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Brady_The

Very supportive Vintarian
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Everything posted by Brady_The

  1. The only Vanilla block I can currently think of, that fits your requirements, would be the leather block. Some trader wagons use it. However, you can only find it in the Creative Inventory, so you would have to "cheat" it in. I am not sure if mods will offer any more variety. I don't know any that add full wool/linen/leather blocks, but that doesn't mean much. There could be some out there. Maybe somebody else knows more.
  2. You can find all installer files at https://account.vintagestory.at/downloads.
  3. Welcome to the forum, WulfHymir. I don't know if leetman has a discord server or not, but I do know that he has a Discord account, and a dedicated mod thread on the official Discord server: https://discord.com/channels/302152934249070593/1033019185569214545 Just a quick (uneducated) guess: Is it possible that you haven't installed https://mods.vintagestory.at/expandedfoods?
  4. You are welcome! Very nice, your recipe is basically a one-to-one copy of mine. Well, almost. There is one more thing you can add. If you load into the world, depending on your settings, you'll see an error message pop up. Output Block code game:looseboulders-meteorite-iron-free cannot be resolved That's because, while stone-meteorite-iron does exist, which you tell the game to use in your C ingredient, looseboulders-meteorite-iron-free does not. This isn't the biggest problem, it's not preventing the recipe or mod from working, but it's not necessary either. To prevent this, you can add "skipVariants": [ "meteorite-iron" ] to your ingredient. "C": {"type": "item", code: "game:stone-*", "name": "rock", "skipVariants": [ "meteorite-iron" ]} As the string suggests, this will tell the game to skip this particular stone variation. This also works in the reverse. With "allowedVariants" you can control which block variants can be used, if you, for example wanted the player only be able to craft "hard stone" boulders. These variant properties are essentially a list, if you wanted to add one or more entries, you'd simply do that. "skip-/allowedVariants": [ "variant1", "variant2", "variant3", ... ] There's also the concern, that you can essentially generate infinite stones with the current recipe, because a stone boulder can drop more than 3 stones, which you could prevent for example by changing the output to a modded block, that uses the textures and shape of the Vanilla boulder, but drops itself on breaking instead of a somewhat random number of stones. In this particular case, however, I don't think, that it matters too much. If you want more after this, I highly recommend you to go through the whole basic and intermediate tutorials on the wiki - there is so much more to discover.
  5. The error message "Unable to find a texture for texture code 'water_bucket' in BlockBucket" implies that a mod, that changes the wooden bucket either broke or was removed/disabled (don't know your entire mod list, just the activated ones). Have you tried deactivating all of them? If that doesn't work, do the following, in this order. Temporality remove all mods from the Mods folder. Delete everything in the Cache folder. Start the game, load into the world and see if that fixes the problem. If it did, exit the game, move the first 9 mods into the Mods folder. Go to 3. If it did, exit the game, move the last 9 mods into the Mods folder. Go to 3. By doing that, you quickly test all mods in groups, instead of having to restart the game every time you add a mod. If the problem occurs again, you now know in which group you can find the offending mod. From there it's a simple case of reducing the group size - or in your case due to the low number of modifications, now testing every mod alone in the offending group. If the problem still occurs, the game files may have been corrupted, which can be fixed by reinstalling the game.
  6. Good idea! I brought this up in another discussion. That's definitely something that should be in the game. Welcome to the forum.
  7. There are two ways. The most simple way is to start up a world, go into creative mode, open up the creative inventory and look up the block or item you want to use. For that to work, you have to enable Extended Debug info in Settings Dev. If you do that with the boulders, you get 23 blocks, with the name looseboulders-{STONE TYPE}-free, where stone type is one of the stones currently in the game. The next way (almost as equally as simple, but it helps to have an understanding of the block/item-config VS uses) is to lock up the actual config file, which you can find in this case under /assets/survival/blocktypes/stone/looseboulders.json. Here you can see, why the game adds -free to the boulders. -free essentially means that the block is not covered by ice, snow, or water. Recommend reading: https://wiki.vintagestory.at/Modding:Content_Tutorial_Block_Variants - https://wiki.vintagestory.at/index.php/Modding:Variants (Here you also see, why you only find looseboulders-{STONE TYPE}-free in the inventory. The rest is hidden ( creativeinventory: { "general": ["*-free"] } ). That already explains the output problem. Currently you are trying to force the game to create a block that doesn't exist. Another cool thing you can do is to use wildcards in recipes. If you look at your recipe you can only use granite stones. But what about the rest? You could create another 22 recipes. Or you could use a wildcard. Recommended reading: https://wiki.vintagestory.at/Modding:Content_Tutorial_Complex_Grid_Recipes That almost solves the recipe problem. Almost, because @Echo Weaver is right, the ingredient length is wrong. If you look at your recipe, you see that you configured the height of the recipe to be 1, but the spaces in the recipe pattern imply a height of 2 (" " or "_" stand for empty grid cells). This doesn't crash your game, but your recipe will not be accepted by the game. Have another go at your recipe and fix the problems you see. If you don't want to partake in this exercise, you'll get the recipe from me. I think that finding out yourself is more fun, though.
  8. Brady_The

