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Brady_The last won the day on April 29 2025
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4 way copper hub
Brady_The replied to Micah Holmes's topic in Mod Development Questions/Troubleshooting
I'd say so. { ingredientPattern: "_H_,BAB", ingredients: { "H": { type: "item", tags: ["tool-hammer"], isTool: true, toolDurabilityCost: 10 }, "B": { type: "item", code: "hub-light4way-*", name: "metal", allowedVariants: ["iron", "meteoriciron", "steel"] }, "A": { type: "block", code: "woodenaxle-ud" } }, width: 3, height: 2, output: { type: "block", code: "waterwheel-3m-north", quantity: 1 } } -
4 way copper hub
Brady_The replied to Micah Holmes's topic in Mod Development Questions/Troubleshooting
The logs should print an error message. Do the hubs show up in the handbook/inventory? You also might be mixing up two different assets. Vanilla has the item "hub-light4way-*" which has a smithing recipe and the block "woodenaxlehub-*" which currently has no recipes. -
Two mods come to mind. 1. https://mods.vintagestory.at/japanesearchitecture. The paper doesn't seem to be translucent, though - requesting features is always an option. The mod author seems somewhat active, too. 2. https://mods.vintagestory.at/vssiding - The mod currently doesn't feature "shoji"-type building elements, but due to the nature and functionality of the mod I am sure the author would be more than happy to include paper as a siding material if he'd be asked.
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Currently the only officially supported option would be to create a mod with all mod dependencies in its modinfo. Installing the modpack mod would force the installation of all the mods in that dependencies list. See https://mods.vintagestory.at/show/mod/40286 for an example.
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modinfo woes
Brady_The replied to Skeleton_With_Gun's topic in Mod Development Questions/Troubleshooting
Novadegree is right about the folder structure. Your sounds most likely do not work because you are using the incorrect folder. "game" is used as a stand-in for all Vanilla game folders (creative, game, survival). Simply renaming the folder should do the trick. -
Post Size limit
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 } }