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Brady_The

Very supportive Vintarian
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Everything posted by Brady_The

  1. Follow this guide: (The topic is about multiple installations, but the same applies in your case).
  2. 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.
  3. I am not sure when it was added, but the additional cooking information are very nice. It's going to help beginners a lot.
  4. 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.
  5. 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.
  6. 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.
  7. It seems to be working for me.
  8. 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.
  9. Brady_The

    Grubs?

    https://www.twitch.tv/tyronx1
  10. 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.
  11. Could be related to this: If it doesn't work at all, your best bet would be to open a ticket. Additional information:
  12. 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
  13. As of right now 1307 servers are on version 1.20.9. You should be good. https://vsserverlist.th3dilli.dev/stats
  14. What shape are you trying to open? Textures not showing up could have a couple of reasons. Currently I can think of: You set up the wrong texture path. It should be "Vintagestory\assets\survival\textures". The shape you are opening has no textures defined in the shape file itself. You disabled textures (View -> Show Textures, or Ctrl+T).
  15. Don't apologise, my reading comprehension was abysmal in this case. As far as I know, story locations are generated at world creation. I remember somebody sharing a funny screenshot of his spawn location, which was basically on top of the archive.
  16. VS water basically works like MC water. It flows 8 blocks (I think, don't remember the exact numbers) while losing height every block it flows further away from a source block. You'll have to place source blocks (with a bucket for example) to create still water. Water physics would be very cool, though. Maybe one day we'll have something like that.
  17. What region do you mean with "it"? The Resonance Archive? It's extremely unlike that you broke anything.
  18. Hello and welcome, TalibooPremium. Install a 64-bit version of Java.
  19. Hm, that is odd. Unless you are going to tell me that you are using some landform mod. In that case it could be possible that the mod removes the "veryflat" preset, even though I haven't come across any mentions of incompatibilities or problems such as yours yet. I can't say that I have the biggest worldgen knowledge. You could try Zane's suggestion. Maybe there's more information to be found in the client-main and server-main log. They are stored in "%AppData%\VintagestoryData\Logs".
  20. No installation needed! With innoextract you can simply unpack the downloaded .exe installation files, move the result to any folder you like, and even set data and mod directories via shortcut properties. You can find a more in-depth explanation for the latter in this thread.
  21. Hey BestBread. That's a most curious generation. I haven't messed around with story locations yet, so this is all a bit theoretical. It's also probably better to store your elk far enough away. Before you attempt this, back up your world. Better safe than sorry. Switch into Creative mode with "/gm 2". Check if spawn is viable with "/wgen story setpos village s[]". Preferably you want to do that in the centre of the village. I suppose you can roughly gauge that by pressing F3 until you are in no-clip fly mode and dip underground to find it. If it is, execute "/wgen story setpos village s[] true" A message in chat should tell you now, how many chunks have to be regenerated. Either click the highlighted command to paste it into chat or type it yourself. Example: "/wgen delr xx". Chunks should now regenerate. Depending on your computer this might take a second or two. Position yourself wherever you like and switch into survival mode with "/gm 1". (Probably unnecessary) Extra info: "/land adminfreehere" in chat removes a claim. "/wc allowLandClaiming true" in chat if land claiming is disabled (should be enabled by default)
  22. Bamboo and thatch roofing were probably revisited at some point, while the sod roofing was forgotten about. The wiki is entirely volunteer-driven, so the pictures were simply not updated. I did that now.
  23. Interesting. I know nothing about geology, so I have no idea about the density of flint in those rocks. Maybe ore-flint is already simulating this density? Out of curiosity I did a test with a 1% drop chance. 8x8x8 or 512 stone blocks resulted in 1288 stone and 4 flint drops. While those 4 pieces are passive income, you are probably better off using one of the sieving mods which pan soil automatically. Still, a very low drop chance would definitely be the way to go in my opinion.
  24. It's either too early or the part of my brain that's responsible for math doens't work. (It's the latter. ) Any of these rocks with inclusions should be able to drop how many? Taking the original setup ("avg: 1.5"), you are speaking of 1 drop with a 1%/2% chance of dropping 2, I believe. Or all rocks of the same material, even without the inclusions?
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