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Posts posted by Lich
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5 hours ago, nebux said:
i'm hunting gemsboks with spears. i may think that they should run when they get hit as it's too easy to kill them from afar. same for deers hunting
Yeah, I agree with this. I was having the same thoughts recently while testing them. I need to fiddle with their AI. I'll see what I can do about making them more responsive to being hunted. Though there may only be so much I can do at the end of the day since I am working purely with the .json API and while you can change the entity's AI there, it's limited in what you can do.
I also noticed the White Harts are spawning too frequently as well, so that needs to be adjusted.
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Bump 4 updated, added shoji screens
I will be backporting what features I can to 1.15 when I get the time
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11 minutes ago, Cryptis Midnight said:
I am getting an error on fresh install
12.1.2022 15:58:19 [Error] Patch 3 (target: game:entities/arrow.json) in lichen:patches/survival-entities-arrow.json failed because supplied path /hax is invalid: The json path /client/shapeByType/* was not found. Could traverse until /client/shapeByType, but then '*' does not exist. Full json at this path: { "arrow-crude": { "base": "entity/arrow/crude" }, "arrow-flint": { "base": "entity/arrow/stone" }, "arrow-gold": { "base": "entity/arrow/gold" }, "arrow-silver": { "base": "entity/arrow/silver" }, "arrow-crystal": { "base": "orecrystals:item/tool/crystalarrow" }, "arrow-copper": { "base": "item/tool/arrow-copper" }, "arrow-tinbronze": { "base": "item/tool/arrow-copper" }, "arrow-bismuthbronze": { "base": "item/tool/arrow-copper" }, "arrow-blackbronze": { "base": "item/tool/arrow-copper" }, "arrow-iron": { "base": "item/tool/arrow-copper" }, "arrow-meteoriciron": { "base": "item/tool/arrow-copper" }, "arrow-steel": { "base": "item/tool/arrow-copper" }, "arrow-antler": { "base": "game:entity/arrow/stone" } } 12.1.2022 15:58:19 [Error] Patch 4 (target: game:entities/arrow.json) in lichen:patches/survival-entities-arrow.json failed because supplied path /client/shapeByType/* is invalid: The json path /hax was not found. No such element 'hax' at the root path 12.1.2022 15:58:19 [Error] Patch 5 (target: game:entities/arrow.json) in lichen:patches/survival-entities-arrow.json failed because supplied path /hax is invalid: The json path /client/texturesByType/* was not found. Could traverse until /client/texturesByType, but then '*' does not exist. Full json at this path: { "arrow-crude": {}, "arrow-flint": { "material": { "base": "block/stone/flint" } }, "arrow-crystal": { "feather": { "base": "item/tool/material/feather" }, "feather2": { "base": "item/tool/material/feather2" }, "string": { "base": "item/tool/material/string" }, "handle": { "base": "orecrystals:block/quartz" }, "crystal": { "base": "orecrystals:block/quartz" } }, "arrow-antler": { "material": { "base": "game:block/bonesrotten" } } } 12.1.2022 15:58:19 [Error] Patch 6 (target: game:entities/arrow.json) in lichen:patches/survival-entities-arrow.json failed because supplied path /client/texturesByType/* is invalid: The json path /hax was not found. No such element 'hax' at the root path
This unfortunately appears to be an issue with the mod Ore Crystals and is not something I can fix on my end.
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Bump for update, added gemsbok and antler windchimes, fixed the white-tails so they can now be bred using large food troughs & sheep food, and will be domesticated at gen10.
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Still working in 1.16+, while nothing changed you'll need to redownload due to versioning changes.
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Updated to 1.16.0
Only thing needed to be changed was updating the tent blocks to the new windwave system.
As for all of the deer bug reports, I can't find any credibility to the deer causing lag when it spawns in, doesn't seem to be doing it to me and could be chalked up to other mods, my deer doesn't actually do anything outside of the scope of the vanilla API and so it shouldn't be causing lag in ways that the other vanilla animals wouldn't be.
The deer breeding is certainly broken though. I want to completely re-write the deer in the future, but i've been waiting for the vanilla update to animal husbandry before I do. They are functioning perfectly fine as wild game for the time being as far as I can tell.
edit: hmm, redownload if it's not showing up in your game, apparently VS is wildly specific about its versioning and doesn't accept "1.16.0" but rather wanted "1.16.0-pre.8"
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Hello, sorry about not being around to update this mod, work has had me extremely busy. I'd still like to in the future.
Someone messaged me asking if they could use assets from this mod for their own mod (either public or private) and the answer to everyone, forever is: yes.
This mod is a community asset. Feel free to take its models, textures and other stuff and do what you will with it
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Thanks for the bug reports everyone, I'll take a look at them as soon as I'm able too. Been swamped with work unfortunately.
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Bump, I backported all of the recent bugfixes and features to 1.14.10 for those who are still playing on their pre-update worlds.
For the foreseeable future, I will be maintaining Lichen at least one major version behind the current version alongside the current version . So, until 1.16 comes out, expect Lichen to be updated for 1.14 as well as 1.15. Depending on if mod version bottlenecking occurs (like it did for 1.7.10 in minecraft, for example), I may choose to maintain specific previous versions, or at community request.
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In other games, (Rimworld for example), the mod API supports multiple game versions in a single mod zip.
(This document outlines how multi-versioning is carried out in rimworld)
This feature would be extremely useful for transitional periods where users may want to stay on their older worlds until the newer version of the game is stable, and would allow mod authors to much more easily maintain multiple versions of their mod without having to upload multiple files.
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Bump for update. You can check the MODDB Page for preview images. Unfortunately it seems like media uploads are disabled to the forums for some reason, so until that's fixed, no previews will be available on the main post.
