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Templar132

Vintarian
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  1. New update! Made the new roof blocks into a submod! Automatic interconnections (sometimes a bit buggy, use the mallet or any block), barely working snow covers using a bit ridiculous workaround (or a mallet, if you want snow to accumulate faster), but finally its done, /o Can't load a save to make a build plot screenshot with a bit updated models, sigh. But anyway.
  2. I have not tested it yet, but I think it would work normally as there is might no major changes in base game since 1.15.5.
  3. Yeah, 1-block wide stairs with railings are near unusable due to glass_pane-similar crouching bug i've wasted a lot of time to workaround, but failed miserably. I'll try to experiment with glass_pane instead to identify conditions when bug occurs, but a bit later
  4. Finally, after a month, here is a new update, check above Aaand here is a little testbuild i posted on discord not long ago. (And I actually forgot to test are snow covers work properly or not... so there is might be a fix soon)
  5. So, after some experiments, luck and discussion in #mods i found out that it is a kind of "not enough space in texture atlas" error, just without crash, so if you expirience such error, try to change size of it in clientsettings.json. ("maxTextureAtlasWidth" and "maxTextureAtlasHeight")
  6. Forget everything i've sad about block id's, heavy-modded clients etc. It still seems to be colormap bug, but due to too much alternate textures of plaster-fancy blocks (plaster-fancy.json). . It had 14-alternates for aged version, which led to this whole derpiness. Lowered this number to 7 - vintage story starts crashing because of colormap stuff; lowered to 2 - its working fine. How the hell it works like that - no clue. I'll get rid of alternates for old white tudors entirely and post new version soon. *Sigh* w8 a minute to download, need to change some recipes.
  7. Fun part is that i cannot even launch all of these mods simultaneously, cuz i have not enough RAM(8GB), huh. So that's probably a heavy pack to me. Can you send here a crash log? I'm not a telepath, its hard to guess. In addition to my experiments results - there was a situation when i'm was unable to load a world with my mod, Bricklayers, Primitive survival and The Neighbors installed simultaneously. Disable ANY of them - it works fine and no strange colormap crush (under spoiler), and the weirdest part - add just more mods and there is no crush too. wut. In conclusion - I suppose its some colomap derpiness thats brings thats weird block render due to overload by mods (maybe this connected with block id problem?). My mod _itself_ have no connection to it just because the only things it changes in vanilla - it is plaster blocks, other stuff it adds like a content mod, so its just brakes a camel back. Code part just brings some block classes, so no connection ether. Oh, forgot to show a screenshot of reproduced stuff:
  8. So as i've posted in discord, it's might be something connected with block id. My mod is too heavy for modpacks of such sizes
  9. Still, please, sombody send a list of mods here with this issue, im curius to experiment with their quantities. Like, 2 buildingplus is enough to brake leaves. 30 lichens (god forgive) and 1 buildingplus is not. Trying to calculate mod heavyness, lol
  10. Nevermind, I finally reproduced it by making a mod dublicate and running both simultaniosly. Weird
  11. WUT Okay, this looks like a black magic or something that i even can't recreate this issue. (I'm even very curious what might be causing such - in my mod there is _nothing_ that changes leaves or flovers Please, can you send a sreenshot of your settings and list of mods? Maybe this is an compatibility issue idk
