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Brady_The

Very supportive Vintarian
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Everything posted by Brady_The

  1. There's no need for that. I appreciate the thought, though!
  2. According to the boat configuration file, the halyard cleat is supposed to accept ropes. I guess it could be a future-proof (or due to bugs disabled) slot the player can use to manipulate the sails. The figurehead mounting point will eventually accept a figurehead the player can create by chiselling. (The port prow storage accepts an anchor which currently has no use.)
  3. Don't worry, I explained it too poorly. Did you have a look at https://wiki.vintagestory.at/index.php/Modding:JSON_Patching beforehand? The article should explain everything much better than I did. I also included my solution in the spoiler. I am no master patcher but technically this should work.
  4. That would contribute to your problem. Following your patch order, your problem starts with the path. Currently you are replacing the whole transitionablePropsByType property, which includes much more than just the cloudberry definition. The correct path would read "path": "/transitionablePropsByType/*-cloudberry" But because you are changing only two values, fresh- and transitionHours it will be much easier to replace only these values. We can do that by navigating all the way to avg. Keep in mind, *-cloudberry's content is in array format, you have to address the array number you want to open as well (arrays start on position 0, not 1). If you are stumped by this and can't find the solution: I made it a bit easier for you, and marked in the spoiler the correct path to the hours the cloudberries stay fresh. (Of course you would need to write a second patch for transitionHours.) The next problem would be the file property. With the domain wildcraftfruit you already told VintageStory to look in the assets folder of wildcraftfruit. Currently you are essentially telling the game to patch fruit.json in assets/wildcraftfruit/assets/wildcraftfruit/itemtypes/food/. Starting your file path with itemtypes is sufficient.
  5. How's the rot wasted? You can still put it in a barrel to create compost. Ctrl+Click to empty the bowl.
  6. Is View -> Show textures ticked? That shouldn't be it either, though. Your UV Editor view is messed up, which probably explains your trouble. What VS Model Creator version are you using? https://github.com/anegostudios/vsmodelcreator/releases What game version are you using? In the 18Sep2024 release with game version 1.19.8/1.20.x shapes it should look like this (I did nothing special, didn't change any options, just opened the file. Don't mind the extended Face options. I haven't ticked Auto-Unwrap.): Edit: Re-reading your initial comment, I realised I completely missed This sounds like an issue with the game. I'd reinstall and see if that fixes your problems.
  7. Maybe you mix up the record (or blog entry) with the forum post?
  8. Have you set up the texture base path? File Set Texture base path. Set it to "[Your VS installation]\assets\survival\textures".
  9. Uncheck "Mouse click modifiers locked to Sneak/Sprint keys".
  10. Interesting.
  11. There's probably a way to go through the save file, but I have no idea in what table this information would be stored, and how to find it. If you know the approximate locations of those blocks in some capacity, https://mods.vintagestory.at/xray should make finding them much easier.
  12. The only Vanilla block I can currently think of, that fits your requirements, would be the leather block. Some trader wagons use it. However, you can only find it in the Creative Inventory, so you would have to "cheat" it in. I am not sure if mods will offer any more variety. I don't know any that add full wool/linen/leather blocks, but that doesn't mean much. There could be some out there. Maybe somebody else knows more.
  13. You can find all installer files at https://account.vintagestory.at/downloads.
  14. Welcome to the forum, WulfHymir. I don't know if leetman has a discord server or not, but I do know that he has a Discord account, and a dedicated mod thread on the official Discord server: https://discord.com/channels/302152934249070593/1033019185569214545 Just a quick (uneducated) guess: Is it possible that you haven't installed https://mods.vintagestory.at/expandedfoods?
  15. You are welcome! Very nice, your recipe is basically a one-to-one copy of mine. Well, almost. There is one more thing you can add. If you load into the world, depending on your settings, you'll see an error message pop up. Output Block code game:looseboulders-meteorite-iron-free cannot be resolved That's because, while stone-meteorite-iron does exist, which you tell the game to use in your C ingredient, looseboulders-meteorite-iron-free does not. This isn't the biggest problem, it's not preventing the recipe or mod from working, but it's not necessary either. To prevent this, you can add "skipVariants": [ "meteorite-iron" ] to your ingredient. "C": {"type": "item", code: "game:stone-*", "name": "rock", "skipVariants": [ "meteorite-iron" ]} As the string suggests, this will tell the game to skip this particular stone variation. This also works in the reverse. With "allowedVariants" you can control which block variants can be used, if you, for example wanted the player only be able to craft "hard stone" boulders. These variant properties are essentially a list, if you wanted to add one or more entries, you'd simply do that. "skip-/allowedVariants": [ "variant1", "variant2", "variant3", ... ] There's also the concern, that you can essentially generate infinite stones with the current recipe, because a stone boulder can drop more than 3 stones, which you could prevent for example by changing the output to a modded block, that uses the textures and shape of the Vanilla boulder, but drops itself on breaking instead of a somewhat random number of stones. In this particular case, however, I don't think, that it matters too much. If you want more after this, I highly recommend you to go through the whole basic and intermediate tutorials on the wiki - there is so much more to discover.
  16. The error message "Unable to find a texture for texture code 'water_bucket' in BlockBucket" implies that a mod, that changes the wooden bucket either broke or was removed/disabled (don't know your entire mod list, just the activated ones). Have you tried deactivating all of them? If that doesn't work, do the following, in this order. Temporality remove all mods from the Mods folder. Delete everything in the Cache folder. Start the game, load into the world and see if that fixes the problem. If it did, exit the game, move the first 9 mods into the Mods folder. Go to 3. If it did, exit the game, move the last 9 mods into the Mods folder. Go to 3. By doing that, you quickly test all mods in groups, instead of having to restart the game every time you add a mod. If the problem occurs again, you now know in which group you can find the offending mod. From there it's a simple case of reducing the group size - or in your case due to the low number of modifications, now testing every mod alone in the offending group. If the problem still occurs, the game files may have been corrupted, which can be fixed by reinstalling the game.
  17. Good idea! I brought this up in another discussion. That's definitely something that should be in the game. Welcome to the forum.
  18. There are two ways. The most simple way is to start up a world, go into creative mode, open up the creative inventory and look up the block or item you want to use. For that to work, you have to enable Extended Debug info in Settings Dev. If you do that with the boulders, you get 23 blocks, with the name looseboulders-{STONE TYPE}-free, where stone type is one of the stones currently in the game. The next way (almost as equally as simple, but it helps to have an understanding of the block/item-config VS uses) is to lock up the actual config file, which you can find in this case under /assets/survival/blocktypes/stone/looseboulders.json. Here you can see, why the game adds -free to the boulders. -free essentially means that the block is not covered by ice, snow, or water. Recommend reading: https://wiki.vintagestory.at/Modding:Content_Tutorial_Block_Variants - https://wiki.vintagestory.at/index.php/Modding:Variants (Here you also see, why you only find looseboulders-{STONE TYPE}-free in the inventory. The rest is hidden ( creativeinventory: { "general": ["*-free"] } ). That already explains the output problem. Currently you are trying to force the game to create a block that doesn't exist. Another cool thing you can do is to use wildcards in recipes. If you look at your recipe you can only use granite stones. But what about the rest? You could create another 22 recipes. Or you could use a wildcard. Recommended reading: https://wiki.vintagestory.at/Modding:Content_Tutorial_Complex_Grid_Recipes That almost solves the recipe problem. Almost, because @Echo Weaver is right, the ingredient length is wrong. If you look at your recipe, you see that you configured the height of the recipe to be 1, but the spaces in the recipe pattern imply a height of 2 (" " or "_" stand for empty grid cells). This doesn't crash your game, but your recipe will not be accepted by the game. Have another go at your recipe and fix the problems you see. If you don't want to partake in this exercise, you'll get the recipe from me. I think that finding out yourself is more fun, though.
  19. Brady_The