    Canoe Mod

    Looks very nice! Edit: Inconsequential error messages, but for the sake of completeness: canoemod:item/tool/carvedoar contains paths to textures in game domain, but doesn't specify to look in the domain. A couple of patches only have to be applied server side: On the canoe there's also some slight z-fighting going on, but solving it in the VSMC without making it look bad is not really doable due to the shape of the canoe.
  9. The first two slots must always be filled with the same ingredient in equal amounts (Exception to the rule: Soup). The rest can be 0 - 2 ingredients in equal amounts again.
  10. On rc3 everything seems to be in order. Which rc are you using? Are you using any mods?
  11. Those are forum ranks. I don't know the exact requirements to ranking up, but I suppose it could be a mix of creating threads, commenting, reacting, receiving reactions and having your posts being selected as correct answer. Edit: Welcome to the forum!
  12. You are the only one who wasn't aware. I definitely did not have to start up 1.19.8 to check the audio options.
  13. The slider has been added to 1.20.
  14. As mentioned, depending on the mistake, the helve hemmer can help in certain situations. You can recycle metal work items if you combine them with a chisel in the crafting grid, as well. There's also a couple of mods that aid you in your smithing endeavours. https://mods.vintagestory.at/amr https://mods.vintagestory.at/thriftysmithing https://mods.vintagestory.at/smithingplus
  15. Go to https://account.vintagestory.at/profile and adjust the in-game display.
  16. No.Those are individual block settings. Those of tallgrass (which is the internal name of grass) and fern, to be precise, just as example.
  17. That should be doable. Have a look at combustibleProps(byType). Patching would take care of maintaining and delivering the changes.
  18. Ctrl+A, Ctrl+C, Ctrl+V are desperately (yes) needed.
  19. It probably should be. Maybe not a full in-game browser straight away, but the whole modding aspect, being so prominent in the game, should receive some love and work. The way mod handling/management is currently implemented is far removed from being user-friendly.
  20. I've never paid too much attention to the antlers, so I wouldn't be able to tell the difference, but judging from the deer file it looks like the growth time has more than doubled. That might be the reason. At least that seems to be the only difference.
  21. Use a more stable area, like the ground or a flat wall. Or use some support beams to stabilize the area.
  22. Check if this fixes anything: It might not. Maybe there is more than one bag bug floating around.
  23. You should be good by copying the whole %appdata%\VintagestoryData folder on your old system and pasting it onto your new system. sounds a bit like you just copied parts of the folder. Which would explain the missing bed'o'nails block and could explain your missing backpacks.
  24. Most probably will, but the one poor bugger that doesn't will appreciate this.
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