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Brady_The

Very supportive Vintarian
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Brady_The last won the day on April 29 2025

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Community Answers

  1. That's true. Until the developers get to an alcohol overhaul, there is this mod which aims to resolve this issue until then: https://mods.vintagestory.at/slowtox
  2. If you used the texture reference "base" in your shape file instead of "copper" it'd work. Solution: Replace "textures": {"base": { "base": "game:block/metal/ingot/copper"}, } with "textures": { "copper": { "base": "game:block/metal/ingot/copper" }, } Edit: KDLynch's "all" solution would work in this case too, because you are only referencing one texture in your shape.
  3. The "fired" variantgroup requires to be called "materialtype". https://github.com/anegostudios/vssurvivalmod/blob/84c80e85f36e31d3b6454021da0fbbba4cba71a3/BlockEntity/BEToolMold.cs#L37
  4. Due to the way the large trough works, only one side of it does accept inputs via chutes. Check if you chose the correct one.
  5. Replace textureByType with texturesByType. texture supports one texture, textures more. The game is trying to find "base" but only finds "string".
  6. Language files are special. They cannot be patched (because lang assets are processed before patches), Compatibility Lib doesn't touch them (most likely for the same reason).
  7. I myself am a bit confused why this isn't working. This should theoretically be possible without adding dependencies to the modinfo. I tested it a couple of times successfully and advised others on this matter, on which I got positive feedback. Very curious.
  8. Don't forget to downvote any wrong translations to ensure that your corrections will be added to the game files. What would you suggest? Currently I only see two ways. AI Professional translators proof-reading every line
  9. You are in luck! There's a pretty fresh class tutorial on the wiki. However, both of those traits you mentioned might required some coding. But I don't know too much about classes, so probably your best cause of action after the tutorial would be to compare notes with other popular class mods.
  10. Making a mod is the best future-proof solution to this. Technically you could simply delete the recipes from the mod but you would have to do that every time the mod is updated. Or you want to make something craftable and now have to fiddle with restoring files. This tool should make the process much easier: https://mods.vintagestory.at/patchcreatetool What you essentially want to do is to disable the recipes. Open up the recipe files and add an "enabled": false, to the recipe you want to disable. Example: This would disable recipe 1 and 2 but would keep recipe 3 enabled.
  11. If you are on the Discord server, you can ask in the channel I linked above more about how to proceed. All you need to translate is a crowdin account. I do believe that the translation with the most upvotes is added to the game files. So any upvoted wrong translations probably has to be downvoted by you. If you need people do down- or upvote something you can ask for it in the wiki-and-translation channel. The translators in there know the struggle and usually don't mind at all lending a helping hand.
  12. I am starting to understand. (Maybe.) (I am a bit slow...) What I do not understand are the UV mappings in normal-copper.json. I assume you mapped the cubes according to the texture resolution? Or how did you work within the VSMC to get the correct view you presented? Just one example. The element lid in the shape file you provided contains the following uv mapping for the cardinal directions. Those are for the default size of 16x16: "north": { "texture": "#texture", "uv": [ 0.0, 0.0, 5.0, 1.0 ], "autoUv": false }, "east": { "texture": "#texture", "uv": [ 0.0, 0.0, 5.0, 1.0 ], "autoUv": false }, "south": { "texture": "#texture", "uv": [ 0.0, 0.0, 5.0, 1.0 ], "autoUv": false }, "west": { "texture": "#texture", "uv": [ 0.0, 0.0, 5.0, 1.0 ], "autoUv": false }, Now, if you want to to use a texture with the resolution of 32x32 (double the size) those mappings double too: "north": { "texture": "#texture", "uv": [ 0.0, 0.0, 10.0, 2.0 ], "autoUv": false }, "east": { "texture": "#texture", "uv": [ 0.0, 0.0, 10.0, 2.0 ], "autoUv": false }, "south": { "texture": "#texture", "uv": [ 0.0, 0.0, 10.0, 2.0 ], "autoUv": false }, "west": { "texture": "#texture", "uv": [ 0.0, 0.0, 10.0, 2.0 ], "autoUv": false }, The same would apply for 64x64 textures: "north": { "texture": "#texture", "uv": [ 0.0, 0.0, 20.0, 4.0 ], "autoUv": false }, "east": { "texture": "#texture", "uv": [ 0.0, 0.0, 20.0, 4.0 ], "autoUv": false }, "south": { "texture": "#texture", "uv": [ 0.0, 0.0, 20.0, 4.0 ], "autoUv": false }, "west": { "texture": "#texture", "uv": [ 0.0, 0.0, 20.0, 4.0 ], "autoUv": false }, I am not much of a theoretician. I prefer a more hands-on approach, so I'll attach the files I had a go with. These files still probably need some cleaning. As you can see in the hotbar there are some texture issues, which could be related to the texture resolution. I hope I am not completely on the wrong path here. I am not a huge VSMC expert. Nor am I apparently able to understand your problem correctly. normal-copper_32.json normal-copper_64.json
  13. Game translation: https://crowdin.com/project/vintage-story-game - you just need an account Wiki translation: https://discord.com/channels/302152934249070593/420476226420080670 - create account and ask Aki for edit permissions
  14. Probably your best bet to get attention on this matter would be to talk about it in the discord channel or by creating an issue. Especially the issues like the mentioned elk mistranslation seems to be serious enough to warrant escalating this. AI-supported translations are a problem. Your case is not the first one. All the elk related translations seem to have been "translated" by one guy. Another option would be to fix these things yourself. Everybody can partake in translating. It's a lot of work, but it doesn't have to be done all in one go. Focussing on the worst contenders could be the first move.
  15. The easiest way would be to ask the mod author to add a config which allows you to enable or disable certain features. That could be a big ask, depending on the authors knowledge or interests. There's the chance that the mod already offers this option. However, that feature would most likely be mentioned on the mod page. The better way would be to create a server tweak mod, which specifically targets those blocks or items you don't want to be crafted. How you go about it, depends entirely on your goals. Do you want to disable the crafting? (Block/item still exists, could be acquired via creative mode/console commands) Do you want the block/item entirely gone? (No handbook entry, etc)
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