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Brady_The

Very supportive Vintarian
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Everything posted by Brady_The

  1. They are indeed! One tip for VSMC: Set up the texture and shape base paths. The former one will cause textures to be displayed on shapes. The latter will make life easier for you later down the line.
  2. Hey there. Open the shape file (found in "\survival\shapes"). You are trying to open the deer entity file.
  3. Hey there. Overall the patch looks good. You only got two small mistakes. You initiate the file reference after the domain with a slash, that prevents the patch from being applied. The server-debug log would have given you this error message: That's the reason why you wouldn't have seen any error messages in the server-main log, if you would have looked. Which btw, I can only recommend. Especially the client- and server-main.log files are a great tool to figure out if something is wrong and what it is. The next mistake happens in the path. Drops are always formatted as an array (identifiable by the square brackets [ ]). If you want to access an array, you have to address the array like any other key ("dropsByType", "*-phormiumtenax-*-harvested-*", "quantity", "avg"). You do that via their indices. Arrays start counting at 0, which in this case, is your harvested phormiumtenax. If you would have wanted to address the drops of the normal phormiumtenax you would have used "1" in the path instead.
  4. What if they don't. I am not going to suggest to a user, who might not even know what a .zip-file is, to go to a third-party website, create an account, and explain how to fill out an issue report. If I can keep this answer civilised, so can you.
  5. You have to log-in with your game account to post comments. Even as a guest you should see the comment section, though.
  6. Go into Creative ("/gm 2"), and hit Ctrl+F4. This will toggle the display of so called meta block. Generally they shouldn't interfere with your ability to place blocks, but structures spawned via World Edit act differently. Destroy one or two of those meta blocks, switch back into Survival ("/gm 1) and try to place blocks on the cleared position. If it works now, you probably have to do some more cleaning to get the whole ruin working.
  7. Just post a comment explaining the bug. If you get a warning or error in the logs, post those as well. The mod author will receive a notification.
  8. I consider the glider more of a slower-falling than a flying contraption.
  9. There is. Open chat. Execute "/player yourplayername allowcharselonce". Open chat. Execute ".charsel".
  10. Hey there, unfortunately I cannot help you directly because I've not worked with the distilling mechanic. Documentation appears to be sparse to non-existent. I personally would have a look at this wiki page: https://wiki.vintagestory.at/Alcohol_brewing/en#Distillation, have a look at the in-game processes (I am not much of a theoretician.) and have a look at the game files "cider.json" and "spirit.json" (found in "\assets\survival\itemtypes\liquid"), particularly anything that includes the word "distill". There are also a couple of mods that utilise the distillation process, which you could potentially use as reference. Among others, for example: https://mods.vintagestory.at/warriordrink or https://mods.vintagestory.at/balancedthirst.
  11. Brady_The

    Paths

    The way compatibility is currently set up between those two is a bit unfortunate. You either have to decide between the Primitive Survival or Better Hoe hoe functionality. This doesn't affect the already created blocks at all. Which means that you can switch between those. That will require a world reload every time, which could be somewhat annoying but it would definitely be feasible, because how often do you use those two hoe mechanics combined.
  12. Brady_The

    Paths

    There is indeed. If you don't mind using mods. https://mods.vintagestory.at/betterhoe (It still works on 1.20.6.)
  13. 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)?
  14. 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.
  15. 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
  16. 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.
  17. This problem is known: https://github.com/anegostudios/VintageStory-Issues/issues/4748.
  18. 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.
  19. 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.
  20. 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.
  21. 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.
  22. 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
  23. 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" }
  24. 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.
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