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Templar132

Vintarian
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Posts posted by Templar132

  1. 4 minutes ago, l33tmaan said:

    Hey, the new balcony stuff looks great, but the stairs are actually non-functional. We usually have to run up them, and even then we get stuck. I think it has to do with the collision boxes.

    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

    • Like 1
  2. 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.

     

    • Like 1
    • Amazing! 1
  3. 11 hours ago, Cloaked said:

    That's very interesting. I wouldn't consider 36 mods "heavy" in my case, but apparently the game disagrees!

    Good to know and something to watch out for I suppose.

    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.

    11 hours ago, HashaIra said:

    I installed your mod,and then my own.Protective structures - a crash when taking a block in the creative.Vies Blocks, Picaclothes, Weavers Weed, Alchemy, Medieval Expansion, More Variants, Workbench Expansion, ARplants, Bricklayers, Desert Flora, Lake Flowers, Doors and Windows-Crash.When I put your mod on working mods,some vanilla blocks were broken

     

    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.

    Spoiler

    -------------------------------
    Version: v1.15.2 (Stable)28.07.2021 19:02:31: Critical error occurred
    System.NullReferenceException: Ссылка на объект не указывает на экземпляр объекта.
       в Vintagestory.Client.NoObf.ClientWorldMap.LoadColorMaps()
       в Vintagestory.Client.NoObf.ClientWorldMap.BlockTexturesLoaded()
       в Vintagestory.Client.NoObf.ClientMain.OnServerBlocksItemsReceivedStep3B(Action onCompleted, Int32 blockCount)
       в Vintagestory.Client.NoObf.ClientMain.ExecuteMainThreadTasks(Single deltaTime)
       в _kWAroornC4OFzHEC3up4Bpv3bZr._56ZyhqUQRdVXcP01CGFRYWAAMlh(Single )
       в _eJCiYuww7mZPzQbnKfiEtnI4MDD._EthRnPRd1tbvpv8nkAwvMnUFZzD(Single )
       в _eJCiYuww7mZPzQbnKfiEtnI4MDD._B2re7Q8SHFC6kaTk8kmsYrPVaKB(Single )
       в Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(Object sender, FrameEventArgs e)
       в System.EventHandler`1.Invoke(Object sender, TEventArgs e)
       в OpenTK.GameWindow.RaiseRenderFrame(Double elapsed, Double& timestamp)
       в OpenTK.GameWindow.DispatchRenderFrame()
       в OpenTK.GameWindow.Run(Double updates_per_second, Double frames_per_second)
       в _DlY2IRaBbEwZdipnKtrb40WUzTZ._kVFD8SxIojOmGrxNtThdBHagQeh(_7hnpozI2lFsAA8Wa5CIiUgRAbXjA , String[] )
       в _gCIDaxCwdS0mkZub2rV5ATdV3hOA._kVFD8SxIojOmGrxNtThdBHagQeh(ThreadStart )
    -------------------------------

      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:

    Spoiler

    2021-07-28_18-25-24.thumb.png.c8b1d79afed036e8b5b9a8ce85063ddd.png

     

  4.  

    9 hours ago, Simidysam said:

    At First, i really love the content of your mod, simply amazing.

    tried some of your new stuff in my castle and was happy with the beautyful new content...

    but then i took a walk outside the castle and saw that there is some really crazy stuff going on with the texture of the leaves from trees and flowers in my world....

    Everytime when i disable your mod, everything is back to normal.2021-07-27_21-05-05.thumb.png.355bda7cb1a05ea71039d55ded98928b.png

     

    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

    Spoiler

    2021-07-28_09-08-59.thumb.png.1ce8d5b476addaba08960a3c12b026f5.png

    Please, can you send a sreenshot of your settings and list of mods? Maybe this is an compatibility issue idk

  5. logo.png.dfd37080c3e164f04d6f189ac09b05b7.png

    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:

    Spoiler

    So, as i found out, derps occurs when there is so much textures in game, that it generates second texture atlas. So, less textures mod adds - better for user.

    Vanilla:

    Composed 1 4096x2048 blocks texture atlases from 3324 textures

    With 1.1.0 mod version installed:

    Composed 1 4096x2048 blocks texture atlases from 4021 textures

    With 1.0.5 version, before I deleted old tudors alternate textures:

    Composed 1 4096x2048 blocks texture atlases from 5656 textures

    So,as texture derps occurs somewhere near ~7500 textures, there is might be no texture glitches anymore, until somebody makes a mod with a lot of new textures too.

    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:

    Spoiler

    2021-07-27_12-58-06.thumb.png.446e89200e54316be241b11505a40156.png

    Road blocks textures

    2021-07-27_12-57-55.thumb.png.d1abe9dc2aca8aa0cb167c3f83a70201.png

    Framed blocks, their base blocks, road blocks, and a leaded glass blocks

    2021-07-27_12-58-00.thumb.png.b154184967cbf0b3bc20fa5848ab1669.png

    Aged versions of framed blocks

    2021-07-27_12-58-16.thumb.png.4aa20796b4f63fbb7bf376fc2bc83ae8.png

    Doors, trapdoors and cupboard doors

    2021-07-27_12-58-31.thumb.png.3dc91973ce191f4a66f7e230b82d7fab.png

    Cupboards (basically shelf with walls, because why not) and cupboard doors placed near

    2021-07-27_12-58-41.thumb.png.15e14920e77f9a57edf40f307fe6280a.png

    Leaded glass windows (tall and individual ones) with wooden frames

    2021-07-27_12-59-05.thumb.png.9764bf807f9a535e0ba029607e718986.png

    Modular windows

    2021-07-27_13-00-12.thumb.png.36d24b51288751df6724da921c6b3946.png

    Leaded glass windows (tall and individual round one) with stone frames(???)

    2021-07-27_13-00-19.thumb.png.b08e08898a3f8d4460fcf580540ea828.png

    Gothic window tops and round window 3x3

     

    [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:

     

    Spoiler

    2021-07-27_13-54-56.thumb.png.011e3934e000a36b98e87d3142042ded.png

    Oh god, these gaps. Anyway, you can switch between full and path blocks using shovel in craft grid with a roadblock you want to change.

    [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)

     

    Spoiler

    2021-07-27_12-58-53.thumb.png.605a665408e00210be347ebc20db2454.png

    [4] - Greenhouse and proof that it's just works

    Spoiler

    2021-07-27_12-59-15.thumb.png.249cd7be96f8341021098332e5cde183.png

    2021-07-27_12-59-33.thumb.png.f31ff4f33fc53687b636f26df2745f92.png

    "+5*C from greenhouse" buff - check

    [5] - Screenshot with all blocks masonry compasses can be used with:

    Spoiler

    2021-08-27_22-04-13.thumb.png.67ad8c268aae1d94475ed87a5434db03.png

    Dark Blue - blocks from 1.0.0.

    Cyan - new blocks in 1.1.0.

    Red - vanilla blocks.

     

     [6] - Screenshots:

    Spoiler

    2021-10-23_20-08-44.thumb.png.e7c66a8d94c54d1f4c5b28c0c3ad1a41.png

    All new blocks (showing only blue color type) with roof rake and main block type autochange showed (3h, 2h, 1h, 2w, 3w)

    2021-10-23_20-09-16.thumb.jpg.5749b0e5dd6c4d1a7e18166fa906d1ee.jpg

    All block variations can be acquired using masonry compasses. Roof ridge block working as a fence.

     

     

    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.

     

    • Like 2
    • Amazing! 1
    • Thanks 3
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