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Brady_The

Very supportive Vintarian
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Everything posted by Brady_The

  1. Have you tried removing the acid the same way you remove water from the pot (clicking on the liquid in the opened pot interface with a vessel)?
  2. Unfortunately it's doubtful that you will get a meaningful response here. There are a couple of modders around in the forum, but they are generally more content and not coding focused. You will most likely receive better support in the dedicated ImGUI thread on the VS Discord server. There's also the option to simply set the whole game font to a font that supports these special characters, either by editing the clientsettings file (defaultFontName) or using this mod: https://mods.vintagestory.at/fontsettings, which of course would require everyone who is using your mod to do the same, so this might not be the best option.
  3. That's completely up to you, for pure content mods (JSON only, that includes models) you can theoretically use Notepad (albeit that would be quite painful). Use whatever suits your fancy. Install Java 8. (e.g. https://adoptium.net/en-GB/) Install https://github.com/anegostudios/vsmodelcreator/releases/tag/18Sep2024 For coding, the overall community recommendation is Visual Studio. If you know that you eventually want to code, I'd say that it's probably not the worst idea to start out with Visual Studio as an IDE. The wiki tutorials are great to get into modding, but unfortunately they are rather lacklustre when it comes to these two topics. Looking at Vanilla creatures or plants can be helpful, but can also be somewhat overwhelming, if it is your first time. Generally I would recommend you to go through the tutorials just to get familiar with the whole process. Like learning vocabulary for a new language. If you are not interested in doing that, my next recommendation would be to check out mods on the ModDB that do something similar, preferably smaller in scope, adding just one or two plants or creatures for example. This will remove a lot of "beginners noise". Suggestions: Plant: https://mods.vintagestory.at/brazilpiratefoods Creature: https://mods.vintagestory.at/show/user/5a00335ba25788911434
  4. I am somewhat confident, that we will eventually get official means of air travel in the game. It'll probably take years, though. Until then you could have a look at some modded air vehicles. You got this mod: https://mods.vintagestory.at/viescraftmachines You got a wip mod you should follow to get updates about the progress: https://mods.vintagestory.at/airshipsmod And then there's at least one other mod in development adding, albeit a little bit smaller, air vehicles.
  5. This problem is known: https://github.com/anegostudios/VintageStory-Issues/issues/4748.
  6. I am no MP-guy, so I doubt I can be of much help here, but it would be interesting to see this players client-main and server-main log files, when his joining attempts fails. They are found in "%AppData%\VintagestoryData\Logs". Unfortunately the forum doesn't accept the .log file type as an attachment, but they can be easily zipped and uploaded here, or their file extension can simply be changed from .log to .txt and then be attached to a comment here.
  7. You are not the only one experiencing this problem: https://github.com/anegostudios/VintageStory-Issues/issues/5132. The cause appears to be not determined yet.
  8. On the mod side I know of https://mods.vintagestory.at/pomnotes. I haven't used it yet, though, so I don't know how well it runs. The book writing is certainly a little more immersive.
  9. They all look the same because you specified the exact same texture for all fruit mashes (block/wood/trough/large/fruitmash). You might also have to specify the "textureCode" for each filling. I haven't messed around with the trough, so this is theoretical, but a "catch-all" wildcard-character could have unintended consequences.
  10. Some of those changes must have broken something. I just replaced your shapes with the vanilla shapes, and added the prefix "game:" to the texture paths in the shape files. Just looking at the screenshot, I noticed something, that can be changed. If you look at the picture, you can see that the highlighted item is called "sharpfalx-sharpfalx-copper". This is in no way bad or will prevent the mod from working correctly, but mentioning sharpfalx twice is unnecessary. Item codes are created by combining "code" (usually found all the way at the top, in your case "sharpfalx") and every variantgroup. In your case this would be {code}-{type}-{metal}, resolving in sharpfalx-sharpfalx-copper/tinbronze/etc". If you don't plan on adding more sharpfalx types to the mod, you can get rid of the variantgroup "type", which essentially removes the second mentioning of sharpfalx from the names. Btw, if look at the screenshot you can see that my preview shows some more information. Those can be really helpful debugging things. To activate those, go to the settings, then Interface. There you activate the option "Developer Mode". This will open a new tab called "Dev". Open the tab, and activate "Error Reporter" and "Extended Debug Info". The former will show more information in the log files, and the latter will show more information on the debug screen (Ctrl+F3) and in the preview cards. test-shapesfixed.zip
  11. Hello there and welcome. You have to zip your file. It appears that you simply changed the file extension from .rar to .zip, which doesn't work because those two are different formats. There are essentially two way to texture a shape. Via the itemtype. Via the shape I'd simply copy how the game is handling falx blades and add back the texture definitions to the shape. That would look like this: "textures": { "handle": "item/tool/material/...", "handguard": "item/tool/material/...", "bismuthbronze": "item/tool/material/blackbronze" }, That means you have to go through all your shapes, find out the texture references, write them down in the textures field and add the paths back. Or you could make your life a lot easier, by replacing your sharpfalx shapes with the default game falx shapes (Currently I don't see any differences), and simply add "game:" in front of the paths. That will instruct the game to use the game's textures. "textures": { "handle": "game:block/wood/debarked/veryaged", "bismuthbronze": "game:block/metal/ingot/bismuthbronze", "string": "game:item/tool/material/string", "handguard": "game:block/metal/sheet/bismuthbronze5" }
  12. Restart the game to release the save file, which seems to be still open in the background, then press the pencil button on your save and hit the "Run in repair mode" button.
