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Everything posted by Brady_The
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Welcome, Cheesewhizz. With the exception of a few settings, almost everything can be changed after the fact: https://wiki.vintagestory.at/World_Configuration. Just input the commands and restart the server/world. /worldconfig (or short /wc) temporalStability true /worldconfig creatureHostility aggressive
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I don't see any temperature requirements for the grafting process itself on the wiki, but for several reasons grafts should be somewhat in the same temperature zones as their host. https://wiki.vintagestory.at/Fruit_tree/en#Grafting_Fruit_Trees Depending on the trees you want to use in combination with the temperature ranges around your home, you might get away with planting/grafting them in greenhouses, though.
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You are welcome. Since my comment this mod, which could be more to your liking, has been released: https://mods.vintagestory.at/displayfps
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What'd be the Apple equivalent? ⌘-V? By pressing that copy button, the world options are copied into the clipboard, which means that theoretically the settings can be pasted anywhere. Push the button, switch to a text editor and try to paste. If that doesn't work, there might be something going wrong in the initial copying to clipboard.
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The support beams and the windowsills are already a nice touch. You could add loading doors with hoists on the second floor to break up the monotony a bit. If the space in front is not optimal for a second floor loading dock, you also could add it to one of the sides. That'd break up the box look a bit. The second image is a small rough scene I created for a picture, which would have been blurred and which I didn't end up using, so I didn't put too many details in. You could also add ladders to it, outside steps, some vines to break up the wall texture.
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They only mod that comes close to this description would be https://mods.vintagestory.at/jonascyclezero. It's currently in non-working condition though.
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I am not sure if such a change will be included in a reasonable time frame, but luckily we got modding support. You are not the first one to suggest this, so you are spoilt for choice: https://mods.vintagestory.at/list/mod?sortby=lastreleased&sortdir=desc&text=sticks
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A couple of mods already go into that direction, some smaller, some larger. Off the top of my head, so the list is most likely not complete by any means: https://mods.vintagestory.at/steamandpower https://mods.vintagestory.at/electricalprogressivecore https://mods.vintagestory.at/vintageengineering https://mods.vintagestory.at/astriaporta https://mods.vintagestory.at/viescraftmachines https://mods.vintagestory.at/jonasboat https://mods.vintagestory.at/translocatorengineeringredux https://mods.vintagestory.at/show/mod/22557 https://mods.vintagestory.at/translocatorlocator https://mods.vintagestory.at/craftablecompanion https://mods.vintagestory.at/repairablelocust
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How do the Map.db files work?
Brady_The replied to CoZzaBoZza's topic in [Legacy] Mods & Mod Development
This is way over my head so I can't be of any help, but you could look how https://mods.vintagestory.at/vsdbtopng solves this. -
There's https://mods.vintagestory.at/heatretention (doesn't include sound functionality), but it's currently only available till version 1.19. 1.20 support hasn't been added yet.
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It's a bit bizarre. In the past I had it happen fairly regularly, but now I couldn't have recreated it even if my life would have depended on it.
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How tagging works is still a mystery to me. Generally it just works when I typed "@", parts of the user name, select the name with my mouse and press "space", followed by my message. If for some reason the tagging doesn't close, you can press the "Clear formatting" button in the tool bar which should close the tag.
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Don't worry about it. I felt my brain stop working when writing that explanation, so it wasn't as good as it could have been. Compare your with my fixed version. It's a very good idea to have the log files opened while working on and testing a mod. They are a good source for finding out if something is wrong. Particularly client-main and server-main are very informative. They can be found in "%AppData%\VintagestoryData\Logs". Note: Of course the textures I added are only placeholders. rhizometest.zip
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Your folder structure is messed up. "game" is used for all Vanilla folders, you don't need to specify directories in subfolders. Texture do not show up because none are included in the version of the mod you attached to your post. Btw, it's better practice to add array entries to the end. This way you can ensure compatibility with mods which edit the same files as your mod. ModMaker is a bit flawed in this aspect. You do that by replacing the number 7 in your case with "-" (/variantgroups/0/states/-).
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Custom Recipes Overriding Vanilla Recipes
Brady_The replied to SevenIndex's topic in [Legacy] Mods & Mod Development
It's a very handy feature for when you actually want to overwrite assets. This works with everything, not just recipes. Also, as long as you keep to the overall file structure (grid recipes go in recipes\grid, etc) you can add as many subfolder as you want. You could, for example, create the structure "sevenindexscrapmod\assets\game\recipes\grid\scrapping", put the chest.json recipe into that folder and be completely fine. If you wanted to differentiate between materials you could create scrapping subfolders called "wood", "metal", etc. too. -
Several item-based mods suddenly not working
Brady_The replied to Fimblebee's topic in [Legacy] Mods & Mod Development
Hah, there we go! Mod paths are indeed hardset in clientsettings.json and have to be manually adjusted when the path changes. -
Custom Recipes Overriding Vanilla Recipes
Brady_The replied to SevenIndex's topic in [Legacy] Mods & Mod Development
Overrides should only happen if you put the new recipe at the exact same path in your mod structure under the game domain as it can be found in Vanilla and give it the same name. In case of the chest that would be "sevenindexscrapmod\assets\game\recipes\grid\chest.json". It seems, though, that you are working from within your own mod domain. Because you are not prefacing your "scrapplank" item with your mod domain. "chest-east" are missing their game domains, though. -
Several item-based mods suddenly not working
Brady_The replied to Fimblebee's topic in [Legacy] Mods & Mod Development
client- and server-main.logs would be interesting. -
There's not. Out of curiosity, what's preventing you from dragging and dropping files, if you don't mind me asking? You might want to pop in the dedicated ModDB discord server channel and ping @rennorb, he is the one in charge of the db and fairly receptive of feedback.
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Addendum: Apparently the antlers drop now. https://www.youtube.com/watch?v=TD9jXMhLh9s&t=71s Now I wonder if they always did and people always missed them or if that was a fix in one of the latter versions.
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That's how it currently works.
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They will drop indeed, but if nothing has changed in the last couple of updates sadly they'll just disappear. I don't know why. Maybe to keep the rarity of the large antlers higher. That's just speculation, though. It's probably a code thing, because generally you obtain antlers by killing the animal.