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Bumping this topic to confirm that this is still working in 1.15.
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On 6/21/2021 at 3:05 AM, DancingHoskuld said:
Whenever I try and use the arrows made from antler the game crashes to the desk top. I have made sure I am using the latest and I tried it multiple times. Flint and copper arrows work fine.
Thanks for the bug report, no idea how i missed this in testing. It's fixed now.
Updated Vintage Story to 1.15! Everything should be working, but please report any bugs you find.
I already know about reed mats showing their code names rather than their language names when placed on blocks. I think this might be a bug with 1.15, since some of the default rugs do this too.
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Is there a way to configure the height of the tentbag to be 7x7x7 rather than 7x3x7? the tent blocks I made were designed for a higher height in mind and it would be cool to have it work with this!
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On 5/29/2021 at 1:25 AM, JamesB said:
Hey so I feel kind of dumb, but how do you make the corner roof pieces? When I place 3 of them on a corner I just get this odd overlap, not the cool corner piece I see in pics.
You're not dumb, I didn't really explain it, so it's not obvious. They function like stair pieces -- try aiming at the "top" half of a block it's next to when placing it down, it'll switch to the corner model. It can be tricky, but I wanted to make it so you didn't have to craft corner pieces separately.
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Is there anything special you have to do to make the tree size work? Any value I input seems to have no effect whatsoever, 5, 10, 25, even 1000 -- absolutely no change in game. I am generating a new world each time.
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18 minutes ago, Hells Razer said:
Love the mod, but I have one complaint:
You can't mount antlers on walls for decoration.
That's in my plans actually Some decor uses for the horns. I wanted to get the tool uses out first, but then that update got delayed. Well, I can start working on that now, though!
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1 hour ago, Hrafn Rune said:
So, issue with the newest update of this mod. After updating, none of the blocks or items showed up in game and previously placed wattle fences showed as question mark blocks. Rolling back to the previous update fixed it.
Oh I see the issue. I packaged the zip file incorrectly. Redownload it now, it should be fixed. Thanks so much for reporting the issue!
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57 minutes ago, Hrafn Rune said:
So, issue with the newest update of this mod. After updating, none of the blocks or items showed up in game and previously placed wattle fences showed as question mark blocks. Rolling back to the previous update fixed it.
Uhhhhhhhh hm. Odd. That shouldn't be occurring. I'll take a look at it.
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Bump for update. Thanks for your patience folks I got wrapped up with life and stumped on like a single json file, but people in the discord helped me when I finally asked for help Excited for what VS 1.15 will bring us! Definitely a lot of new stuff for us to play with as modders, that's for sure.
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23 minutes ago, l33tmaan said:
More animals, by any chance?
That's my plan after this update I wanted to start working on antelopes
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On 4/30/2021 at 7:43 PM, Lisabet said:
is there a reason that deer don't give fat on butchering? I adore them and love seeing them run around but I don't hunt them at all since they don't give fat
my meat to fat ratio is already crazy, and I end up wasting meat when I can't turn it into sausages or pemmican (or seal crocks) from the expanded foods mod lol
I decided to not give deer fat drops since deer venison is not a very fatty meat, and during my research, I kept finding reports of hunters irl saying deer fat 'turns rancid quite quickly', and so it is often not used. So in order to diversify the drops, and to stay true to life, deer do not drop fat. Very soon their antlers will be useful for other things, though.
Also hello everyone, it has been a while since an update but I (and this mod) are not dead. The next update is almost ready to go but I have been stuck on a coding problem, and then I got wrapped up with real life. But I will attempt to fix this issue I'm having and release the next update ASAP. Thanks for your patience!
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On 3/20/2021 at 11:46 PM, Tech_Rabbit said:
@Ambulate In SomnisIt's not the mod. This happened to my server at one point. If you install or update any mod from now on, I bet that you will have random blocks change to other blocks. For us we got oak fences turn into iron buckets, coopers reeds turned into trade o mat machines, glacier ice turned into trade o mat carts. Your ModID table is corrupt if that is happening.
On 3/19/2021 at 6:57 AM, Ambulate In Somnis said:I have tried to add this mod to my server and all air blocks was replaced with block-hideroof-light-up-west-free.
Yeah, this does not sound like something my mod in specific would do. I feel like this should be filed as a proper bug report in the bug issue tracker for the game, because if this can occur with blocks with my mod (which is purely a content mod, aka the simplest form of mod using purely json API hooks, no new code) then this can occur with any other mod that adds new blocks (possibly even the vanilla game), and thus should be something that Tyron probably needs to know about.
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I'm working on the next update, and it's not quite ready yet, but it will include:
- Antler working! Cut up your antlers into pieces and turn those pieces into knives, pickaxes, and arrowheads.
- Antler pickaxes are a primitive, stone age era form of mining that only allow the mining of stone and flint, inspired by our IRL ancestors
- Reed mats! Large and small decorative reed mats to decorate your tent or home
- Hide Floor Cushions! A cozy little spot to sit on while you knap tools or work on chiseled art. Dyeable!
And possibly more, depending on what I feel like adding
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Lichen - v1.17.0 - GEMSBOK! Antler Windchimes! Shoji Screens!
in Mod Releases
Posted
Yeah I've noticed the AI has changed in the basegame since the testing I did when I originally made the deer. The white harts used to be really rare for example but they're spawning all the time. I didn't change the values, so it seems like tyron tinkered with stuff vanilla-wise. Also I can't prevent the bucks from killing each other anymore with the knockback crits they do.
I don't know what Tyron has planned for the wildlife in the long run, if he aims for them to be more video game enemies or to balance it out and make it more natural, but... I've been considering making a separate mod that balances all the vanilla animals to my liking, which would ideally make them spawn & behave more naturally.