  13. This appears to be a Linux problem. https://github.com/anegostudios/VintageStory-Issues/issues/5255
  14. Hey there. Currently rivers don't exist in Vanilla Vintage Story. For that you would need a mod, which requires certain world generation settings, because it relies on oceans to spawn rivers. So, even if you decided against using this mod, starting with the recommend mod world gen settings (300-400% landcover/ocean scale, 40-50% landcover) would be probably a good start to see how you like the created worlds, their ocean sizes, etc. If you want to make rivers easily traversable with boats, rafts and the like, you probably want to change the river speed after world generation. I haven't used rivers before, but I've read that setting the "riverSpeed" to a value between 0.5 and 1.5 (%AppData%\VintagestoryData\ModConfig) should make rivers much more enjoyable.
  15. Have you, by any chance, settled in a temporally unstable region? These can occur overground and are permanent.
  16. Without some more information, this can only be a guessing game from our side. From what information you have given us, it could be this problem: If it is not, we could use some more input. A screenshot of the file could help.
  17. That's exactly what's happening. I'd highly recommend using this mod: https://mods.vintagestory.at/axleinblocks. It's one of those which really should be in the base game.
  18. If you don't mind using mods, you are in luck. The age of the dinosaur is about to begin. We (the community) already have two released mods (https://mods.vintagestory.at/show/user/5a00335ba25788911434) and a couple more in development. Of course there is also always the option to take this as an opportunity to get into modding yourself, adding your favourite dinosaurs into the game, for you and others to enjoy. While theoretically, technically, practically and all sorts of other -allies, Tentharchitect's entities are no dinosaurs, you might still fancy one or two of his mods: https://mods.vintagestory.at/show/user/2abe1c9265b6b2cfefae I currently don't remember any "No bowtorn/drifter/shiver" mods, but I am sure they exist as well.
  19. It's a bit odd that no error messages are printed, but apparently it doesn't like your shape definition. (Thinking about it, I don't think I have ever seen a variantgroup reference in the type key. That's on me, my bad.) You have two options: shapeByType: { "*-2": { base: "block/plant/crop/potato/stage2" }, "*-3": { base: "block/plant/crop/potato/stage3" }, "*-4": { base: "block/plant/crop/potato/stage4" }, "*-5": { base: "block/plant/crop/potato/stage5" }, "*-6": { base: "block/plant/crop/potato/stage6" }, "*-7": { base: "block/plant/crop/potato/stage7" }, "*": { base: "block/plant/crop/potato/stage1" } } or shape: { base: "block/plant/crop/potato/stage{stage}" } There's also the small problem that you are linking to the shape as followed: "block/plant/crop/potato/", but the "crop" folder is missing in your mod structure. The shapes 2 to 7 also need some updates, mainly because you are defining only textures "e" and "w" in your blocktype, but shapes 2 to 7 also use texture "s" and "bulb".
  20. Would you mind attaching a copy of your mod to your comment? Currently I can't see the problem, running the mod myself might change that.
  21. You should be able to change your player name here: https://account.vintagestory.at/profile
  22. On the first look crop.json looks fine. That depends, though, on where your files are located. Are you directly working in the game directory or your own mod directory? If it is the latter, you have to adjust the texture definitions to point towards the game folder. textures: { "e": { base: "game:block/plant/crop/potato/e{stage}" }, "w": { base: "game:block/plant/crop/potato/w{stage}" }, } (Unless of course you copied the textures into your mod folders, but that wouldn't be necessary, as can be seen above.) You should have errors in the logs (particularly client-main) pointing you towards the solution. This looks more like a shape than a texture error. Also, the UV mapping of all your n and s faces seems to be messed up in your stage1.json file.
  23. There's definitely something very messed up with your installation. You got over 2000 errors related to sound files. Plus 946 errors from the koboldplayermodelport mod, which most likely explains your trouble with the loading screen flavour text. I would recommend a complete re-install of the game (including the deletion of the installation directory, which by default should be "%AppData%\Vintagestory". DO NOT delete "%AppData%\VintagestoryData"; this directory contains all your settings, saves, mods, etc.). I also would recommend not using koboldplayermodelport until it has been updated to game version 1.20.4. If you really need that mod, you could also install game version 1.20.1 instead. According to the mod page, this version should be compatible. I am not an MP-guy, so this might restrict you from playing on certain servers, I don't know how the inter-compatibility between game version 1.20.1 and game server version 1.20.4 looks like.
  24. I suggest you use default game textures. Most of them can be found in "\survival\textures\block". In there you look for folders that are named after things that could work for your model. You made a shirt, look in the "cloth" folder. You made suspenders, look in the "leather" folder, and so on.
  25. That's not how it currently works. Do you want to retexture a base model, or did you create your own model which you now want to texture?
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