  12. Because you''ll never have enough blocks to build with. Stuff added by this mod: Additional cobblestone recipes, with higher output. [1] Two new road blocks - gravel and paved one, including slab, full cube and path versions [2] Five framed block kinds, including changing the original tudors. There also the aged versions of framed blocks, could be crafted using aged planks. Seven new doors and five trapdoors, the latter include two cupboard doors. Cupboards. (Basically shelf with wooden walls, because why not) Windows. A lot of. Individual, tall, even tops for wide gothic windows. [3] And modular windows! Greenhouses made of them looks good, I guess. (And they even work) [4] Since version 1.1.0: New instrument for cycling through block versions: Masonry compasses. [5] Wooden supports, rough and debarked. Balcony wooden platforms. Balcony wooden stairs. Two balcony fence blocks - I-way and L-way. Sideless roof block version for copper, slate and clay. DELETED: Alternate textures for aged tudors. Why? Because it's the heaviest (in relation to texture atlass) and least usefull part of mod. Let me explain: Since version 1.1.1: New instrument for block shape update: Masonry mallet. Russian translation added by ZigThe Hedge. Oh, it;s time for a magic trick: R ---------> Я New submod: Buildingplus: Multiroof submod. It includes: [6] ------------------ New shingle blocks: main multiroof block, roof ridge block, three roof eaves blocks and two roof rakes blocks. ------------------ For submod to work the Buildingplus 1.1.1+ is required. All models uses either vintage story textures (included tweaked one by myself), or made inspired by conquest reforged pack for minecraft. I highly recommend to use Survival categories mod, because there is too much blocks (ahem, stone/wood versions of windows) to handle Also, I'm not a native english speaker, so block names can be weird. Currently there is only eng lang json presented. Please, report any bugs, weird things, and other problems. Gonna fix them asap ALERT: The gothic windows models are insane. Renderer in this game is very robust, and fps on my rather old PC never falls below 60 on medium settings even with models spam, but be careful. ALERT_2: If you still experience texture derps, try to increase "maxTextureAtlasWidth" and "maxTextureAtlasHeight" in clientsettings.json (line 59 and 60), located in AppData/Roaming/VintagestoryData ALERT_3: So, as you see, i decided to pack all the new content into a submod rather than a new version. Thats because the content, as always, a bit insane and loading times & RAM usage get bigger with new roofs added. Screenshots: [1] - If they are imbalanced, i'll remove them eventually. Made them mostly for myself and other players back then I played in Colony RP - my expirience was like "I digged a stone for the whole game session and THERE STILL NOT ENOUGH OF IT OH GOD" [2] - People may ask me: "Why add a full cube road block besides the path one?" Because sometimes my eyes bleed from something like this: [3] - They are available for any kind of wood and stone, and stone ones avanable in three types - with flat tops (FT), rounded tops, and chiseled tops (CHT) so the windows could be placed well on top of each other - example below. You able to change type using a chisel in the crafting grid. (See in handbook) [4] - Greenhouse and proof that it's just works [5] - Screenshot with all blocks masonry compasses can be used with: [6] - Screenshots: Planned features: Window and road type cicrle switching using tool in hand, not by recipe [ (default) --> (FT) --> (CHT) --> (default) ], because recipe is an awfull crutch workaround. Good question is - when will I make it, because i can't into code and mostly do things by praying to Omnissiah long enough. DONE Modular balconies. Because why not. DONE Planned in 1.2.0: Tall roof blocks for different angles, clay at least, maybe copper and slate too. Some decor using new decor system Idk when: Stained glass windows Middleages-themed furniture Everything else that eventually i'll come up with Latest version - 1.1.1 for VS 1.15.7 Buildingplus_1.15.7-1.1.1.zip BuildingplusSub_Multiroof_1.15.7-1.0.0.zip Changelog: 1.1.1 - Fixed the issue with 3x3 window crafting, and a bit of minor mixes i already forget 1.1.0 - Balcony update! Balcony platforms, stairs, fence; supports; sideless roof blocks ----------------------------- 1.0.5 - Updated for VS 1.15.3, added stairs for road blocks. 1.0.4 - Finally, i guess, fixed texture derp caused by using this mod with a lot of others. Added recipe grouping in some recipes (thx to explorerbee, I didn't know it's existing, lol) (Also fixed wrong road slab drop) 1.0.3 - Fixed broken drop of road-path and stoneroad-path blocks, WARNING - currently investigating strange texture breaking of leaves and flovers blocks while using this mod with other mods 1.0.2 - Fixed some handbook rupture due to wrong handbook grouping and not having any of it in some cases 1.0.0 - Initial release! Tudors, windows, roads, doors and trapdoors.
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