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Brady_The

Very supportive Vintarian
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Everything posted by Brady_The

  1. It would be even better if you create a crowdin account and correct any errors you find yourself: https://crowdin.com/editor/vintage-story-game/2/en-ru?view=comfortable#386700 If you decide to do that, don't forget to downvote any wrong translations to ensure that your translation is selected when the language files are downloaded. Unless Anego has a Russian speaking devs on hand, it's probably hard to fix translations on a word-to-word basis, because certain replacements could potentially require more work to make it make sense.
  2. There you go. (It took roughly 50 times longer to create that mod icon. Maybe I should have asked AI. ) bradythrowablebricks.zip
  3. If you are playing 1.22 you most likely ate a mushroom with psychedelic properties.
  4. 3332_yQ4dxcBCkXR54rLUd2m2.mp4
  5. I wonder if the opinions of Very supportive Vintarians are too precious to be deleted, because I am missing the option as well.
  6. /entity remove e[type=trader*, range=x] in which x is the range measured in blocks with the player as the centre. "range" should be optional but I prefer to keep it in to be a bit more precise in targeting.
  7. Textures: - Your shape file doesn't contain legitimate texture references. They only contain names not paths. - Your blocktypes file doesn't contain any texture references. This is very important if you want to support more colours (like different clay colours). In both cases compare your files against the Vanilla storagevessel files. Because you are essentially creating variations of Vanilla assets it is perfectly fine to utilise the Vanilla textures. See Referencing Domains for a brief HowTo. Recipes: - All files contain errors and are, as a consequence, not read by the game. Enable developer mode in the settings (interface -> developer mode. dev -> error reporter). This will give you error messages in the loading screen. It's also good practice to always have an eye on the logs (particularly client-main and server-main). (Don't mind me, just copy-pasting my answer here in case anyone stumbles across this question in the future having the same issue.)
  8. If you click on the Files tab of any mod it will bring you to a view that shows all available version for a mod. There you simply choose the mod version that either fits the direct game version or the range of the game version. In this screenshot it would be the fourth mod file from the top.
  9. I myself am cautious about mods using anything that implies the usage of AI, to a point where I simply skip them, but I do not judge too harshly. My personal take: If one has such a massive problem with AI thumbnails that they have to voice their concerns publicly, instead of doing that they should offer the mod authors to create a (better) thumbnail at the same cost. At the end of the day these mods are free of charge. Neither is one forced to use them.
  10. The first crash was caused "immersivetpscamera", the second by "aculinaryartillery". You can see that in the line "Critical error occurred in the following mod:" I would start by clearing the cache folder (found in %AppData%\VintagestoryData\Cache - just delete the folder "unpack"). Sometimes that fixes things. If it doesn't and you repeatedly encounter the same problem I would go to the respective mod site and report the error there. The authors know their mods in and out and will be able to help much easier.
  11. I am not a WorldEdit pro by any means but, depending on how exactly your landscape looks and what you want to achieve there, I'd start wiith either the Pain Brush Tool (particularly with a focus on Depth Layer, starting at around 10:30) or the Air Brush Tool. I recommend you to watch the whole video. Maybe you find techniques more suitable to what you want to achieve.
  12. The soundtrack is available here: https://lophi.bandcamp.com/album/vintage-story-ost. Currently it doesn't offer the newest version, though. A lot of music players (at least Media Player (Windows 11) and foobar2000 can) should be able to play .ogg files though, so you should be able to listen to the files that are shipped with the game. You can find those in \assets\survival\music.(By default found in %AppData%\Vintagestory\assets\survival\music.)
  13. The wiki has a very basic tutorial: https://wiki.vintagestory.at/Modding:Basic_Entity If you get stuck somewhere, looking at Vanilla or Mod creatures which are similar to yours should help. I personally haven't worked on entities, so I can't be too much help. To find information on how to make a creature harvestable, any Vanilla entity should do. To find information on how to make a creature tamable and milkable, Vanilla sheep entities should help. To make a creature shearable, you probably need https://mods.vintagestory.at/shearlib or https://mods.vintagestory.at/wool as a dependency to be able to reference wool items instead of creating them yourself. In the latter mod you should find examples on how to implement in the patches folder. To find information on how to make a creature equipable and ridable like an elk, look at the elk. (Making a creature equipable is a bit convoluted so the task could be considered somewhat daunting.) That said, you presented a long and ambitious feature list. I would start small and get the basic creature to work first. Then go from there and add more features. Godspeed!
  14. If people don't like the changes, they always have the option to install the inevitable 1.21 reversion mods.
  15. It looks like https://mods.vintagestory.at/overhaullib is missing.
  16. I only took a quick peek at the very first berry bushes I could find and neither had ripe fruits. Due to this small test sample I am not sure if it was just by random chance, a bug or if bushes simply don't spawn in bearing fruit. The latter would be very harsh. Edit: It could have also been a seasonal thing. I was skipping time pretty generously testing other things beforehand.
  17. ­.pre4 just dropped. Changelog included: https://info.vintagestory.at/v1dot22#pre4 The list of newly added features is rather short, but the bush propagation sounds very interesting. It's going to make berry farming for easy food access a lot harder, but a number one complaint is that food is too easy in VS, so this should be a good change.
  18. I feel that. The quern shouldn't require too much power. If it is not completely windless it should rotate. It might require more than one set of sails, though. I can't say that I have too much current gameplay experience. I am still waiting on some (content of some) mods to be updated to 1.21.
  19. You'll be happy to hear that in-wall axles will be a feature in 1.22. If you search for "Mechanical power upgrades" in it'll bring you right to a gif in which those are included. It's a bit harder pretty much impossible to see, but the two outer most gears are connected to axles.
  20. The keys were sent out just a couple of hours later.
  21. Whoops, I completely misunderstood your problem. You seem to be right about your assumption regarding the planting being handled in ItemCattailRoot. https://github.com/anegostudios/vssurvivalmod/blob/2fdc2c37e5bbe1c92ce1314fe0b3e7c1576d42eb/Item/ItemCattailRoots.cs#L11 It should be fairly easy (well, at least I imagine it to be) to add your item via harmony patch, but for that you need at least some coding experience.
  22. I believe the spawning of reeds is determined in assets\survival\worldgen\blockpatches\other.json. The whole plant is spawned (tallplant-coopersreed-land-normal-free) and on the right interaction is transformed into the root (tallplant-coopersreed-land-harvested-free) which then transforms into the whole plant again after a certain amount of time (reedpapyrus.json - transientPropsByType). That said, I am not a coder, so this is more of an educated guess.
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