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Brady_The

Very supportive Vintarian
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Everything posted by Brady_The

  1. If in doubt, re-install. I remember helping somebody with a similar problem. It turned out to be an outdated mod, spamming the log files with error messages, completely overwhelming the game to a point, where it stopped printing the default messages. Upload server-main and client-main from "%AppData%\VintagestoryData\Logs".
  2. All trader lists can be found in "\assets\survival\config\tradelists". If you need any help concerning item codes and such, you'll probably find something in the general trader files.
  3. There's no shortage of ways. You could do it with the default MS Paint. Even though I wouldn't necessarily recommend it. GIMP comes to mind, it's free. Then there's Pixelorama, if you prefer pixel art, it's free too.
  4. I can see that. Sometimes reality gets in the way of ambition, though. Haha Cheers! We are all together in this modding endeavour and the learning processes.
  5. Entities is a whole 'nother can of worms I am not even go to attempt to open. In Vintage Story textures can be applied in two ways. 1) Via the shape file. 2) Via a blocktype/itemtype/entity file. For the player character, the shape might be textured to make working on it in the VSMC easier, but the final texturing is done via option 2. Look at "\assets\game\entities\humanoid\player.json" for reference. Alternatively you could have a look at how other mod authors decided to tackle entitites: https://mods.vintagestory.at/list/mod?sortby=lastreleased&sortdir=desc&text=player+model
  6. Hello Mysterial, welcome to the game and the forum. I'd personally recommend to play the standard mode, if you really want to have an introduction into Vintage Story. The game offers a lot of customisation options. You get to those by clicking on the "Customize" button in the "Create New World" screen. I recommend having a look at the "Player spawn and death" tab, any option starting with "Creature" in "Survival challenges", and the "Temporal Stability" tab. The vast majority of options can be retroactively activated on an already started world with commands. This might be a bit intimidating, so starting a new world could be the easier solution. However, if you don't want to lose your current world, you could have a look at the customisation options, select the ones you are interested in changing, their values and post them here. I'd be more than happy to look up the respective commands for you.
  7. The short solution first: Drag and drop any texture of your liking into the VSMC window. Here you have three options: 1) Only add the texture to the shape file, but don't apply it to any element. 2) Add the texture to the shape file and apply it to the element you have selected in the Element Tree Plane. 3) Add the texture to the shape file and apply it to all current and future elements in the shape file. The longer solution after: It's definitely possible. Depending on what you want to achieve, this requires a bit of leg work beforehand, though. And some modding knowledge. To really understand what you are doing, I'd highly recommend going through the modding tutorials: https://wiki.vintagestory.at/Modding:Modding_Basics_Portal If you want a lasting change, it's best to save your work in a mod. I've attached a template. It's pretty basic and not feature complete by any means. See https://wiki.vintagestory.at/Modding:Mod_Packaging for more details. Unpack the file into "%AppData%\VintagestoryData\Mods". The newly created folder "template_mod" is now your working space. Your created shapes go into the shape folder. Your created textures go into the texture folder. Your blocktypes (or itemtypes) go into their respective folders (either blocktypes or itemtypes). These files are required to make your shape available in the game. If you don't know how to to this, definitely go through the tutorials. They are very well written and should answer all your questions. template_mod.zip
  8. True enough, I didn't think of that. The Compat Lib article on the wiki is very weirdly written, sending mixed messages on patching patches. There is. Potentially. The load order seems to be based on folder/zip-file names. Changing "DecorativeLeavesAndIce" to "sDecorativeLeavesAndIce" should load it after "Remnants". But that doesn't always seem to be the case. Out of curiosity I did a small test and got back this result: So for reasons unknown there appear to be exceptions from this "rule". With my limited knowledge of Vintage Story modding, my current solution would be this (branchy would need this treatment too, of course): It's not the most ideal solution, but if somebody is using The Remnants in combination with your mod, having to place and replace hundreds of leave blocks to farm drops one could acquire much faster with a run through the forest or by opening the Creative menu, is in my opinion preferable over the breaking of another mod. (Renaming my .zip-file to influence load orders isn't an option for me, but maybe you don't mind. There really should be a better way to influence the order.) You most likely would be able to do something with code, but a) unfortunately I can't code and b) I think this would be slightly out of scope for this mod. Of course you could also ask on the forum killer Discord for a better way. The VS server is much more lively than the forum.
