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SevenIndex

Vintarian
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Everything posted by SevenIndex

  1. Thank you! Took a minute to figure out where it should go, but it worked like a charm.
  2. 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!
  3. 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
  4. 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.
  5. 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!
  6. 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?
  7. 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.
  8. 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.
  9. Hi, I'm interested in adding a config file to my mod to enable/disable various recipes and patches, but can't find any clear answers on where to start. If anyone knows of a tutorial on how to get started or can give me an explanation on how this all works, please do!
  10. I can't believe I spent half an hour making a 26KB patch as a workaround for this and I could've removed a single line. Thank you, I need to go take a break from coding for a little while.
  11. 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:
  12. 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.
  13. I kinda figured that'd be the case. Is there a way to patch existing code using a code mod?
  14. 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.
  15. 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?
  16. I've been trying to make every metal item and block smeltable into ingots or metal bits but I've been having trouble with the bloomery. A majority of the metals in the base game can't be placed in the bloomery. I'm not 100% certain why, but I hypothesize that it's due to the bloomery having a set temperature range an item must be within to be smelted. (between ~1010C and ~1482) If there's some way to modify this range without changing the smelting temperatures of items please let me know! Just to show how many metals can't be used in the bloomery: (left side can't be smelted, right side can)
  17. I'm trying to make the various soil block pannable, so far I've been able to get the textures, blocks and loot table functioning correctly. However, everytime I attempt to use the pan on one of the stages of the soil it crashes and I'm not sure what exactly is going wrong. My assumption is that the game is trying to generate a block that doesn't exist instead of the ones made using this code. I based it off the existing code for gravel with a few changes to accommodate the different types of soil. The code is listed here: Also here's the crash log that generates: If anyone has any insight as to what I'm missing please let me know!
  18. I've been trying to make a recipe that turns Antler Mounts back into planks and leather, but I've been having some trouble getting the value in the "materials" attribute of the mount to work with the "name" function. I'd prefer not to do individual recipes for each type of wood for the sake of file size and compatibility with other mods that add more wood types. So if someone knows how to format this properly please let me know! Here's the code I've been using:
  19. Hi again! I'm trying to add combustablePropsByType part into trunk.json via a patch. It works properly, but all 4 types of trunks use the same code despite having different parameters. I assume this is because trunks are differentiated by "type" instead of "variant". In short, I can't figure out how to format the code for it to properly identify the different types. If anyone knows how or has an idea of where I can start please let me know. Here's the patch so far:
  20. Sorry about the confusing title, I'm not very familiar with coding terminology. I'm trying to add a custom arrow type but the arrowhead's model is stuck as the stone one instead of metal. The code to add it into the shapeByType list already works, but I theorize it's being placed at the bottom of the list so it gets overridden by the line above it. Which turns any prior undefined arrowhead type into the stone model. If anyone more knowledgeable about patching and knows of way to move my custom item higher in the list please let me know! I imagine this is how it is laid out: And this is the patch I made:
  21. Thank you! I didn't realize that having files with the same name and pathway would cause problems. Just changed the file names and it worked like a charm.
  22. I'm updating my mod with new recipes and so far its been pretty straight forward. However, some of the recipes I've made (specifically to create Chests) seem to override the vanilla recipe despite me not telling it to do so. I'll keep plugging away it, but if someone more knowledgeable in modding could point out where I went wrong it'd be appreciated! Here's the code:
  23. Oh ok, any idea what it is or what its supposed to be?
  24. I found this strange light blue block randomly in the middle of a gravel plains. No idea what it is but I'm pretty sure it's not intentional. Image of the thing below:
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