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Everything posted by Brady_The
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That's not possible without a lot more work than it is worth. The handbook combines the contents of a couple of json files (language, shape, recipes, etc pp) into one coherent view.
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I believe it is .recordingmode Personally I think that doesn't do much. I'd use the Scene Brightness option of https://mods.vintagestory.at/show/mod/665.
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Paths are a very solid option.
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Luckily there is a much more convenient way to change the amount of player lives! Put /worldConfig playerlives [-1 .. 99] in the chat, where "-1" means infinite lives. See https://wiki.vintagestory.at/index.php/World_Configuration.
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Hey, Lewarde, welcome. I don't dabble in Linux, but I have seen your problem mentioned more than once. See if this helps:
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Generally you can find all textures in "\assets\survival\textures". In case of the salmon it's called "salmon-pink.png" and can be found in "\assets\survival\textures\entity". If you can't find a texture, it probably means that a block doesn't use their own textures and reuses already existing ones. In that case you can open up the entities or shape .json-files and find out what textures are being used. The wiki has a fairly good introduction to modding. I'd recommend to take a look.
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Welcome, Olaf. I believe the pages of the Survival Handbook are filled by stitching together the contents of all kinds of different .json-files. .blockitempngexport inv [size in pixels] eg. ".blockitempngexport inv 600" will export all blocks/items available in the creative inventory (which also includes blocks/items of enabled mods), with a resolution of 600x600 pixels. There are some restrictions in cases where textures are applied via attributes (for example lanterns). In those cases you take the desired block, move it into the active hotbar slot, and execute .exponepng hand [size in pixels]
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Welcome, Flexbyte. You can do either with mods. Cattails: https://mods.vintagestory.at/wildfarmingrevival Bushes: https://mods.vintagestory.at/wildcraftfruit Be advised, though, both mods do a lot more than just add clippings. Read through the mod descriptions and decide if the other additions are worth the installation.
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Yup.
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Feel free to do so. Just be aware that I'll shoot back.
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Nice! I feel a bit silly now that I didn't even consider Ctrl+V. My computer should be slow enough. Haha
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no animals were harmed Primitive Survival
Brady_The replied to Spear and Fang's topic in Mod Releases
Additional information. apparently also happens with certain Vanilla blocks. This bug might not be PS-related after all. https://www.vintagestory.at/forums/topic/13220-v1200-pre5-game-crashed-when-middle-clicking-large-gear-in-creative-world-no-longer-loads/. I am fairly confident that the "wooden support" crash is caused by inconsistent naming. Block ID in inventory is "support-wood-main-ns", while block ID in world is "support-wood-empty-ns", which doesn't exist in inventory and thus causes a crash on a copy-attempt. -
That really depends on how you definite "effective". The wiki offers further information on this subject matter.
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no animals were harmed Primitive Survival
Brady_The replied to Spear and Fang's topic in Mod Releases
Game version: v1.20.0-pre.7 Mod version: v3.6.8 Issue: Loading into worlds with particulators enabled will crash the game. Crash report: -
Bears and wolves run away cowardly until they die at 1.20
Brady_The replied to smith's topic in Discussion
That's not entirely true, though. Compare v1.19.8: vs v1.20.0-pre -
It's not exactly "trapping" as such, and more of a sum of insulation values, which, in context of the cellar, determine the spoil rate. I don't think that the score matters anywhere else right now. See https://wiki.vintagestory.at/index.php/Room#Cooling_Score.
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Bears and wolves run away cowardly until they die at 1.20
Brady_The replied to smith's topic in Discussion
This bug was reported on Github, so technically the developers should probably be aware of this issue. -
M'polgies. I wasn't aware that serverconfigs don't exist. Why is dev time spent on anything worthwhile? Why waste time on creating a whole game mode that removes fundamental parts of the game? Could have used that time to implement new story chapters far sooner. Why waste time on adding the option to disable the creation of water source blocks in certain game modes? Could have used that time to implement options I want to see in the game. Why waste time on adding shivers? I am arachnophobic. Why waste time on adding elks and boats? I am fine with walking. Why waste time on creating the game in the first place? Could have saved tens of thousands of people from wasting their time on unproductive pursuits that ultimately lead nowhere. Memento mori.
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The world creator has so many options, another toggle for sleep complexity probably wouldn't hurt.
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That would not only definitely add a lot to the game, but in parts is already. Fruit trees work like that. I very much am in favour of applying this mechanic to all other (appropriate) trees, but before that happens, the "wood trees" require the fruit tree treatment, giving them proper parts, mainly supporting branches (roots would be pretty nice too (cheeky self-insert)), due to the fact that trees currently have no real shape, which would result in winter in looking at a landscape dotted by pencils. There's also the consideration of bee hives. Do they despawn? If so, do they respawn? At the exact coordinates, on the same tree, in the vicinity? Is the bee hive replaced by an inlog beehive in the trunk of the tree? Etc.
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Have a look here and see if the article helps.
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The game key is linked to your account. You just log in with your details and are good to go. Generally client settings, save files, installed mods, etc are found at %AppData%\VintagestoryData. Simply copy the folder over.
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The In-game handbook offers valuable insight, not only in terms of block information and recipes, but introductory guides as well.
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Teckchnically the new critters are not animals, soo... Kidding aside, I too hope that he either changes his mind or simply swaps some steps in the workflow of adding animals. I imagine that implementing a sound into the game attached to some trigger logic is much simpler than adding an animal, its correct behaviours, animations, sound triggers and connecting it all in a coherent manner. Owl calls at night, or the hammering of a woodpecker, just to name two examples of the top of my head, would add so much ambience to the game.