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JamesB

Vintarian
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Posts posted by JamesB

  1. 9 minutes ago, l33tmaan said:

    It should be wherever your VintageStory.exe is...

    Huh, well fancy that!  You were close.

    Thanks!

    {
        "op": "replace",
        "path": "/attributesByType/log-resinharvested-*/transientProps/inGameHours",
        "value": "72",
        "file": "blocktypes/wood/log-withresin.json"
      }
  2. 25 minutes ago, l33tmaan said:

    I think your path needs to be "attributesByType/*/transientProps/inGameHours". I'm not sure, though.
    When it comes to patches, most of the time I just change the file in my VS installation and use the ModMaker.exe to spit something out. That usually works.

    I have also been doing research, and I've already got something in the works. I just didn't want to spoil it here. 😉

    Huh, where can I find the ModMaker?  Is that a separate download like the ModelCreator?

    And sweet!  Looking forward to the updates.  :)

  3. @l33tmaan Hey so I was wondering if you could help me with something.  I'm looking at your mod as a guide.  In it the json code to replace bread nutrition:

    {
        "op": "replace",
        "path": "/nutritionPropsByType/*/saturation",
        "value": 160,
        "file": "itemtypes/food/bread.json"
      }

    Which is replacing values in here:

    creativeinventory: { "general": ["*"], "items": ["*"] },
        nutritionPropsByType: {
            "*-flax": { saturation: 160, foodcategory: "Grain" },
            "*-rice": { saturation: 330, foodcategory: "Grain" },
            "*": { saturation: 300, foodcategory: "Grain" }
        },

    I'm having trouble desiphering this line:

     "path": "/nutritionPropsByType/*/saturation",

    Is this replacing all the values for "saturation"?

    I'm looking at this in the log-withresin.json:

    attributesByType: {
            "log-resinharvested-*": {
                transientProps: {
                    convertFrom: "log-resinharvested-pine-ud", 
                    convertTo: "log-resin-pine-ud", 
                    inGameHours: "168",
                },
                preventsDecay: true
            },
            "*": {
                preventsDecay: true,
                forageStatAffected: true
            }
        }

    So am I correct with this syntax?

    {
            "op": "replace",
            "path": "/transientProps/inGameHours",
            "value": 72,
            "file": "blocktypes/wood/log-withresin.json"
        }

    I'm assuming the \*\ is a wildcard to catch all the instances that have "saturation"?  So with mine I won't need that.  Correct?

  4. I'm looking through the log-withresin.json to try and determine where/if I can change the spawn time of the resin blocks on pine trees.  I think I found a lead but I'm not sure if I'm reading it correctly:

    attributesByType: {
    		"log-resinharvested-*": {
    			transientProps: {
    				convertFrom: "log-resinharvested-pine-ud", 
    				convertTo: "log-resin-pine-ud", 
    				inGameHours: "168",

    Does anyone know what exactly inGameHours is controling?

  5. 1 hour ago, l33tmaan said:

    There are a couple of mods that let you get around that: one by letting you make resin out of pine trees, and one that lets you crush soybeans in a quern for oil that you can use in the recipes instead of resin. Which would you prefer?

    Resin Renaissance is one of them right?  What's the other one?

  6. On 5/16/2021 at 2:21 AM, Streetwind said:

    Covering more ground is the trick - much as it is to all questions of "I am having trouble finding X".

    Roam far enough from your base, and you'll find so many resin trees, wild bee hives, copper deposits, ruins, and so on and so forth that you'll eventually just stop marking them on your map because you have more than enough already.

    For me resin is just too damn hard to find.  I've spent days wandering the forests and only come back with maybe 4-5 pieces of resin.  It's a real bottleneck.  I'm actually considering trying to mod the resin rates up but I haven't found where to mod that yet.

  7. 26 minutes ago, Jessica O. said:

    There is a framerate and fps graph if you hit CTRL+F3.

    Also according to the wiki you can hit CTRL+F10 to toggle something called the frame profiler output, and type ".edi" to get even more info.

    Awesome thanks!  You rock.

    • Like 1
  8. On 5/15/2021 at 8:42 PM, Jessica O. said:

    I guess, you can't rebind left and right mouse because the dev didn't put it in the game!

