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Everything posted by Brady_The
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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. -
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
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Is the game supposed to occasionally go rainbow-y?
Brady_The replied to Silfrenbirce's topic in Questions
If you are playing 1.22 you most likely ate a mushroom with psychedelic properties. -
WorldEdit - How do I change the topsoil block?
Brady_The replied to Peter Romanov's topic in Questions
3332_yQ4dxcBCkXR54rLUd2m2.mp4 -
VS Forums update "let posters delete their posts"
Brady_The replied to DUCATISLO's topic in Suggestions
I wonder if the opinions of Very supportive Vintarians are too precious to be deleted, because I am missing the option as well. -
Is there any way to permanently kill a trader
Brady_The replied to InternetDragon's topic in Questions
/entity remove e[type=trader*, range=x] in which x is the range measured in blocks with the player as the centre. "range" should be optional but I prefer to keep it in to be a bit more precise in targeting. -
Textures: - Your shape file doesn't contain legitimate texture references. They only contain names not paths. - Your blocktypes file doesn't contain any texture references. This is very important if you want to support more colours (like different clay colours). In both cases compare your files against the Vanilla storagevessel files. Because you are essentially creating variations of Vanilla assets it is perfectly fine to utilise the Vanilla textures. See Referencing Domains for a brief HowTo. Recipes: - All files contain errors and are, as a consequence, not read by the game. Enable developer mode in the settings (interface -> developer mode. dev -> error reporter). This will give you error messages in the loading screen. It's also good practice to always have an eye on the logs (particularly client-main and server-main). (Don't mind me, just copy-pasting my answer here in case anyone stumbles across this question in the future having the same issue.)
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If you click on the Files tab of any mod it will bring you to a view that shows all available version for a mod. There you simply choose the mod version that either fits the direct game version or the range of the game version. In this screenshot it would be the fourth mod file from the top.
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I myself am cautious about mods using anything that implies the usage of AI, to a point where I simply skip them, but I do not judge too harshly. My personal take: If one has such a massive problem with AI thumbnails that they have to voice their concerns publicly, instead of doing that they should offer the mod authors to create a (better) thumbnail at the same cost. At the end of the day these mods are free of charge. Neither is one forced to use them.
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Asking for help troubleshooting mod crash
Brady_The replied to Spartankiller 73's topic in Using Mods Troubleshooting
The first crash was caused "immersivetpscamera", the second by "aculinaryartillery". You can see that in the line "Critical error occurred in the following mod:" I would start by clearing the cache folder (found in %AppData%\VintagestoryData\Cache - just delete the folder "unpack"). Sometimes that fixes things. If it doesn't and you repeatedly encounter the same problem I would go to the respective mod site and report the error there. The authors know their mods in and out and will be able to help much easier.- 1 reply
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WorldEdit - How do I change the topsoil block?
Brady_The replied to Peter Romanov's topic in Questions
I am not a WorldEdit pro by any means but, depending on how exactly your landscape looks and what you want to achieve there, I'd start wiith either the Pain Brush Tool (particularly with a focus on Depth Layer, starting at around 10:30) or the Air Brush Tool. I recommend you to watch the whole video. Maybe you find techniques more suitable to what you want to achieve. -
Listening to the Vintage Story Soundtrack - Latvia in particular
Brady_The replied to Bard the Shrimp's topic in Questions
The soundtrack is available here: https://lophi.bandcamp.com/album/vintage-story-ost. Currently it doesn't offer the newest version, though. A lot of music players (at least Media Player (Windows 11) and foobar2000 can) should be able to play .ogg files though, so you should be able to listen to the files that are shipped with the game. You can find those in \assets\survival\music.(By default found in %AppData%\Vintagestory\assets\survival\music.) -
The wiki has a very basic tutorial: https://wiki.vintagestory.at/Modding:Basic_Entity If you get stuck somewhere, looking at Vanilla or Mod creatures which are similar to yours should help. I personally haven't worked on entities, so I can't be too much help. To find information on how to make a creature harvestable, any Vanilla entity should do. To find information on how to make a creature tamable and milkable, Vanilla sheep entities should help. To make a creature shearable, you probably need https://mods.vintagestory.at/shearlib or https://mods.vintagestory.at/wool as a dependency to be able to reference wool items instead of creating them yourself. In the latter mod you should find examples on how to implement in the patches folder. To find information on how to make a creature equipable and ridable like an elk, look at the elk. (Making a creature equipable is a bit convoluted so the task could be considered somewhat daunting.) That said, you presented a long and ambitious feature list. I would start small and get the basic creature to work first. Then go from there and add more features. Godspeed!
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Does Anyone know how to get rid of this window that popped up?
Brady_The replied to cerberus_of_ferrets's topic in Questions
Ctrl+F10 -
It looks like https://mods.vintagestory.at/overhaullib is missing.
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I only took a quick peek at the very first berry bushes I could find and neither had ripe fruits. Due to this small test sample I am not sure if it was just by random chance, a bug or if bushes simply don't spawn in bearing fruit. The latter would be very harsh. Edit: It could have also been a seasonal thing. I was skipping time pretty generously testing other things beforehand.
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.pre4 just dropped. Changelog included: https://info.vintagestory.at/v1dot22#pre4 The list of newly added features is rather short, but the bush propagation sounds very interesting. It's going to make berry farming for easy food access a lot harder, but a number one complaint is that food is too easy in VS, so this should be a good change.
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Wooden axle block that still behaves like a full block
Brady_The replied to Voxellian's topic in Suggestions
I feel that. The quern shouldn't require too much power. If it is not completely windless it should rotate. It might require more than one set of sails, though. I can't say that I have too much current gameplay experience. I am still waiting on some (content of some) mods to be updated to 1.21.