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Everything posted by Brady_The
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Link from mod manager back to mods VSModDB web page
Brady_The replied to Vileace's topic in Suggestions
Good idea. -
Welcome to the forum, Vileace. From the perspective of a new player, what information about the pit kiln are you missing, or could be presented better? The build order is there. The materials are shown. To me it looks pretty straight-forward.
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Area temporal instabilities are killing my creativity...
Brady_The replied to Squishy_Oni's topic in Discussion
That really depends on how you want to play VS. There's the option that @mmgodog mentioned. But that removes the Temporal Stability completely. You can toggle this option after world creation with the command /wc temporalStability false If you don't want that, you could install a mod. I know of https://mods.vintagestory.at/stablesurface and https://mods.vintagestory.at/chunkstaboverride. Judging from the comments both should still work.- 12 replies
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Currently probably/maybe just as wallpaper or flooring with different patterns? I have absolutely no idea. At this time there don't seem to be any exclusive uses in Vanilla.
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Weaver's Weed 0.4.17 - New source for Reeds and Fibers
Brady_The replied to Jobediah Timberman's topic in Mod Releases
I only had access to the first release of the mod from the mods.page, not any other dropped in this thread, because apparently zips lead to an error page, so I don't know what Mysticar did, but it wasn't much I had to change. I only replaced the "add" op with (the much later added) "addmerge" and precautionally changed the target from "worldgen/blockpatches.json" to "worldgen/blockpatches/other.json" in the patch. Don't know if that was really necessary, but it seemed cleaner to me. I really have to go back and compare the 1.14.8 game files to see if they changed so drastically. Additionally I fixed the texture paths in shapes, which were hard links to the textures save location on OP's computer. -
[Mod Request] Simple Pelt Cutting
Brady_The replied to Dragnier's topic in [Legacy] Mods & Mod Development
Done. Download link I used the transformation rate you suggested. Currently the only difference between knifes and shears as tools, is the durability cost. Any suggestion what kind of tool variation should be useable? All? Metal? The recipe is not shapeless due to possible conflicts with raw hide clothing recipes. Definitely not done. Unfortunately I would need to learn programming first. I bet SaltyWalter would be up for that, though. He already released a manual scraping mod. This wouldn't be too far off. Leaving some feedback would have been nice. Can't really act on "but it doesn't do exactly what I'd like it to" if you don't post it here. Lmao -
Oh. I thought you were interested in crafting fancy clothing. You stumbled across the recipe rotation problem instead. Recipes rotate through all possible combinations (more easily noticeable on the chest recipe for example, combining all sorts of different planks). If you hover a recipe it will stop the rotation, so that the player gets the chance to examine the recipe. You happened to stop the recipe which showcased the diamond-stitched linen. All "default" linen recipes like sails or gambeson accept all sorts of linen, including the normal version.
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Weaver's Weed 0.4.17 - New source for Reeds and Fibers
Brady_The replied to Jobediah Timberman's topic in Mod Releases
Welcome to the forum, Clownfish. I updated the mod to work with the current versions. Enjoy. (Disclaimer: I am not the mod author, thus I have no real idea where he wanted to go with this. Which means that it's not likely that I will further develop this mod.) Gitlab mirror WeaversWeed.zip -
It's either the commodities trader or the sewing kit. However, you can disable class exclusive recipes with the command /wc classExclusiveRecipes false which I recommend doing, because it opens up the game quite a bit, especially in a Singleplayer world.
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Is there a general "how to make new armors" guide?
Brady_The replied to LuisEdGm's topic in [Legacy] Mods & Mod Development
To understand the process best, going through the general modding tutorial would probably be the best move. However, if I'd want to speed up the process, I'd download one of these armour mods and look how they are structured. -
It's the latter. You can go wild with your renovations.
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There's a workaround you can utilize.
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Moving voxels can be a bit unintuitive. I don't know the exact moving rules, but from my (very limited) smithing experience speaking, you can move voxels straight from an empty voxel slot away. From there you can move them around freely.
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You are missing a comma after "code": "game:log-placed-redwood-ud" (You could also delete the comma highlighted in red, but that's not the culprit here.) More often than not, server-main.text/.log or client-main.text/.log will contain helpful hints. It's never a bad idea to have them opened while working on a mod. You could also use a text and source code editor that allows syntax highlighting. Notepad++ should have that. You may have to install the JSONTools plugin to get error highlighting, though. I personally don't use N++ much, so I don't have any experience here. Nice idea, btw. I am not a huge fan of those quarter logs. Haha
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no animals were harmed Primitive Survival
Brady_The replied to Spear and Fang's topic in Mod Releases
Primitive Survival doesn't add Vintage Story lore content. It adds some of its own things, which you can disable in its config file (%AppData%\VintagestoryData\ModConfig\primitivesurvival119.json). You probably want to set at least these spawn variables: "RelicsDisabled": true, "SpawnMultiplierLivingDead": 0.0, "SpawnMultiplierWillowispGreen": 0.0, "SpawnMultiplierWillowispWhite": 0.0, "SpawnMultiplierWillowispYellow": 0.0, Have a look at "Custom mod configuration" at https://mods.vintagestory.at/primitivesurvival for more information. -
Mods got you covered. https://mods.vintagestory.at/ddolds https://mods.vintagestory.at/justanarrowheadmold https://mods.vintagestory.at/molds
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Remove the lower gear and place the axle in its place. Generally you only need to place one gear to change directions. The mechanical part you want to connect to creates a connector gear on its own.
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I suppose you could install the game on the SSD to eliminate the drives as the bottle neck.
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That's fairly easy. Move your VintagestoryData folder (found in %appdata%) to your preferred drive. Create a shortcut for Vintagestory.exe, right-click, select properties, and put --dataPath "Path:\To\Your\New\VintageStoryData\Folder" behind the existing path in Target (mind the gap). Hit OK and start the game.
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There's a bit of dirty hack you could utilise until then. Got to \assets\game\textures\gui\backgrounds in your Vintage Story installation folder and delete all mainmenu[[-]X].png files. This way the game will show a black screen instead of the background pictures. If the moving logo is still too much, you could move up one folder, and replace logo.png with an empty file (logo.png). That will not remove the particles, but hopefully that's good enough to stop you from feeling sick. I suppose you have to do that every time you update the game.
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That's a bit odd. Rivers shouldn't cause any problems like that. Are you using the appropriate mod versions? Both, Rivers and Plains and Valley offer 1.20 releases as the most recent versions and if you use the download button in the description tab it'll download the latest file available, which may lead to incompatibilities.
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It probably will be. 50 new trees that seemingly drop hundreds of different kind of sticks and leaves blocks. Not very in tune with vanilla, which I personally prefer my mods to be.
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Does the glue actually 'repair' broken clutter?
Brady_The replied to NastyFlytrap's topic in Questions
I am afraid it's currently the former. I don't know any mod either, that would add this functionality. I suppose as a workaround you could "repair" those items and give yourself a working match via console command/creative inventory.