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Everything posted by Brady_The
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Welcome VikingHavel, if you friend is on a different network (not in the same house) you most likely have to go through one or two extra steps, so that you friend can see your server: https://wiki.vintagestory.at/Setting_up_a_Multiplayer_Server#Ad-hoc_Server
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The ModDB needs a lot of work. If I remember correctly the devs are aware, but they currently don't have a dedicated web designer on board. Nice mod, btw. If you are interested in suggestions for potential future updates. It would be nice, if one could craft sod roofing with any building block that's generally used to build walls with, using the texture of that building block to change the look of the sod roofing. Example: In your mod screenshot the marked areas could have the chert instead of the oak texture. Related reading material: https://wiki.vintagestory.at/index.php/Modding:Content_Tutorial_Complex_Grid_Recipes#Variant-Based_Recipes
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Aye, having any window open while sleeping will prevent "Shift" from working.
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A mod for recycling decorative building blocks?
Brady_The replied to BriarBlack's topic in [Legacy] Mods & Mod Development
https://mods.vintagestory.at/scraps does something like that, but for clutter instead of buildings blocks. It looks like there's an open spot for your idea. The mod I linked is probably a good starting point to get an impression how to realize your idea. It's also a good idea to go through the tutorial on the wiki to get a better understanding of the mod creation process, but I you would want to skip straight to the recipes, I'd suggest these articles: https://wiki.vintagestory.at/Modding:Creating_Recipes/en https://wiki.vintagestory.at/Modding:Content_Tutorial_Simple_Recipe https://wiki.vintagestory.at/index.php/Modding:Content_Tutorial_Complex_Grid_Recipes -
Oceans are made of saltwater (while still-water is used for fresh water), so that shouldn't be the greatest hurdle.
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Welcome to the forum, Glifider. What kind of mod would you like to make? Simple content mods can be done with only a text and code editor. The wiki has great tutorials to get you started: https://wiki.vintagestory.at/Modding:Content_Mods Models can be created with the Vintage Story Model Creator: https://github.com/anegostudios/vsmodelcreator/releases/tag/18Sep2024 - https://wiki.vintagestory.at/index.php/Modding:VS_Model_Creator Code mods require a few more steps: https://wiki.vintagestory.at/Modding:Preparing_For_Code_Mods If you want to look into dll files (with the default game ones located in [Vintage Story installation]\Mods) you can use: https://github.com/dnSpy/dnSpy/releases - https://github.com/icsharpcode/ILSpy/releases
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Can someone explain textures to me?
Brady_The replied to Lucas Alexander's topic in [Legacy] Mods & Mod Development
You can define textures in two places. The shape The xtype Generally textures are applied via shapes (this is the case for mushrooms). If you apply a texture via xtype, this definition will take priority and overwrite the shape textures. A perfect example for this is the door. shapes/block/wood/door/solid.json "textures": { "iron": "block/metal/ingot/iron", "wood": "block/wood/door/plain/acacia" }, Even if you define textures in xtype it's never a bad idea to have them in the shape file as well. For one, it makes editing the shapes in the VSMC much easier. Defining your textures in xtype has some advantages, though. You can use variant codes in them. The variant code in this case is {wood}. It's defined in the same door.json file and includes all wood types (birch, oak, pine, etc). With this information at hand, you now can simply create one configuration (block/wood/debarked/{wood}) that's automatically adjusted by the game, instead of having to define either a dozen or so texture variations (block/wood/debarked/birch, block/wood/debarked/oak, block/wood/debarked/pine, ...) or create a dozen different shapes (solid-birch, solid-oak, solid-pine, ...) to include all wooden doors. blocktype/door.json "texturesByType": { "door-solid-*": { "wood": { "base": "block/wood/debarked/{wood}", "rotation": 90, "blendedOverlays": [{ "base": "block/wood/door/overlay-solid", "blendMode": "Overlay" }] } }, }, (abridged for readability reasons) I venture a guess and assume that e stands for East and s for South. Both of these elements are the greens on top of the carrot. The growth of the greens is "simulated" by simply exchanging the textures on different growth stages via s{stage} and e{stage} where {stage} is a wildcard for a number, resulting in s1 till s7 (or whatever the highest growth stage for that particular crop is). Bulb is the body of the carrot. It doesn't need to be defined in the blocktype file, because it has been applied via the shape.- 1 reply
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Game won't launch at full screen 1920x1080
Brady_The replied to bladymir lombardo's topic in Questions
Welcome to the forum, bladymir. I am not going to insult you with the "upgrade, downgrade, reinstall graphics driver" spiel. Delete clientsettings.json in %appdata%\VintagestoryData and start the game. This will regenerate the clientsettings. Hopefully that's enough. If you made extensive changes to your settings (keybindings, etc. pp) make a backup of the file beforehand. If that doesn't solve the problem, I'd actually try to reinstall/update the graphics driver. If that doesn't help, this problem will be over my head. (Don't bother with github, you'll be fobbed off with the aforementioned copypasta comment about your drivers. Potentially you would get better responses on the Discord server.) -
You could nuke all entities in a certain range, or, what I prefer to do, be a little more precise and only remove the entity you are looking at. To do that, look at an entity and execute /entity remove l[] If you want to go nuclear and remove all dead entities, execute /entity remove e[alive=false] If you want to bomb with a precision strike, you could add a range argument to the command, where x is the range in blocks. /entity remove e[range=x,alive=false]
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I haven't played 1.20, but I know somebody who regularly mentions the lack of female bears in the game. Have you run across any females in your play sessions?
