Jump to content

ParallaxError

Vintarian
  • Posts

    9
  • Joined

  • Last visited

2 Followers

Recent Profile Visitors

225 profile views

ParallaxError's Achievements

Wolf Bait

Wolf Bait (1/9)

12

Reputation

1

Community Answers

  1. fixed, must be backpack by type not quantity by type
  2. Trying to rewrite some code so that i can easily create new backpacks using the variant system however all show up with no slots? Maybe I'm missing something? { "code": "metalbackpack", "variantGroups": [ { "code": "metal", "states": ["copper", "gold", "silver", "tinbronze", "bismuthbronze", "blackbronze", "iron", "meteoriciron", "steel"]} ], "maxstacksize": 1, "attributes": { "wearableAttachment": true, "attachableToEntity": { "categoryCode": "backpack", "attachedShape": { "base": "item/backpackbronzeback" } }, "groundStorageTransform": { "translation": { "x": -0.18, "y": 0.0, "z": 1.165 }, "rotation": { "x": 0, "y": 90, "z": 0 }, "origin": { "x": 0.0, "y": 0.0, "z": 0.0 }, "scale": 1.34 }, "backpack": { "quantitySlotsByType": { "*": { "*-copper": 6, "*-gold": 6, "*-silver": 6, "*-tinbronze": 8, "*-bismuthbronze": 8, "*-blackbronze": 8, "*-iron": 10, "*-meteoriciron": 10, "*-steel": 12 } } } }, "behaviors": [ { "name": "GroundStorable", "properties": { "layout": "SingleCenter", "collisionBox": { "x1": 0.25, "y1": 0, "z1": 0.25, "x2": 0.75, "y2": 0.375, "z2": 0.75 } } }, { "name": "HeldBag" } ], "shape": { "base": "item/backpackbronze" }, "texturesByType": { "*": { "metal": {"base": "game:block/metal/ingot/{metal}" } } }, "storageFlags": 2, "creativeinventory": { "general": ["*"], "items": ["*"] }, "guiTransform": { "translation": { "x": 0, "y": 0, "z": 0 }, "rotation": { "x": -20, "y": 21, "z": 180 }, "origin": { "x": 0.53, "y": 0.35, "z": 0.5 }, "scale": 2.3, "rotate": true }, "heldRightTpIdleAnimation": "holdinglanternrighthand", "heldLeftTpIdleAnimation": "holdinglanternlefthand", "fpHandTransform": { "translation": { "x": 0, "y": 0, "z": 0.2 }, "rotation": { "x": 20, "y": -73, "z": 10 }, "scale": 2.5 }, "tpHandTransform": { "translation": { "x": -0.66, "y": -0.5, "z": -0.45 }, "rotation": { "x": -89, "y": 67, "z": -91 }, "scale": 0.86 }, "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": 4.5 } }
  3. I have to respectfully disagree, VS is perfect for VR. The whole point of vintage story is immersion, and you cant get more immersed than to literally be in the game. However VR support would be way down the line as VS is still in early access/active development and having to factor in VR support would make the game a lot more difficult
  4. A List of Improvements for the Mod Manager in no Particular Order 1. Folders in the mods list Would be really nice if we could have folders for mods so they can be organised however we see fit and be toggled as a group* (e.g have a folder with any combat overhaul mods in) 2. Delete Button A delete button that would allow for better mod management from within the game (pretty self explanatory) 3. Update Mods Button An update button that will get all versions of a mod and allow for selection of what version to update to and a launch notification or some sort of way to quickly tell the user that there are mod updates 4. Links to ModDB Pages Links to each mods ModDB page for quicker navigation ( also pretty self explanatory ) 5. Per World Mod Selection Some way to enable or disable specific mods on certain worlds or even modpack creation like a preset selection of mods that can be switched to easily (probably my most far fetched idea) *could be used as a rudimentary modpack system? Footnote: I would also like to know what suggestions other people have in the comments this is all I could think of for the moment
  5. Honestly, I don't mind the idea of something similar to slabs as they are. Once you get used to how to place them its alright. Although, the hitboxes might need to be tweaked so that the vertical placement is smaller since it can be easy to place a vertical slab instead of a regular one.
  6. No, I don't think it would as gates and doors are pretty much the same thing but rescaled and retextured anyway. They serve the same purpose, keeping things in or out of an area while allowing you to go in and out. Adding that extra bit of freedom in placement just allows more uses for building and as you said making them fit with chiseled blocks. And also thinking about it, extend that to gates too because why leave them out
  7. As simple as it sounds, instead of doors having to be on either edge of a block, let them be placed mid way through lining up where fences do.
  8. I think theyre all full stacks but maybe I missed some somewhere. I don't hear fire and theres no ash so thats all ok I'll try a small one then come back here [EDIT] I've made a small hole and filled, lit and covered it. Doesn't seem to have made any charcoal. No mods. Mildly infuriating that I can't progress because my charcoal won't make [EDIT 2] Didn't realise that cover meant to put a block over the firepit too fixed that now it works (uploaded pic of what I had)
  9. Hi, recently picked up this game and been having alot of fun but while trying to make charcoal through the charcoal burning mechanic I've had a single pit 3x3x2 of firewood and then covered with a ring of dirt burning for about 3 in game days with no conversion. Really need help with this as finding brown coal isn't good enough to get enough fuel to make any copper tools. Thanks in advance.
×
×
  • Create New...

Important Information

We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue.