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Az3r1x

Very supportive Vintarian
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  1. Oh nice one! This will be going on the list, thanks for the suggestion!
  2. I wouldn't say it repels most people from using them in a negative way. It's more of if a player doesn't want to put in the work to have an orchard, then it is simply a pass for them on fruit trees and they move on. Pre 1.22 offered berry bushes as an alternative since they were quite abundant with the resources they provide but now berry bushes are on the same level as fruit trees, I would say they are even worse then they were but that isn't necessarily a bad thing. It is just another challenge to tackle and now if you want the added benefits of fruits and juices, you gotta put in the work to quite literally bear the fruits of your labor. If that doesn't work for you, well regular crop farming is there and you can get plenty of food if that is your true main issue with fruit trees taking a long time to get anything out of it. It is just an added difficulty the game asks of you, and if you don't feel up to it, there's nothing wrong with that. As others have mentioned, modding would probably benefit you in the end!
  3. Are there any animals or type of creatures people would like to see added into the game? I want to give modding and modeling a try, so I'm looking for some things to try out that people would be interested in seeing. I've seen the FoTSA series and it gave me a bit of motivation to actually start giving it a try. I do understand that it's going to be a lot of work, it's not something I'm expecting to push out for a long while, but I want to start getting some practice in privately. My plan is to work on my modeling skills first as I have some (albeit not enough lol) experience with it and the VS Model Creator looks like a godsend, but I have no previous experience with JSON or C#. So as I brush up on modeling, I'm going to work on learning that and giving it some practice too in between my modeling sessions. Anyway, long story short, I'm looking for some ideas to try out and would love to hear what you guys would like to eventually see at some point! If you have any guides or tips for modeling/modding, that would be very helpful too!
  4. Thanks for this! I was also looking for similar mods and now I got plenty to try out too
  5. Some good work! I need to learn how to make some appealing builds myself since I'm totally new to it all.
  6. This seems like a neat idea! My guess as to why we don't have it yet is that it would just need a special reason as to why we should be washing our clothes, you know? Maybe a boost to durability? I'm trying to think of other boosts we can add to make it a worthwhile investment and encourage people to actually want to wash their clothes.
  7. Doesn't Primitive Survival allow for this? Or is it more of a standalone mod you want for it?
  8. Heyo, So after some testing I was able to get the command working, however it seems the effect of it does not go through for some for some reason. So for the commands, these are what I got: /entity cmd e[!] stopanim walk /entity cmd e[!] stoptask all Those will affect everyone, including yourself, and I got the message that says it went through successfully but the only one that would work is walk because it shows it happening, but it seems it's not permanent because if the entity goes into another animation, the one that was stopped is reset and you would have to retype it to stop it again, at least from my testing. BTW If you want to target other things than Gazelle, spawn the entity, type /entity list and then do the command with e[type=EXACTNAMEOFLISTEDENTITY] So in the case of the gazelle (male), the command would be /entity cmd e[type=gazelle-thomson-adult-male] stopanim walk and it will work and only affect the male gazelle (My entity code is most likely different from yours since I have the FotSa mod installed) stoptask and stopanim are interesting because you can put the command I listed and it says it executed successfully, but you can replace "all" with any word and it will say the same thing. So I think we would need to put the actual AI task in there exactly how it is in the code for it to function properly (Yeah I know, obviously it would be that but I just found it interesting it accepts any string with no issues). I'll keep playing around with it, but hey, we're making some type of progress, haha.
  9. Oh interesting, can you try the same commands but with l[] instead while looking at one? But hmmm, sorry if that don't work either. I'll do some testing myself as well and get back to you once I get some results too.
  10. Tyty Okay with the gazelle, let's try /entity cmd e[type=gazelle,range=3,alive=true] stopanim "gazelle-idle" (Might need to try it without the quotes) or even a simple /entity cmd e[type=gazelle,range=3,alive=true] stopanim "walk"
  11. Can you share a screenshot of both that error and the previous one from the attempt please?
  12. Oh wow that's a new one for me because usually that commands work with no issues. Can you try /entity cmd l[] stopanim (or stoptask) while looking at one?
  13. Can you try a command for me real quick and tell me if it gives the same error? Spawn a gazelle and try this specific command (yes I stole it from the wiki lol): /entity cmd e[type=gazelle,range=3,alive=true] stopanim or /entity cmd e[type=gazelle, range=3, alive=true] stopanim Be close to them and also you are on the latest version, right? IIRC, some commands are version specific.
  14. As far as I am aware when I tried it in the past, the entities would need to exist in the world first. Might be dumb of me to ask, but have you spawned them in first before trying these commands?
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