpenTK.Windowing.Desktop.NativeWindow..ctor(NativeWindowSettings settings) at OpenTK.Windowing.Desktop.GameWindow..ctor(GameWindowSettings gameWindowSettings, NativeWindowSettings nativeWindowSettings) at Vintagestory.Client.NoObf.GameWindowNative..ctor(GameWindowSettings gameWindowSettings, NativeWindowSettings nativeWindowSettings) in VintagestoryLib\Client\ClientPlatform\GameWindowNative.cs:line 16 at Vintagestory.Client.ClientProgram.AttemptToOpenWindow(GameWindowSettings gameWindowSettings, NativeWindowSettings nativeWindowSettings, Int32 openGlMajor, Int32 openGlMinor, Int32 tries) in VintagestoryLib\Client\ClientProgram.cs:line 363
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I was not able to find any mods that remove the temporal stability when you dig down. All for the storms etc just dont want to mess with it when mining or digging. Anyone have a mod already for this issue? If not I think I can cook something up. just hoping to save my self time.
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Setting mod development environment on Linux?
Micah Holmes replied to JAGIELSKI's topic in [Legacy] Mods & Mod Development
What distro you using? I use mint but my friend is on arch. -
New to mods: need help please
Micah Holmes replied to betojacob's topic in [Legacy] Mods & Mod Development
Just a suggestion when modfing. Always build mods and test mods on a clean install location. I'm on linux. I have a developer install that I keep vanilla and I have my "live" version I use to play. If my vanilla test is good, I move my mod into my " live" version and test again before release. This ensures a clean mod is released to the community and reduces my time fixing bugs etc