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Everything posted by Brady_The
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There's https://mods.vintagestory.at/feverstonehorses which is currently in the process of being updated for 1.20+.
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Interesting idea! If you don't mind using mods, I added this functionality to this mod: https://mods.vintagestory.at/bradyrockyextraction If you mine flint ore with a hand it'll drop 4 - 5 instead 1 - 2, and if you mine the host rock with a pickaxe it'll yield anything between 6 - 18 flint.
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Hey there, welcome. See if following this helps:
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Please Help with mod Recipe
Brady_The replied to SoggyGravel's topic in [Legacy] Mods & Mod Development
Edit: Windows98 and my solution follow two slightly different approaches. Hers might be better under these circumstances. Windows98 is on the right path, but it's a bit simpler regarding the recipes. You only need one. https://wiki.vintagestory.at/Modding:Grid_Recipes_Guide/en#Copying_attributes Of course you'll have to adjust the itemtype file as well. I'd have a look at how shields do it. Btw, I think you got a bit confused in your own files. Your original fruit tree recipe has this output. "output": { "type": "item", "code": "chiseltools:pantograph-{*}" } But your pantographs are in your own mod domain, not in "chiseltools", so the output would have failed here, if everything else would have been correct. The fruit tree pantograph file has the code "simplepantograph" not "pantograph", so the output would have failed here, if everything else would have been correct. Giving the fruit tree pantographs individual names could prove challenging. I am not sure if the game is smart enough to append the tree species lang strings to modded items. -
Revert back to v1.0.1 of Instant Temporal-Mob Drops or fix the bowtorn and shiver patches.
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Peculiar. Some wires must have been seriously crossed. It might be due to the JAP language pack. I suppose you could circumvent this by setting a font, instead of a font-family. Two examples: "defaultFontName": "Segoe UI", "defaultFontName": "Microsoft Sans Serif",
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Error launching Vintage story latest update.
Brady_The replied to Tyrant50187's topic in [Legacy] Mods & Mod Development
It's probably a mod issues, most likely a mod which hasn't been updated to 1.20. It's hard to tell without a list of mods. If I had to venture a blind guess, I'd say it's "Better Jonas Devices". First I'd disable all mod and load into a test world. If everything works fine, you know it's a mod. In the next step I would employ a binary search to find out which one does crash the game. -
You are most likely living in a temporally unstable area, constantly draining your sanity. That'll create the environmental warning sound you are describing. Moving into a temporally stable area would be the best option. But https://mods.vintagestory.at/accessibilitytweaks does exist. With this mod you can disable any and all sounds.
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It's the latest version (1.0.2) of https://mods.vintagestory.at/show/mod/17311. I included a way to fix this on the ModDB page.
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You have to be in Creative mode. "/gm 2", "Ctrl+F4", delete meta block, "/gm 1".
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Show/Hide Meta blocks (Default: Ctrl+F4) only works in Creative mode.
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I was indeed! This quote-responding on the ModDB is really mainly playing around with things.
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It's a bit of a cheat. While you have very limited styling capabilities in the comment editor, compared to the mod description editor, the comment section gladly takes any copied styling properties and displays them properly. You simply highlight the comment you want to quote, right-click on the selection and hit copy, or press Ctrl+C, then you write your comment and hit Ctrl+V wherever you want the quote to appear. As long as it's the mod author you are quoting, that author should be notified about the comment. If it is somebody else, I don't know, haven’t had the opportunity yet to test it (I somewhat doubt it, though). Edit: I posted two test comments. One just copied, another one slightly edited with an @mention. The latter should definitely theoretically notify you. Btw, really nice mod you released!
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That sounds very much like a problem with your graphics card. If updating the driver didn't resolve this issue, there might be more at play, though. Is this happening with any other game? If it does, there could be an underlying hardware issue. A defect PSU for example. That'll probably be not the case, considering only the game crashes, not the whole PC. Are you using two or more monitors? You didn't get any crash reports, but that doesn't meant that no logs were created. See if client-main.log (%AppData%\VintagestoryData\Logs) contains any further information. You could also try if using https://www.wagnardsoft.com/content/Download-Display-Driver-Uninstaller-DDU-18110 to completely reset graphics drivers and reinstalling them fresh fixes your problem. Technically drivers too new can cause issues too, but it's rather doubtful.
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Welcome, Cheesewhizz. With the exception of a few settings, almost everything can be changed after the fact: https://wiki.vintagestory.at/World_Configuration. Just input the commands and restart the server/world. /worldconfig (or short /wc) temporalStability true /worldconfig creatureHostility aggressive
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I don't see any temperature requirements for the grafting process itself on the wiki, but for several reasons grafts should be somewhat in the same temperature zones as their host. https://wiki.vintagestory.at/Fruit_tree/en#Grafting_Fruit_Trees Depending on the trees you want to use in combination with the temperature ranges around your home, you might get away with planting/grafting them in greenhouses, though.
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You are welcome. Since my comment this mod, which could be more to your liking, has been released: https://mods.vintagestory.at/displayfps
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What'd be the Apple equivalent? ⌘-V? By pressing that copy button, the world options are copied into the clipboard, which means that theoretically the settings can be pasted anywhere. Push the button, switch to a text editor and try to paste. If that doesn't work, there might be something going wrong in the initial copying to clipboard.
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The support beams and the windowsills are already a nice touch. You could add loading doors with hoists on the second floor to break up the monotony a bit. If the space in front is not optimal for a second floor loading dock, you also could add it to one of the sides. That'd break up the box look a bit. The second image is a small rough scene I created for a picture, which would have been blurred and which I didn't end up using, so I didn't put too many details in. You could also add ladders to it, outside steps, some vines to break up the wall texture.
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They only mod that comes close to this description would be https://mods.vintagestory.at/jonascyclezero. It's currently in non-working condition though.
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I am not sure if such a change will be included in a reasonable time frame, but luckily we got modding support. You are not the first one to suggest this, so you are spoilt for choice: https://mods.vintagestory.at/list/mod?sortby=lastreleased&sortdir=desc&text=sticks
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A couple of mods already go into that direction, some smaller, some larger. Off the top of my head, so the list is most likely not complete by any means: https://mods.vintagestory.at/steamandpower https://mods.vintagestory.at/electricalprogressivecore https://mods.vintagestory.at/vintageengineering https://mods.vintagestory.at/astriaporta https://mods.vintagestory.at/viescraftmachines https://mods.vintagestory.at/jonasboat https://mods.vintagestory.at/translocatorengineeringredux https://mods.vintagestory.at/show/mod/22557 https://mods.vintagestory.at/translocatorlocator https://mods.vintagestory.at/craftablecompanion https://mods.vintagestory.at/repairablelocust
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How do the Map.db files work?
Brady_The replied to CoZzaBoZza's topic in [Legacy] Mods & Mod Development
This is way over my head so I can't be of any help, but you could look how https://mods.vintagestory.at/vsdbtopng solves this.