    At best you would probably have to get around this by running a virtual controller and remapping the left and right click functions to other buttons manually outside the game. but there's no way to remap JUST "pick up item from Inventory" it would remap ALL uses of the left click like swinging a weapon, or ALL uses of right-click like placing a torch, or opening a chest as well.

    Yeah, the remapping is tricky.  I use a controller but I actually use the mouse/keyboard when dealing with inventory stuff.  A "Loot All" button would solve all these problems tho!

  9. 1 hour ago, l33tmaan said:

    There we go. You're trying to double dip. You can't use aged meat to make sausage, since you would be able to age it twice for sausage links with 1500+ protein.

    Ooooh!  OK.  Makes sense, because when I tried it successfully I didn't have any aged meat around so I chopped up a regular piece of meat.  I'm an idiot.

    • Haha 1
  10. 2 hours ago, l33tmaan said:

    It's not buggy in that regard. You can hold right click on the bowl, you can hold right click on the table. Unless you have some weird mod that I don't, you should be able to hold right click to use the mixer once you have the proper recipes made. Are you only having this problem with sausage, or everything?

    OK I tried it with making bread and it worked consistantly.  But the sausage is still giving me issues.  I am using 6 units of "raw aged bushmeat cubes" and 6 units of fat.  I'm not really sure why it worked that one time.  Maybe it's the meat?

    10 hours ago, Lisabet said:

    are you holding the mouse down on the bowl up top, or on the table below the bowl? try holding right click on the table

    Tried holding it in all locations.  Seems it might be the recipe I'm trying to use.

  11. @l33tmaan OK so I tried again and I'm getting the same issues.  Holding down right click isn't making the mixer work.  I don't know why it worked that one time this afternoon.  But I've restarted several times, added/replaced the meat and fat, and held down the right mouse button for several seconds.  So I would say that this is definitely buggy.  Let me know if there's any info you need to help debug this.

  12. 44 minutes ago, l33tmaan said:

    You right click on the mixing bowl, it works just like a quern. Sometimes the output display is wonky and won't tell you that you can make something, but removing it from the slot and putting it back in fixes that.

    Sorry, but it's not working at all.  I keep removing the items from the slots and replacing them.  Right clicking on the mixing bowl only opens up the gui but nothing else happens.

  13. 9 hours ago, l33tmaan said:

    Nah, the bottom left slot is only for placing cooking pots in. Right now you can only make salads with it. The bottom right slot is the output slot. You probably have them in the incorrect order. 6 meat nuggets in the first slot and 6 balls of fat in the second will let you make sausage. Just right click it.

    Right click what?  I've clicked on every part of the mixing bowl GUI and nothing happens.

    image.thumb.png.f876cc802d894b61939aed7405def2c0.png

  14. 2 minutes ago, l33tmaan said:

    No, that would be pretty horrible.

    OK, so how do I use it manually?  I've put some meat cubes and fat into the upper slots (6 pieces each) to make sausage but I have no idea what to do next.  Do I need to put something into one of the bottom two slots?

  15. 9 minutes ago, Jessica O. said:

    They have the ability to climb ladders, but no, they cannot normally climb fences. Assuming you don't have a mod installed that allows players to climb fences (which might work by making fences like ladders, which animals can't climb, but drifters can, so then they'd be able to climb the fence as well....) I would ask if they did this in the winter? I noticed in my game that if snow piles up next to a fence it would act as stairs and my sheep could go over and would wander out. I had to put a roof over my animal pens to keep the snow out during winter to prevent them from escaping.

    Quote

     

    I noticed in my game that if snow piles up next to a fence it would act as stairs

     

    This is exactly what happened!

    • Like 1
  16. 13 minutes ago, Jessica O. said:

    Not that I know of, I got lucky and have 4 seeping trees pretty close together near my spawn. I would try going to a pine forest, walking up to one tree and carefull looking at each block of the trunk one by one, if none are leaking then chop down the tree and move on; eventually you should be able to clear-cut an area and just have a few resin producers left. My 4 were clustered enough that I suspect they aren't so rare, just really hard to spot through all the foliage and it's very hard to stay oriented and search forests in a truly organized manner.

    Thanks.  I was hoping that there was some unknown game mechanic for finding/generating resin.  :(

  17. Is there some trick to finding resin in decent quantities?  I've been going dizzy spinning around pine trees looking for enough to get my mechanics started.  Is there a way to make pine trees create resin by cutting them?

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