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Brady_The last won the day on April 29 2025
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Brady_The replied to Micah Holmes's topic in Mod Development Questions/Troubleshooting
To be honest, this habit of yours to post the content of whole files without even bothering with spoilers is the main reason why I ignore most of your posts. It severely limits the readability of threads. The example you posted has a whooping 2266 lines. The scrolling you have to do to get anywhere is absurd. Take 500 of these lines, split it over 2 or 3 quotes simulating different files and you still confront the readers with a whole book to go through and find potential errors, without the chance of collapsing/filtering things. Additionally adding the files in question or uploading files that are simply too large is another good idea. This way people could download any files and open them in their preferred IDE. Here's an example how your Summoning stone thread could look like: Rune: Trader: Creature script: -------------------------------- This is so much easier to follow. Just compare the two screenshots. rune.json trader.json creature.json -
Error On Making new entity
Brady_The replied to Micah Holmes's topic in Mod Development Questions/Troubleshooting
With the addition of female traders in 1.22 the file structure was slightly changed. Check out "trader-male.json" for the new shape path and the "disabledElements" property in "attributes". -
Have you seen this mod? https://mods.vintagestory.at/show/mod/44900 Structural integrity is a fairly complex topic, so CollapseStory is probably the closest you'll ever get to your idea.
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I don't see anything in the logs that's specifically mentioning bowtorns, nor did I notice any mods which would immediately stand out as potential culprits. I would suggest to utilise a binary search to find the offending mod(s).
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This is not a good idea. In my personal opinion the vast (and very loud) majority of people complaining about AI do so, because AI-generated thumbnails makes it easy for them. Remove these thumbnails and most if not all would probably praise the mods they claim to hate so much as the best inventions after sliced bread. People are not very smart. Moving the self-moderation from the user to the creator would be, in my opinion, the much better move. I would recommend taking a similar approach to modworkshop. On that database, mod authors have to denote mods including AI generated content with a tag, which also displays a banner on top of the mod details. Example: https://modworkshop.net/mod/57607 In the settings of modworkshop, users are given the options to block content, including tags. Failure to disclose AI usage could lead to penalisation. Little amateurish proof of concept:
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It's a storage flag. https://github.com/anegostudios/vsapi/blob/caebe5cd00289f5deb7d9584ba8415f062225dc4/Common/Collectible/Item/EnumItemStorageFlags.cs#L49 Storage flags are summed up. Example: If you wanted your item to be put into a backpack and the offhand you'd give the item the storageFlag "257".
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The old "allowed/skipVariants" format you are using only allows one {variable} per ingredient. The second in your recipe is effectively ignored. Switching to the new format for Grid Recipe Crafting introduced in 1.21.0 should get rid of these errors. { "ingredientPattern": "F,L", "width": 1, "height": 2, "ingredients": { "F": { "type": "item", "code": "framesaw-*", "isTool": true, "toolDurabilityCost": 8 }, "L": { "type": "block", "code": "woodstain:staineddebarkedlog-{color}-{logtype}-ud" } }, "allowedVariants": { "color": [ "black", "blue", "brown", "gray", "green", "orange", "pink", "purple", "red", "white", "yellow" ], "logtype": [ "acacia", "aged", "baldcypress", "birch", "ebony", "kapok", "larch", "maple", "oak", "pine", "purpleheart", "redwood", "veryaged", "walnut" ] }, "output": { "type": "block", "code": "woodstained-{color}-{logtype}-stain", "quantity": 16 } }
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How to change sound files
Brady_The replied to Maisa Kuutonen's topic in Mod Development Questions/Troubleshooting
One small detail I forgot to mention: If you do not plan on sharing the mod, you can skip the zipping part. This is just for convenience and not required for a detection in the game. -
How to change sound files
Brady_The replied to Maisa Kuutonen's topic in Mod Development Questions/Troubleshooting
Somebody prepared a template for this case: https://mods.vintagestory.at/templateformusicadditions Starting with this will make it a bit easier. Download and unzip the file. Follow the instructions till "Navigate to ...". Now you write "replace some files". If you really just want to replace a couple of files, it'll be much easier to not use the subfolder as done in the template, but to overwrite the default Vanilla music files. This is rather crude, but is much easier than writing a patch that surgical removes some music tracks from the musicconfig.json file (which essentially contains the playlist). In this case navigate to the installation folder of Vintage Story -> assets -> survival -> music, write down the names of the music files you want to replace, add your music files straight into the music folder of the Music Pack Template (not the subfolder) and name them accordingly. In the example below I would replace the original daylight.ogg file with my own custom one. After you have done this with all the tracks you want to replace, skip to the last step of the template guide and follow it. Unless you are not interested in sharing the mod - zipping the files just makes the sharing easier. The game doesn't require zip files to recognise mods. If you want to replace all music files, you can essentially follow the template guide, with the small addition of changing a little detail in your "musicconfig.json". Replace the word addmerge with replace. This will overwrite the original musicconfig (or playlist), instead of just adding to the end of it. If you do not want to replace any music, but rather just add to the Vanilla playlist you can follow the whole template guide step by step. If you have any questions, feel free to ask them either here or in the mod page - the latter would help the author to improve the template, but either is fine to me. In case you are asking yourself, why the Vanilla music is contained in a "survival" folder but your music files are in a "game" folder - good question and eyes. That's because "game" on the mod side acts like an all-encompassing stand-in for all folders in the Vintage Story directory. -
LazyLazerEye started following Brady_The
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It would be even better if you create a crowdin account and correct any errors you find yourself: https://crowdin.com/editor/vintage-story-game/2/en-ru?view=comfortable#386700 If you decide to do that, don't forget to downvote any wrong translations to ensure that your translation is selected when the language files are downloaded. Unless Anego has a Russian speaking devs on hand, it's probably hard to fix translations on a word-to-word basis, because certain replacements could potentially require more work to make it make sense.
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There you go. (It took roughly 50 times longer to create that mod icon. Maybe I should have asked AI. ) bradythrowablebricks.zip