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Brady_The

Very supportive Vintarian
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Everything posted by Brady_The

  1. I bet whoever got into your account was a naughty boy and posted crypto scam links. With the inevitable outcome. I suppose you could open a ticket: https://www.vintagestory.at/support/
  2. That's it then. Those paths are absolute and don't change. I am just as surprised as you are. It's either a caching thing or the default is somewhere referenced in the game code.
  3. Another idea. Check "modPaths" in "clientsettings.json" (found in VintagestoryData). This has to point towards the correct folder(s) or mods won't show up in the game.
  4. Check out https://wiki.vintagestory.at/VintagestoryData_folder#MacOs. Does that information help?
  5. What appears to be the problem? What are you trying to obtain via command? If it is causing too much trouble, you might find it easier going into creative mode (/gm 2) and getting the item of your choice via the creative menu before switching back into survival mode (/gm 1).
  6. There are a couple. I can't tell you how good they are, though. https://mods.vintagestory.at/claimkit https://mods.vintagestory.at/starterkit https://mods.vintagestory.at/xiggystarterkit https://mods.vintagestory.at/theessentials (this one is a bit like taking a sledgehammer to crack a nut if you only want starter kits, but I'd be negligent to not mention this tool)
  7. I don't think so. In the above screenshot I advanced the time by 23 hours 4 times. On the other hand I have no idea what these times are actually used for in the code.
  8. Try "transitionedHours" instead. "freshHours" is the amount of time the hide will stay fresh (5 * 24 = 120). "label" is the wrong key to use. It's a variable custom to the crate. Or maybe not. I'd probably start with This is all just theoretical. I wish I could help more, but my extremely-soon-to-be-replaced-computer makes surfing an obnoxiously annoying past-time. I can pretty much forget about doing any modding. Or forget anything I wrote instead. If it works, it works.
  9. I can't say for sure that this will work for hides (its function might be limited via code), but you could try "copyAttributesFrom". (In Vanilla it is mainly used for armour repair recipes.)
  10. I am sorry, I can't really help you there. That error is very generic, it could be anything. Maybe the crash is caused by the missing language strings. I personally would have a look at some other mod doing something similar and see if those work. If so, compare yours to theirs and see what is different. For example, check out https://mods.vintagestory.at/show/mod/17519#tab-files version 2.2.0.
  11. This happens because you are trying to add your moustache to an array (square brackets) with the wrong value contents (curly braces). I've not dabbled in hair, but I did help somebody a bit a while ago. I adapted their solution to your parameters. See if [ { "file": "game:entities/humanoid/player.json", "path": "/attributes/skinnableParts/8/variants", "op": "addmerge", "value": [ { "type": "shape", "code": "mst-typical01-skinny", "shape": { "base": "expandedhairs:shapes/entity/humanoid/seraphskinparts/hair-face" } } ], "side": "server" } ] does the trick.
  12. Follow this guide: (The topic is about multiple installations, but the same applies in your case).
  13. This has to be done via code. I'd have a look at https://mods.vintagestory.at/farmlanddropssoil and https://mods.vintagestory.at/farmlanddropswithnutrients to see how the mod authors did it. That's way beyond my current league.
  14. I am not sure when it was added, but the additional cooking information are very nice. It's going to help beginners a lot.
  15. Yes. Paths always start with a forward slash. The prefix "game" is a domain and includes all Vanilla folders (creative, game, survival). It's a link, not related to the general assets of Vintage Story, used by all game modes and the game itself (GUI, fonts, etc), which are stored in the "game" folder.
  16. Ah, you are talking about the path of the actual patch file. This is the wrong place for patches. They belong in "\mod.zip\assets\domain\patches", no matter what file you are patching. The navigation to the changed file (and thus the form of asset (blocktypes, recipes, shapes, etc)) happens in the patch file itself with the property of the "file" key.
  17. I don't know what you mean with that. Have you looked into the spoiler in my first comment and changed your patches accordingly? Edit: Yeah, the file paths are okay.
  18. It seems to be working for me.
  19. Your paths are wrong. "server" doesn't exist in any recipe I know of. Both recipe files are arrays (square brackets). The way you navigate through arrays is with array indices. Note: Array counts start at 0 not 1. You just have to take the most direct path to the keys you want to change, no need for detours. I can highly recommend https://mods.vintagestory.at/show/mod/513 when working with patches. It is a great debugging tool showing you exactly what your patches are doing.
  20. Brady_The

    Grubs?

    https://www.twitch.tv/tyronx1
  21. If you cannot figure out the source, utilising the sound effects feature of https://mods.vintagestory.at/accessibilitytweaks could help you tracking down the source. It has the option to only display currently playing sounds, so that should narrow down the list quite nicely.
  22. Could be related to this: If it doesn't work at all, your best bet would be to open a ticket. Additional information:
  23. You want a patch to just edit the recipe in question. The game comes with a mod creator tool. Simply change the recipe in the recipes file to your liking, then execute ModMaker.exe found in the installation directory. That'll give you a complete mod which you can either use directly, or unpack the patch file within to include in any mod you might have already started. https://wiki.vintagestory.at/index.php/Modding:JSON_Patching
  24. As of right now 1307 servers are on version 1.20.9. You should be good. https://vsserverlist.th3dilli.dev/stats
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