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Brady_The

Very supportive Vintarian
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Everything posted by Brady_The

  1. You'll be happy to hear that in-wall axles will be a feature in 1.22. If you search for "Mechanical power upgrades" in it'll bring you right to a gif in which those are included. It's a bit harder pretty much impossible to see, but the two outer most gears are connected to axles.
  2. The keys were sent out just a couple of hours later.
  3. Whoops, I completely misunderstood your problem. You seem to be right about your assumption regarding the planting being handled in ItemCattailRoot. https://github.com/anegostudios/vssurvivalmod/blob/2fdc2c37e5bbe1c92ce1314fe0b3e7c1576d42eb/Item/ItemCattailRoots.cs#L11 It should be fairly easy (well, at least I imagine it to be) to add your item via harmony patch, but for that you need at least some coding experience.
  4. I believe the spawning of reeds is determined in assets\survival\worldgen\blockpatches\other.json. The whole plant is spawned (tallplant-coopersreed-land-normal-free) and on the right interaction is transformed into the root (tallplant-coopersreed-land-harvested-free) which then transforms into the whole plant again after a certain amount of time (reedpapyrus.json - transientPropsByType). That said, I am not a coder, so this is more of an educated guess.
  5. I'd think about creating an issue over at github.com/anegostudios/VintageStory-Issues/issues. It might be a hardware incompatibility. You could also share your server-main and client-main logs here, but I doubt somewhat that we (the players) will be able to help here much further.
  6. This would be an interesting mod and would fit pretty nicely into the lore. The player wakes up from something after all and has not many memories of anything.
  7. "isFood": true in the root of the recipe will prevent the conversion into a dirty pot.
  8. The crashes seem to be related to the newly supported tag feature in recipes in combination with some other keys. Take for example the mentioned Travertine tile. As a non-coder I assume that the game currently has trouble combining wildcard replacements like "allowedVariants, skipVariants" with the assets behind the tag.
  9. I can't help you with Blender, but for VSMC I have this link to a 5-part-tutorial by ThenthArchitect: There's also this VSMC Community Edition which comes with a lot of quality of life changes and additions: https://github.com/Pure-Winter-hue/vsmodelcreator/tree/pw-vsmc-hard-winter-edition
  10. In such cases mods like https://mods.vintagestory.at/cbr could be an option. I suppose you could consider it a cheat, because you are able to do some pretty crazy things with this particular mod, but at the end of the day it's entirely on you how you are going to utilise this mod - as a cheat or as a QOL mod that allows you to make nice liveable builds which wouldn't count as rooms because the game follows a programmatic logic.
  11. Those are most likely caused by a rabbit. At least I found them responsible for collapsing whole cliff sides in my ocean world play-through. I haven't played a in a while, so I cannot say how well this mod works, but I'd give it a try.
  12. I doubt the water wheel construction is currently working. { code: "waterwheel", class: "BlockWaterwheel", entityClass: "Generic", entityBehaviors: [ { name: "Burning" }, { name: "MPWaterWheel" }, { name: "RightClickConstructable", properties: { brokenDropsRatio: 0.8, stages: [ { addElements: [ "MainOrigin/ORIGIN1WoodShaft", "MainOrigin/ORIGIN2Hubs" ] }, { requireStacks: [ { type: "block", name: "waterwheelbuilding-ingredient-supportbeams", code: "supportbeam-*", quantity: 16, storeWildCard: "wood" } ], addElements: ["MainOrigin/ORIGIN3Spokes"] }, { requireStacks: [ { type: "item", code: "plank-{wood}", quantity: 48 }, { type: "item", code: "resin", quantity: 4 } ], addElements: ["MainOrigin/ORIGIN4Rims"] }, { requireStacks: [ { type: "block", code: "supportbeam-{wood}", quantity: 16 }, { type: "item", code: "resin", quantity: 4 } ], addElements: ["MainOrigin/ORIGIN5Braces"] }, { requireStacks: [ { type: "item", code: "metalnailsandstrips-*", storeWildCard: "metal", quantity: 8 } ], addElements: ["MainOrigin/ORIGIN6NailsStrips"] }, { requireStacks: [ { type: "item", code: "plank-{wood}", quantity: 48 }, { type: "item", code: "resin", quantity: 4 } ], addElements: ["MainOrigin/ORIGIN7Paddles"] }, { requireStacks: [ ], actionLangCode: "Launch" } ], } }, ], [...]
  13. That's a very interesting idea and would certainly add to the feeling of progression, while still being reasonably authentic in my opinion. If you spend all these resources on making high-tier metal heads, you certainly would want the weapon to be stable and reliable. Attributes I wouldn't necessarily apply to sticks.
  14. Regarding weaving. There's this mod that could potentially fill the cloth-shaped hole in your heart: https://mods.vintagestory.at/show/mod/34327
  15. You should be good. You have already gone a lot further than the vast majority of people who just rip and re-upload mods without zero regards given. No plaintiff, no judge.
  16. Source: https://discord.com/channels/302152934249070593/402173001178677268/1469210521017385014
  17. You have to be a bit more specific. About what step(s) are you exactly talking about? There's the option to add team members to a mod, including team members with edit rights, so you could release updates on the original page. Alternatively there's also the option to transfer ownerships of a mod in its settings on the ModDB. That would give you full control over the mod page. Of course that would have to be done by the original owner.
  18. There's also always the option to take this opportunity and start modding the game. Especially the spear damage will be a particularly easy modification. Or just wait until somebody inevitably uploads a mod because that somebody doesn't like change either.
  19. Regarding the spear issue: It might be an interesting idea to give it a bracing "ability". Have it deal extra damage and maybe make the target flee for x seconds. That'd be counterbalanced by a set-up "time" (character going into brace animation). A successful brace would make the character lose their stance. That said, I understand that change doesn't feel good if you are used to how things were, but the nature of a weapon is, that they are highly situational.
  20. Have a look here and see if there are any applicable reports for your situation. There you have a direct line to the devs. Particularly this issue seems to fit quite well.
  21. https://mods.vintagestory.at/pauseonstart might do what you want.
  22. Technically there is "transitionableProps", but that's fairly limited in scope. In your specific case you would need code which would check if certain items are in the vicinity of the blocks you want to change.
  23. How many pieces of fire wood do you use to heat up the oven? It can fit up to six. somewhat implies that you know, but just to be sure, I mention it. Does the problem occur without any mods? If no one else with this experience comes forward, you can apply a binary search to find out which mod is causing this.
  24. Do I understand you correctly that you want to start with a different world? Generally people first create their world in Single Player and then upload the created file to the server. https://wiki.vintagestory.at/Setting_up_a_Multiplayer_Server#Basic_Configuration
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