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Brady_The's post in Looking for a tutorial on how to animate with VS modelcreator or blender that translates into VS was marked as the answer
I can't help you with Blender, but for VSMC I have this link to a 5-part-tutorial by ThenthArchitect:
There's also this VSMC Community Edition which comes with a lot of quality of life changes and additions: https://github.com/Pure-Winter-hue/vsmodelcreator/tree/pw-vsmc-hard-winter-edition
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Brady_The's post in How to make custom reed roots plant custom reeds? was marked as the answer
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.
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Brady_The's post in How to stop pots from being residue-covered? was marked as the answer
"isFood": true in the root of the recipe will prevent the conversion into a dirty pot.
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Brady_The's post in Rules regarding forking or taking over someone elses mod was marked as the answer
You have to be a bit more specific. About what step(s) are you exactly talking about?
There's the option to add team members to a mod, including team members with edit rights, so you could release updates on the original page.
Alternatively there's also the option to transfer ownerships of a mod in its settings on the ModDB. That would give you full control over the mod page.
Of course that would have to be done by the original owner.
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Brady_The's post in Pause upon load was marked as the answer
https://mods.vintagestory.at/pauseonstart might do what you want.
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Brady_The's post in changing block types of placed blocks was marked as the answer
Technically there is "transitionableProps", but that's fairly limited in scope. In your specific case you would need code which would check if certain items are in the vicinity of the blocks you want to change.
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Brady_The's post in Flipping chiseled slabs to top half? was marked as the answer
That's a nice looking slab.
I am afraid that you are stuck in Vanilla, but QP's Chisel Tools comes with a hand wedge tools that does exactly what you are looking for. Depending on where you want to have your slab positioned you want to use the move mode afterwards.
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Brady_The's post in I can't get the texture to render on all faces of my shape. was marked as the answer
If you used the texture reference "base" in your shape file instead of "copper" it'd work.
Solution: Replace
"textures": {"base": { "base": "game:block/metal/ingot/copper"}, } with
"textures": { "copper": { "base": "game:block/metal/ingot/copper" }, } Edit: KDLynch's "all" solution would work in this case too, because you are only referencing one texture in your shape.
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Brady_The's post in Mold not accepting any molten metals was marked as the answer
The "fired" variantgroup requires to be called "materialtype".
https://github.com/anegostudios/vssurvivalmod/blob/84c80e85f36e31d3b6454021da0fbbba4cba71a3/BlockEntity/BEToolMold.cs#L37
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Brady_The's post in Hopper/Chutes into Large Troughs was marked as the answer
Due to the way the large trough works, only one side of it does accept inputs via chutes. Check if you chose the correct one.
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Brady_The's post in Shape Causing Crash was marked as the answer
Replace textureByType with texturesByType. texture supports one texture, textures more. The game is trying to find "base" but only finds "string".
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Brady_The's post in VSMC Texture Mismatch was marked as the answer
I am starting to understand. (Maybe.) (I am a bit slow...)
What I do not understand are the UV mappings in normal-copper.json. I assume you mapped the cubes according to the texture resolution? Or how did you work within the VSMC to get the correct view you presented?
Just one example. The element lid in the shape file you provided contains the following uv mapping for the cardinal directions. Those are for the default size of 16x16:
"north": { "texture": "#texture", "uv": [ 0.0, 0.0, 5.0, 1.0 ], "autoUv": false }, "east": { "texture": "#texture", "uv": [ 0.0, 0.0, 5.0, 1.0 ], "autoUv": false }, "south": { "texture": "#texture", "uv": [ 0.0, 0.0, 5.0, 1.0 ], "autoUv": false }, "west": { "texture": "#texture", "uv": [ 0.0, 0.0, 5.0, 1.0 ], "autoUv": false }, Now, if you want to to use a texture with the resolution of 32x32 (double the size) those mappings double too:
"north": { "texture": "#texture", "uv": [ 0.0, 0.0, 10.0, 2.0 ], "autoUv": false }, "east": { "texture": "#texture", "uv": [ 0.0, 0.0, 10.0, 2.0 ], "autoUv": false }, "south": { "texture": "#texture", "uv": [ 0.0, 0.0, 10.0, 2.0 ], "autoUv": false }, "west": { "texture": "#texture", "uv": [ 0.0, 0.0, 10.0, 2.0 ], "autoUv": false }, The same would apply for 64x64 textures:
"north": { "texture": "#texture", "uv": [ 0.0, 0.0, 20.0, 4.0 ], "autoUv": false }, "east": { "texture": "#texture", "uv": [ 0.0, 0.0, 20.0, 4.0 ], "autoUv": false }, "south": { "texture": "#texture", "uv": [ 0.0, 0.0, 20.0, 4.0 ], "autoUv": false }, "west": { "texture": "#texture", "uv": [ 0.0, 0.0, 20.0, 4.0 ], "autoUv": false }, I am not much of a theoretician. I prefer a more hands-on approach, so I'll attach the files I had a go with. These files still probably need some cleaning.
As you can see in the hotbar there are some texture issues, which could be related to the texture resolution.
