-
Posts
10 -
Joined
-
Last visited
Content Type
Profiles
Forums
Blogs
News
Store
Everything posted by Averixus
-
I just published my first mod. It replaces crafting grid cloth recipes with a simple immersive knitting process. It's intended to add a more realistic early game / stone age phase to weaving tech mods like Immersive Fibercraft. Info and releases: https://mods.vintagestory.at/knitting
-
- 2
-
-
That could be it. My modid is alphabetically after the mods I'm trying to override. But in the console when I run the debug client it seems to be prepended with "arg" and loaded first. Although this also seems to show that it's loaded before vanilla survival, which surely can't be what's actually happening?! Because some of my lang entries override vanilla and they are being applied correctly. Also, my mod patches various recipes and other files from those other mods, and all of those patches are being applied correctly too.
-
Throwing in my vote for this feature as well. Soft dependencies would be great.
-
I've made an interesting discovery after more testing: this issue only happens when running the debug client from my IDE. If I package a release of the mod and use that, then the lang entries get overridden correctly. It must be some obscure bug in the development setup or the mod template..? At least now I know I can just ignore it while I'm testing and just double check it works when I make a release.
-
I'm trying to rename some items from other mods. I've added "othermodid:item-name" entries into my mod's lang file, but they seem to be being ignored. I can't figure out what might be happening here, because as far as I understand, this should work. Are there any reasons why lang entries from other mods would be ignored or not overriden? The entries for game: and my own modid: domains are being applied correctly, so the file itself seems to be fine. The other mods aren't required for my mod to run, so I'm not adding them as dependencies. Just to confirm that I haven't got silly typos in the lang keys, I'm attaching screenshots of the entries in my lang file, an example entry from floralzonescosmopolitanregion's lang file, and the item in game showing the original name instead of mine. What am I missing?
-
I'm planning a mod that adds a new item, including some recipes to make it, and some recipes that require it. The new item is roughly equivalent to an item added by another mod. To avoid duplication, if the other mod is installed as well, I want its version and my version of the item to be combined (or one to replace the other). But importantly, I want some of the other mod's recipes for the item to be removed from the game. If the other mod is not installed as well, I still want my new item to be available with all the recipes that my mod adds. What's the best way to achieve this? I could override the other mod's version of the item files and recipes, but then if the other mod isn't installed mine wouldn't work. Or I could add my item separately, but then if the other mod is installed there will be two versions of the same thing.
-
I've been thinking about this idea too. There's something called "domestication syndrome" which is a set of traits that tends to arise in mammals as they become domesticated. Reduced fear/aggression like in the base game is one part of this syndrome, but others are visually apparent - like floppy ears, shorter muzzles, and more varied coat colours. Having an invisible generation counter feels like missing a trick when it could also be shown in the appearance of the animal!
-
Thanks for the quick response! None of the github issues seem to quite match what I'm experiencing. The animals which have 'resisted' trapping so far were a female hare, and two different roosters. I just logged back in to try again and was able to successfully trap a hen, so I thought maybe I was just unlucky earlier. But then when I tried to trap a different rooster the same thing happened while I was watching. Here's a screenshot of the trap which has fallen after the chicken interacted with it - it's in the down position but not wobbling around like when there's an animal inside (also the chicken is still free next to it). The block info doesn't show any contents or bait, and no interaction help appears (but it is turned on). It also took a long time for the chicken to respond to the trap when it was confined in a small area with it - I'm guessing that's a deliberate cooldown of some kind, but just mentioning in case it's significant. I then switched to creative mode and tried a few more attempts with the same chicken, and it did eventually get captured in a trap successfully. So it's either intermittent, or somehow time-related, or really is just bad luck..? Game version is v1.21.4 (stable), on macos, no mods of any kind, and it's a local singleplayer world. Forgive the obvious question, I don't see anything in the menus about updating, do I need to download and reinstall it manually? Also thanks for the suggestion to gift myself a chicken, it was genuinely a helpful reminder that this is supposed to be fun and I can just do whatever I want!
-
I cornered a group of hares in a natural hole in the ground (about 3x6 blocks, but irregular shaped). Set up some basket traps in the hole and successfully caught two hares with them. Then I went back to catch the third one and when it triggered the trap, it didn't get caught inside. The trap looked like it had fallen down but not broken into pieces, but when I broke it it didn't drop (is that what's meant to happen when a trap fails?). The trap was baited with a carrot every time. After that, I repeated at least five times with new traps trying to catch that same damn hare. A few times I walked away and came back to check on it later, but several times I stood at a distance watching it - so I know for sure that it wasn't being triggered by a bigger animal. Eventually I gave up, thinking maybe that particular hare was bugged somehow. Then I came across a chicken, so I set a new trap and baited it with grain. I stood at a distance to watch and just like before, the chicken went up to the trap, triggered it to fall, and then walked away unharmed. And when I went to break the trap to pick it up again, nothing dropped. Repeated about 2-3 times again with the same chicken and got the same results, before I gave up. Am I doing something wrong? Is this a bug? Am I just getting insanely unlucky? It's winter and I'm running out of cattails to make more baskets!