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Crock pots added to the items you can hang from your elk.
Brady_The replied to Apocalypse_Andy's topic in Suggestions
Interesting decision indeed. Of course there's a mod for it. https://mods.vintagestory.at/show/mod/16222 -
Welcome to the Forum, Sérgio. The game offers several modes. From what you are writing here, I assume, that you are playing the Homo Sapiens mode, which removes all lore content, including any NPCs. In the current stable version (1.19.8) the other game modes only include merchant NPCs. However, this will change with the upcoming version (1.20.0). This update will add more lore content, including several lore locations, which includes one village with inhabitants. There is one big mod that adds villages and more NPCs to the game. It's called VS Villages and comes with several addons.
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Allow users to report bugs here in your forum.
Brady_The replied to jumpityjumpjump's topic in Suggestions
I suppose that's true. I haven't thought about it from an end user pov. Managing issues on two or (with the forum) three different platform adds to the workflow significantly in terms of tracking, duplication, same issues with different feedback spread over different places, etc. -
Allow users to report bugs here in your forum.
Brady_The replied to jumpityjumpjump's topic in Suggestions
That's unlikely. The devs moved away from bug reports in the forum. Reporting problems on platforms like Github with their workflow features makes a lot of sense. Why you can report them in their Discord server puzzles me a bit, though. -
https://wiki.vintagestory.at/Rooms have a couple of rules that have to be met. Currently I don't see anything wrong with it, but I don't see the whole building/rooms. It just needs one block to not meet the requirements to annul a room. I'd just start testing this mess, by sectioning off the room with hay blocks to find out which section doesn't not become a room. If you found the offending sector, narrow it down by blocking off blocks you suspect.
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That would be grand. I an older issue tyron stated, that rebinding ESC would be a bit more complicated. Maybe one could ask in that issue if this is still a considered change.
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If you look at blocktype mushroom.json, you can see that it has two variantgroups, the type and the state, translating into the block names "mushroom-{mushroom}-{state}". Mushrooms which grow on trees are configured in mushrooms-side.json. The biggest difference in this particular case is, that they also have an orientation added to the name (mushroom-{mushroom}-{state}-{side}). Because of this you could actually skip "allowedVariants" all together. Currently the recipe isn't working, because the input block "mushroom-*" doesn't exist in combination with the allowed Variants. It would be "mushroom-*-normal". (If you wanted to allow polypores, you would have to add a recipe that accepts "mushroom-*-normal-north".) If you want to keep your current recipe as is, you could add tinderhoof-normal-north (and all other unwanted mushrooms) to your skipVariants. Tinderhoof belongs to the polypores btw, they do not grow on the ground. https://wiki.vintagestory.at/Mushroom#Ground_mushrooms
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Welcome to the forum, ILoveBushy. That looks very nice!
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Got bored, decided to make a unicorn
Brady_The replied to TheChickenWizard's topic in [Legacy] Mods & Mod Development
Nicely done. I suppose you could start by copying deer/moose or elk-tamed (all of them found in survival/entities/land/hooved) and go from there, adjusting the parameters as needed. Depending on where you want to go with the unicorn, you might have to start coding at some point. -
Help with lang files
Brady_The replied to Lucas Alexander's topic in [Legacy] Mods & Mod Development
We all have been and eventually will be again there. -
Help with lang files
Brady_The replied to Lucas Alexander's topic in [Legacy] Mods & Mod Development
You are missing a comma after "block-decorice": "Ice" -
helve hammers and querns indoors with valid rooms possible?
Brady_The replied to TheRealDiggyCheese's topic in Questions
Unfortunately that's not possible in Vanilla. There are two mods which add axels that create a valid room. If you only look for a way to do that, this mod would be enough: https://mods.vintagestory.at/axleinblocks If you wouldn't mind a milling upgrade on top of that, this mod will do that: https://mods.vintagestory.at/millwright