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Everything posted by Brady_The
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Most keys can make use of {variables} to shorten things. Instead of creating a dozen texture definitions for dozen of variations, you can do create simply one and the game will automatically fill in the variables. The flowerpots variantgroup code was changed from "type" to "color". You can simply copy the "texture" key from the vanilla file and should be fine. Don't forget to add the "game:" domain in front of the paths, though.
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Your best bet is probably the dev log, particularly the API changes. However, those will not mention everything. Going from 1.20 to 1.21 for example, clay assets were split up into two separate files, one for raw and one for fired items. You are right about your hunch. The aforementioned change breaks the recipe. In 1.20 the recipe would have resolved "P": { "type": "block", "code": "game:flowerpot-*", "name": "kind" }, into "P": { "type": "block", "code": "game:flowerpot-(raw|burnt|amber|boneash|celadon|copper|earthern|moss|ochre|rutile|seasalt|tenmoku", "name": "kind" }, all of which will be saved into the variable "kind" and carry over into "hangingflowerpot-{kind}". This worked because the asset codes line up with the variantgroups in "hangingflowerpot.json" shown below (With the exception of raw, this might have been handled by code, but I have never used the mod before, so maybe it always produced the errors in the logs.) With the changes to the clay items in 1.21 now the recipe ingredient flowerpot will resolve into "P": { "type": "block", "code": "game:flowerpot-(blue|fire|black|brown|cream|gray|orange|red|tan)-(raw|fired)", "name": "kind" }, which doesn't line up with the hangingflowerpots variantgroups at all. Those items simply do not exist, and that's why you are getting those error messages. The fix might be as simple as simply overwriting the hangingflowerpots variantgroups with the game:flowerpots variantgroups. It could also involve some more changes to the code the mod is using. I am not a coder, so unfortunately I cannot help you in this regard.
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It works for me with the keyboard combination you mentioned. Are you playing Vanilla or could a mod cause an incompatibility? Probably a silly question, but is your elk fully tamed?
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Moving the game, its mods and all the files to a new Windows (to 11)
Brady_The replied to kleptomanisch's topic in Questions
That's how I roll as well. I don't think it's too stupid of an idea. I wish programs would make it as easy as VS to store their data elsewhere. Not many programs ask at installation if you'd like to use a different drive either. -
I noticed this a while ago too. It might be a bug. It doesn't really feel like the intended way, but who knows. I certainly don't.
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I don't know of any mods that makes mushrooms decorative. You might be able to put them in Vanilla flower pots and planters. There's also https://mods.vintagestory.at/show/mod/21814 which is more about cultivating them, but maybe they the custom containers can act as permanent storage as well. Then there's https://mods.vintagestory.at/customflowerpots which expands the Vanilla flower pots by quite a margin.
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Do you know about https://mods.vintagestory.at/playermodellib? I haven't done any player model mods, so I can't help you much in this regard, but I know that https://mods.vintagestory.at/goblinears makes use of the mod, which is very similar in scope.
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Generally you can upgrade the game version and keep on playing on your existing worlds. If you really want to make sure that nothing can go wrong, make a backup of your worlds, before entering it on the updated game version.
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Hello there KrampusKid. I just tested it on 1.21.0 (pretty much Vanilla) and it works for me. Double-check the ingredients. According to the recipe file the mixing ratio is 1:10. 1 part dye, 10 parts ash, browngolden, brownlight, or tan raw daub. It would be useful if you could share a screenshot.
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I am not much of a server admin, so I can't really help much, but the GitHub feedback tracker is a pretty decent source for all sorts of issues. This reads very much like the problem you are having.
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Is it possible to Change where the game keeps saved games.
Brady_The replied to Conscript900's topic in Questions
Hello Conscript, welcome to the forum. It certainly is. Search for "--dataPath" in this thread here: -
Are you sure? I just did a quick and dirty test in the Resonance Archive and was able to add books to my journal.
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Not sure what this means- mods worked fine before.
Brady_The replied to BaronOfCinders's topic in Questions
Double-check versions. With following combinations I have gotten no patch error messages. Vintage Story: 1.21.0 Ancient Tools: 1.6.0-pre.6 Floral Zones Cape Region: 1.0.23 Regarding the "Artillery Culinary" error: It's mentioned on the mod page as a known problem. I guess you have to wait for an official update for this particular fix. -
Not sure what this means- mods worked fine before.
Brady_The replied to BaronOfCinders's topic in Questions
What version of Floral Zones Cape region are you running? This mod is causing the patch error messages. I am afraid, I can't help regarding the "Artillery Culinary" error message. This could be caused by the unofficial version you are using. Edit: "LiquidInfo" is mentioned on that mod page, so it appears to be a known problem. -
Not sure what this means- mods worked fine before.
Brady_The replied to BaronOfCinders's topic in Questions
It would help to know what game version, but even more so the mod versions you are using. I am currently looking at Cape regions 1.0.23 and see nothing wrong with the patches. Patch 2 is printing a particularly interesting error, because it tells us that it's missing a part of the original "Ancient Tools" file, which does exist in version 1.6.0-pre6. These errors are generally not something you should fix, but rather report it to the mod developer. After you made sure that all mods involved are compatible. -
It's there for me. On an upgraded and an unpacked version.
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Can I still get raw "huge hide" from bears in the 1.21.0 update
Brady_The replied to labtop 215's topic in Questions
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I have to admit that I haven't done any animations in the VSMC yet, so I haven't stumbled across this problem yet. Your JSON looks fine. I doubt that this is caused by errors, so I don't think that anything will show up in the logs. Still it'd be my first stop. How does the full animation look in the VSMC?
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They added a button to paste now? Interesting. It's a bit hidden and requires access to the world you want to copy from. Click on the button in the "Your Worlds" screen and then click on the Copy button in the "Playstyle" row.
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What do the logs tell you? If your block stopped working after the change, you might have mistyped something in the file that breaks your asset. Share it here if you like. Btw, in 1.21 clay objects changed a bit. -raw and -fired variations were for some reason moved into separate files. -burned was replaced with -fired. This is just fyi. This change to the vanilla items should not break your block.
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The game account is separate from the forum account.
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Unfortunately that crash report is rather vague. One can find a few of those on the Github bug tracker. What game version are you running? Are you playing with or without mods? Are you playing Single Player or Multi Player? Does "client-crash.log" has any more details?
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There's also https://mods.vintagestory.at/improvedhandbookrecipes for the recipe side.