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Brady_The

Very supportive Vintarian
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Everything posted by Brady_The

  1. 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" } ], } }, ], [...]
  2. 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.
  3. Regarding weaving. There's this mod that could potentially fill the cloth-shaped hole in your heart: https://mods.vintagestory.at/show/mod/34327
  4. 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.
  5. Source: https://discord.com/channels/302152934249070593/402173001178677268/1469210521017385014
  6. 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.
  7. 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.
  8. 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.
  9. 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.
  10. https://mods.vintagestory.at/pauseonstart might do what you want.
  11. 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.
  12. 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.
  13. 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
  14. That's a nice looking slab. I am afraid that you are stuck in Vanilla, but QP's Chisel Tools comes with a hand wedge tools that does exactly what you are looking for. Depending on where you want to have your slab positioned you want to use the move mode afterwards.
  15. You are right! This must be a 1.21 addition because I never saw it before.
  16. Hey Nick, welcome to the forum and the game. Here is a list of commands affecting the temporal side of things: https://wiki.vintagestory.at/World_Configuration#Temporal_stability
  17. Brady_The

    Stuck

    Open chat, type in "/gm 2" and send the message (this will enter Creative mode). Press "F3" until you get the notification "Fly mode on". Fly out of the hole. Set up somewhere where you cannot get hurt when falling. Open chat, type in "/gm 1" and send the message again (this will get you back into Survival mode). Alternatively, if you are proper stuck or very far down, you can also hit "F3" one more time to activate fly mode and no clip mode, and zip straight up to the surface.
  18. Particularly coal types are a bit more unusual than the rest, because three of them are actually ores. As such you can find the properties of those in assets\survival\itemtypes\resource\ore-ungraded.json. I should probably write a guide about how to navigate the asset files and find things.
  19. That's true. Until the developers get to an alcohol overhaul, there is this mod which aims to resolve this issue until then: https://mods.vintagestory.at/slowtox
  20. If you used the texture reference "base" in your shape file instead of "copper" it'd work. Solution: Replace "textures": {"base": { "base": "game:block/metal/ingot/copper"}, } with "textures": { "copper": { "base": "game:block/metal/ingot/copper" }, } Edit: KDLynch's "all" solution would work in this case too, because you are only referencing one texture in your shape.
  21. The "fired" variantgroup requires to be called "materialtype". https://github.com/anegostudios/vssurvivalmod/blob/84c80e85f36e31d3b6454021da0fbbba4cba71a3/BlockEntity/BEToolMold.cs#L37
  22. Due to the way the large trough works, only one side of it does accept inputs via chutes. Check if you chose the correct one.
  23. Replace textureByType with texturesByType. texture supports one texture, textures more. The game is trying to find "base" but only finds "string".
  24. Language files are special. They cannot be patched (because lang assets are processed before patches), Compatibility Lib doesn't touch them (most likely for the same reason).
  25. I myself am a bit confused why this isn't working. This should theoretically be possible without adding dependencies to the modinfo. I tested it a couple of times successfully and advised others on this matter, on which I got positive feedback. Very curious.
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