  9. You are trying to patch a patch, which is not recommended, for reasons you already discovered. As far as I understand overwriting files isn't possible with the compatibility lib. Rather, it seems to add to (or as stated on the wiki, "rewrites") the files. I looked at your leafPatch and see a much easier way. Simply replace "/drops/0" with "/drops/-". This way your drop will be added to the end of the array and compatibility is achieved (which generally should be done for this exact reason). Because you specified a tool in your drop, you'll still get your leaves when you use a saw on leaves.
  10. File location: "\assets\game\shapes\entity\humanoid\seraph-faceless.json". Happy modding. (Editing the entity shape is a huge undertaking, depending on what you want to do, so you should heed @Thorfinn's suggestion, if you get stuck anywhere.)
  11. Somebody did indeed: https://mods.vintagestory.at/show/mod/18192 Note: According to the comments, it is incompatible with Combat Overhaul. (I am somewhat upset that I didn't have this mod idea, because it is a pretty great idea!)
  12. Do you have the same issue on any world, newly created or older, or does it only happen for one specific save? According to server-main.log the world you tried to load is corrupted: 7.3.2025 22:40:06 [Fatal] Unable to open or create savegame. 7.3.2025 22:40:06 [Error] Exception: Cannot open savegame database file C:\Users\ADMIN12\AppData\Roaming\VintagestoryData\Saves\vintage adventure valley.vcdbs, it seems to be not writable! Try if repairing the world does fix the problem. To do that, go to Singleplayer -> click on the button all the way to the right on the save file that doesn't work, and hit the button titled "Run in Repair mode" all the way in the bottom right, then hit "Confirm". If that doesn't work and you answered my first question with "Don't know", test if you experience the same problem on a new world.
  13. Luckily the problem solving should be pretty easy. Enter the bugged chunk, type "/debug chunk relight" into chat and execute.
  14. Head over to "%AppData%\VintagestoryData\Logs", zip client-crash, client-main and server-main, and attach the zip to your comment. Without any further information contained in those logs, we can only guess.
  15. Very nice. Your ruins would fit right into the Vanilla base game.
  16. Did you get it to work, @Mackzli?
  17. If anyone can answer any of your questions, it's probably the OP of this thread: He hasn't been on the forum the last two weeks, but he might react to a ping, if any questions arise which haven't been answered in his thread.
  18. I have to admit that I never worked with redwood logsections, but they might be not rotatable, because a) logs don't look any different however you rotate them, so they don't, which the log sections inherited, or b) their rotation has been set this way so that they always form a complete log when four of them are placed in a square. It might also just be an oversight of the devs. You can't chisel logsections because this has been disabled for them for reasons unknown.
  19. Of course, that was rather silly of me. Guess who's never played MP. Hah Does anybody else on this server experience this problem? Does anybody else crash if they enter the chunk you are trying to load into?
  20. Disable More Piles and test if the crash still occurs.
  21. If I am understanding you correctly, your problems should be solved by executing /worldconfig noLiquidSourceTransport false in the chat and restarting the world.
  22. This endeavour is a bit too specific to get information from the wiki. I personally haven't ever used cave art in the game, yet alone tried to mod it, so I can't personally be of any help, but if I were interested in creating such a mod, I'd download this one and see what it does and how, and then go from there, adapt it, add onto it, remove parts, depending on my goals.
  23. I am not familiar with Linux, so I can't really help you there, but these comments might : https://discord.com/channels/302152934249070593/351624415039193098/1064266542197506129 https://discord.com/channels/302152934249070593/351624415039193098/1051445298708365403
  24. The easiest way would probably be a texture replacer. Set up a mod with the following folder structure: mymod(.zip) ├ modinfo └ assets └ game └ textures └ block └ plant └ crop Into the crop folder you'd copy all folders and files found in "assets\survival\textures\block\plant\crop", which you then would change to your liking. This way you won't change any vanilla files (instead those will be overwritten by your mod files, if the mod is activated), vanilla files won't be reverted back to the default on updates, you can share the mod very easily, etc.
  25. You remember right. That's still the way it works. Can you create and edit waypoints with a mouse on a freshly created world?
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