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Wondiws98 last won the day on April 25 2025
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Are bloomery recipies moddable
Wondiws98 replied to Wahazar's topic in [Legacy] Mods & Mod Development
Yes! There are two ways you can override vanilla code behaviours. The best way in terms of compatibility would be to use Harmony. It's takes a bit of time to learn how and figure out how to properly use it (at least it did for me) but when you get the hang of it, the sky's the limit! The other way, although bad in terms of compatibility but much easier to achieve and limited to blocks, items, entities, etc. Is to simply create a new class that inherits the class of the thing you want to change the behaviour of, override the method you want to modify, and then register that class. You can then use a json patch to swap the class of the thing you want to change to your own customized class, in your case that would be would be "BlockEntityBloomery". I don't recommend the second method unless you are really overhauling something and need change to most of the code. It's also important to note that both these method would require some knowledge in c#. If you do want to get serious in making code mods for Vintage Story, this is where I think you should start. -
Are bloomery recipies moddable
Wondiws98 replied to Wahazar's topic in [Legacy] Mods & Mod Development
Changing these lines would require a code mod, you cannot make changes to code using Jsons. -
Are bloomery recipies moddable
Wondiws98 replied to Wahazar's topic in [Legacy] Mods & Mod Development
Here is the code that is responsible for determining whether an item can be bloomed or not. BlockEntityBloomery.cs From what I can tell, it's a mix of collectible object attributes and smelting props. The methods you'd want to take a close look at are "DoSmelt()", "CanAdd()" and "TryAdd()". Edit: To answer your question, yes, it's totally possible to make bloomery "recipes" with content only. No code required. -
Help with BlockBehaviour.GetMiningSpeedModifier
Wondiws98 replied to Vinny's topic in [Legacy] Mods & Mod Development
One way I can think of achieving that, on top of my head. Is to somehow look for when a player attempt to break or select a block, check if the player has the right to do anything with it, and then prevent/modify whatever that player is trying to do. Basically altering the player's behaviour rather than the block's behaviour. Though I don't know how or if that is possible. Just an idea. -
Content mod: Working with other mods' patches?
Wondiws98 replied to Billiam's topic in [Legacy] Mods & Mod Development
I think what you're looking for is an Asset Patcher. While this is code sided, it is very lightweight and would allow you to iterate through every asset registered by the game and make changes to them using code logics. I know you don't want code but if I had to do what you're trying to do, I'd use an asset patcher. -
The new "outdated" tag on mods.
Wondiws98 replied to Wondiws98's topic in [Legacy] Mods & Mod Development
I disagree. My complaint is how the tag portrays the mod as being straight up "outdated", which is usually far from being the case. The problem that I have is that it tags every mods which doesn't have a tag of the most recent version of the game. And it may not seem like a big deal to just have to add the tag to releases but when you have 20+ mods to manage, it adds up. Also, I don't add tags to mods which I didn't test and confirmed that it does work in said version, so for me to add the most recent tag to every mod would mean to test all 20+ one by one, which is a lot of work, especially considering the game releases tiny little updates every week which is very unlikely to break a well made mod. The unbiased "outdated" is still a very bad idea in my opinion. I don't think it should be straight up removed, maybe toned down to some degree. For instance, it could be changed to something like a yellow thing that says "may be outdated". I just really think it's a bit over-the-top and that there's room for improvement. Just to give some breathing room for modders. -
Just logged on this morning to see this tag on all of my mods. I hate it. I don't think it's necessary and it just makes it look like the mod is broken or something and i think it could be misleading for some people. I think it also kind of stresses modders to go and update everything single one of their mods to make sure they don't look like they're outdated when they really aren't. Maybe we could tone it down a little? Like make it so that tag only appears on mods made for 1.19 and below. That's just my opinion, maybe there's an actually good reason why it's there. Edit: Especially considering the game gets small updates every week...
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Please Help with mod Recipe
Wondiws98 replied to SoggyGravel's topic in [Legacy] Mods & Mod Development
No problem! Glad i can help! -
Please Help with mod Recipe
Wondiws98 replied to SoggyGravel's topic in [Legacy] Mods & Mod Development
Here is the file: fruitpantographs.json Just replace your original fruit pantograph recipe file with it and it should work just fine. -
Please Help with mod Recipe
Wondiws98 replied to SoggyGravel's topic in [Legacy] Mods & Mod Development
Actually, I don't have anything to do right now so imma make a recipe json file for you and post it here when it's done -
Please Help with mod Recipe
Wondiws98 replied to SoggyGravel's topic in [Legacy] Mods & Mod Development
Ok so after doing a little digging I've figured out that this isn't working because fruit cuttings doesn't have the "fruit" type stored as a variant. It is stored as an attribute. This means that for this to work you will probably need to create a recipe for each fruit types. Here is an example for red apple. { "ingredientPattern": "LH", "ingredients": { "L": { "type": "item", "code": "game:chisel-*", "quantity": 1, "isTool": true }, "H": { "type": "block", "code": "game:fruittree-cutting", "attributes": {"type": "redapple"}, "quantity": 1 } }, "width": 2, "height": 1, "output": { "type": "item", "code": "simplepantograph-redapple" } } -
Please Help with mod Recipe
Wondiws98 replied to SoggyGravel's topic in [Legacy] Mods & Mod Development
Does that work? { "ingredientPattern": "LH", "ingredients": { "L": { "type": "item", "code": "game:chisel-*", "quantity": 1, "isTool": true }, "H": { "type": "block", "code": "game:fruittree-cutting-*", "name": "type", "quantity": 1 } }, "width": 2, "height": 1, "output": { "type": "item", "code": "simplepantograph-{type}" } } -
Please Help with mod Recipe
Wondiws98 replied to SoggyGravel's topic in [Legacy] Mods & Mod Development
If i understand correctly, you're trying to move over the "metal" of the chisel to your output code? In the "L" ingredient you should have a "name" field with "material" as the value. Like so: "L": { "type": "item", "code": "game:chisel-*", "name": "material", "quantity": 1, "isTool": true } You can then refer back to that value in your output code by entering the code like "chiseltools:pantograph-{material}" Like so: "output": { "type": "item", "code": "chiseltools:pantograph-{material}" } -
Trying to understand X rotation in VS Model Creator
Wondiws98 replied to Verto's topic in [Legacy] Mods & Mod Development
No I don't know about that sorry. Not very familiar either but if i had to make a mod compatible with I'd first start by checking the mod's files and see what's inside the patches folder. I found armour.json which seems to add behaviours to vanilla armour and i think this is what you are looking for. [ { "file": "game:itemtypes/wearable/seraph/armor", "op": "addmerge", "path": "/behaviors", "value": [ { "name": "CombatOverhaul:Armor", "propertiesByType": { "armor-body-improvised-wood": { "Layers": ["Outer", "Middle"], "Zones": ["Torso", "Arms", "Hands"], "Resists": {"PiercingAttack": 1, "SlashingAttack": 2, "BluntAttack": 0}, "FlatReduction": {}, "PlayerStats": {"walkspeed": -0.02, "manipulationSpeed": -0.09, "steadyAim": -0.1, "healingeffectivness": -0.09, "hungerrate": 0.09} }, ....