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SevenIndex started following Are bloomery recipies moddable , Recipe Outputs being Given Durability (not intended) , Snowy Versions of Custom Slabs Break and 4 others
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Hi, I've having trouble understanding why the output items of some of my recipes are having the "durability" attribute added to them. Here's an example of what I mean: And the code for the recipe: Also something of note, the durability attribute is only added if the item being consumed (the copper axe in this case) has the durability attribute itself. If anyone knows what causes this or knows how to remove attributes from output items please let me know!
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Snowy Versions of Custom Slabs Break
SevenIndex replied to SevenIndex's topic in Mod Development Questions/Troubleshooting
I couldn't find anything that stuck out to me in the logs but I'll post them here in case I missed something. Also I regularly break and replace whatever block I'm working on to assure whatever changes I made went through. Client Main Log: Server Main Log: Also here's the current version of my mod that I'm using for testing: sdr-woodredo.zip -
Snowy Versions of Custom Slabs Break
SevenIndex replied to SevenIndex's topic in Mod Development Questions/Troubleshooting
Sorry for the late response and lack of info, but I did more testing around the issue. I can confirm that they are "up-snow" variants of the Scrap Wood Planks that break instead of the intended "up-free" variants. Oddly enough this also happens with any other Wooden Slab. (pictured is an up facing Aged Wood Slab and a Birch Slab) Testing in a different world didn't reproduce the same results through. Every single slab including my modded one functioned perfectly fine. I'm assuming because of this that whatever causes this bug to occur is world related or due to changing the active modlist in some way I don't yet know. If you have insight on this please share it with me. -
Hi! I recently implemented my own wood type in my mod (using Aged Wood as a base so there's no tree or log types) and have been having trouble with specifically top slabs breaking (turning into error models) when they are covered with snow. I've used exclusively patches to implement it, this code I made for the slabs: It's specifically this "-up-snow" version of the slab, which shouldn't exist due to the skipVariants line in plankslab.json, but it generates regardless. If anyone knows why this is happening please let me know! Thanks!
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I accidentally saved over the vanilla recipe for making cider (VintageStory/assets/survival/recipes/barrel/cider.json) while modding thinking it was one of my own. Could someone attach their version or paste a copy of the file's text so I don't have to redownload everything?
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Need Help Understanding this ConfigLib Error
SevenIndex replied to SevenIndex's topic in [Legacy] Mods & Mod Development
Here's the configlib-patches.json file: Some other details: this file is stored at assets/somedisassemblyrequired/config and this json is considered valid using a json validator. Also the in-game config settings only generate when the “file” line is removed. But those settings have no effect on the actual config file. -
Hi, I've been trying to add a config file and ConfigLib compatibility to my code mod for a while. I was able to confirm that the individual settings function properly using another mod's domain that utilizes Configlib as a base for testing. But for some reason using my own domain in configlib-patches.json breaks the config entirely, locking each setting to their default and producing the error below in the log: (Another thing of note: The config file in the ModConfig folder is generated with only the file pathway to itself.) If any of you are familiar with Configlib and/or this error please tell me what I'm doing wrong.
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Like the title said, I'm curious if there's a way for a recipe to completely use an item's durability regardless of what it is. I'm aware of the "toolDurabilityCost" function, but due to the spontaneity of the durability of player's items and the ridiculous amount of recipes required for each individual level of durability I figured asking around would be the best option. To clarify, I ideally want the recipe to consume the tool completely while only having a single output item. A single copper axe should not turn into 249 additional copper axe heads. Also here's my in-progress code if anyone was curious:
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Are bloomery recipies moddable
SevenIndex replied to Wahazar's topic in [Legacy] Mods & Mod Development
Nice! Probably gonna go with the first method since the json patch swap seems liable to create more problems relative to what I intend to change. -
Are bloomery recipies moddable
SevenIndex replied to Wahazar's topic in [Legacy] Mods & Mod Development
I kinda figured that'd be the case. Is there a way to patch existing code using a code mod? -
Are bloomery recipies moddable
SevenIndex replied to Wahazar's topic in [Legacy] Mods & Mod Development
I was thinking of changing the smelting temperature range of the bloomery, not the items I want to be compatible with it. I did find the line: "if (collectible.CombustibleProps?.SmeltedStack != null && collectible.CombustibleProps.MeltingPoint < 1500 && collectible.CombustibleProps.MeltingPoint >= 1000)" But changing the values didn't seem to do anything. So I assume I simply placed the file in the wrong spot or formatted the changes in code incorrectly. -
Are bloomery recipies moddable
SevenIndex replied to Wahazar's topic in [Legacy] Mods & Mod Development
This is exactly what I needed too! I'm trying to change the smelting temperature range, but I'm not where to place this file or format the code so it properly applies. Any tips?