    Canoe Mod

    Looks very nice! Edit: Inconsequential error messages, but for the sake of completeness: canoemod:item/tool/carvedoar contains paths to textures in game domain, but doesn't specify to look in the domain. A couple of patches only have to be applied server side: On the canoe there's also some slight z-fighting going on, but solving it in the VSMC without making it look bad is not really doable due to the shape of the canoe.
  20. The first two slots must always be filled with the same ingredient in equal amounts (Exception to the rule: Soup). The rest can be 0 - 2 ingredients in equal amounts again.
  21. On rc3 everything seems to be in order. Which rc are you using? Are you using any mods?
  22. Those are forum ranks. I don't know the exact requirements to ranking up, but I suppose it could be a mix of creating threads, commenting, reacting, receiving reactions and having your posts being selected as correct answer. Edit: Welcome to the forum!
  23. You are the only one who wasn't aware. I definitely did not have to start up 1.19.8 to check the audio options.
  24. The slider has been added to 1.20.
  25. As mentioned, depending on the mistake, the helve hemmer can help in certain situations. You can recycle metal work items if you combine them with a chisel in the crafting grid, as well. There's also a couple of mods that aid you in your smithing endeavours. https://mods.vintagestory.at/amr https://mods.vintagestory.at/thriftysmithing https://mods.vintagestory.at/smithingplus
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