I hope I am not completely on the wrong path here. I am not a huge VSMC expert. Nor am I apparently able to understand your problem correctly. 😆
normal-copper_32.json normal-copper_64.json
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Brady_The's post in How to help with translations? was marked as the answer
Game translation: https://crowdin.com/project/vintage-story-game - you just need an account
Wiki translation: https://discord.com/channels/302152934249070593/420476226420080670 - create account and ask Aki for edit permissions
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Brady_The's post in Alter Drifter drops was marked as the answer
Alright, now we are getting somewhere. Where is the patch file located? It should be in "craftsmanship\assets\craftsmanship\patches". Sub-folders in the patches folder are okay.
Also, test it without any extra mods to make sure that it is not some other mod messing with the drifter file.
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Brady_The's post in Instant Server AND client crash on ext. torch placement was marked as the answer
According to the comments this mod doesn't work any more.
I wouldn't count on an update any time soon: https://mods.vintagestory.at/reignited#cmt-22612
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Brady_The's post in Best way to make items and recipes compatible with other mods? was marked as the answer
That's Compatibility Lib's moment to shine.
I am currently rewriting the article, because it is a bit archaic. Here's a sneak preview: https://wiki.vintagestory.at/BradyThe/Sandbox (It's still a work in progress, but hopefully explains the inner workings of the Comp Lib already a bit better.)
How I would go about it depends a bit on the structure of the other mod and your goals.
Remove recipes from the other mod: Easy. I would probably use Mod-dependent json-patches (JSON Patches in my rewrite) to disable them.
Combine/replace item: Easy - medium: There are one or two solutions to this.
Overwrite the 3rd-party item with the Comp Lib. Put all properties of both items (the 3rd-party and yours - combine) into this file. Disable your item via patch. Add recipes into the compatibility folder using the item code of the overwrite. Disable the 3rd-party item with a patch, add any properties of the 3rd-party item you want in yours (combine) to your item by patch. Example setup (I quickly frankensteined an existing test setup, pay no regard to any domain or other inconsistencies):
I hope all of this isn't too theoretical only making sense in my mind. If you have any questions, shoot them.
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Brady_The's post in Can we use VTML in books was marked as the answer
The VTML code could be counting towards the character limit per site.
I'd do some testing with and without the code and see if there's a difference. There most likely will be. Then I would report my findings on https://github.com/anegostudios/VintageStory-Issues/issues. The devs most likely didn't think that VTML would be that heavily used. That should be an easy enough fix on their end, though.
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Brady_The's post in Handbook grouping was marked as the answer
That depends what you mean with grouping. You can consolidate blocks/items in the ingredients section in the handbook.
"attributes": { "handbook": { "groupBy": ["seashell-{type}-*"] } } You cannot condense the handbook entries too many ways. You can filter out variants of assets, showing for example only north-orientated assets
"creativeinventory": { "general": [ "*-north" ] } Technically you can "excludeByType" assets, but that'll remove the handbook entries completely (which doesn't make them uncraftable btw).
"attributes": { "handbook": { "excludeByType": { "*-eidolon": true, "*-erel": true, "*-seamonster": true, "*-thunderlord": true } } } But that's about it.
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Brady_The's post in Unable to load Mod, Requires Dependency em v3.3.3. was marked as the answer
Usually dependencies are listed in the mod description.
Admittedly it's bit hidden on the mod in question, but it's there.
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Brady_The's post in Where to host mods for upload? was marked as the answer
Ah, now I understand your problem. It has been a while for me. Yep, you have to save the page first. That page will be in Draft mode, so people won't have access to it. You've got all the time in the world to fill out all the details.
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Brady_The's post in Anyone seen these lights floating over water? was marked as the answer
Those look like Primitive Survival's whisps. They are basically like Vanilla butterflies in terms of functionality (minus the fact that you can't catch them, iirc).
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Brady_The's post in How do I get item codes? was marked as the answer
armor-head-scale-steel, armor-body-scale-steel, armor-legs-scale-steel
But honestly you probably just want to go into Creative mode with "/gm 2", open the Creative Inventory and your character sheet and simply drag and drop your armour pieces onto your character. After that you can switch into Survival with "/gm 1".
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Brady_The's post in Are there any Good Sources of PNGs of Items from the game other than The Wiki? was marked as the answer
There are two ways.
.blockitempngexport and .exponepng, which I personally would recommend using. Just take whatever asset you want to create an image from into your hand and execute ".exponepng hand [size]" in chat, in which [size] is the pixel width and height. 400 is generally the default used on the wiki, but you can choose whatever size you would like.
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Brady_The's post in Forum: Can't add images. "1 file would exceed the allowed sized" was marked as the answer
Hey Professor Dragon,
head to https://www.vintagestory.at/attachments/ and see if you might be close to the attachment quota.
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Brady_The's post in Trouble Dying Daub (v1.21.0) was marked as the answer
Hello there KrampusKid.
I just tested it on 1.21.0 (pretty much Vanilla) and it works for me.
Double-check the ingredients. According to the recipe file the mixing ratio is 1:10. 1 part dye, 10 parts ash, browngolden, brownlight, or tan raw daub.
It would be useful if you could share a screenshot.