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aurora184

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  1. Just needed to modify my patch file to apply it once :^)
  2. Trying to add the butchering capability to this mod. In order to make my life simpler, I was starting with the Birds of Prey mod (dromaeosauridae). I have the different cuts and items working, except when I patch in the <code>butchering</code> compatibility behavior onto the entities of the mod, they can not spawn. 13.3.2026 03:43:15 [Error] Exception: Object reference not set to an instance of an object. at Butchering.src.common.entitybehavior.EntityBehaviorButcherable.Initialize(EntityProperties properties, JsonObject attributes) in C:\Users\daifi\Documents\GitHub\Vintage-Story-Modding\VS-Mods-NET7\Mods-Butchering\Butchering\Butchering\src\common\entitybehavior\BehaviorButcherable.cs:line 27 at Vintagestory.API.Common.Entities.EntitySidedProperties.loadBehaviors(Entity entity, EntityProperties properties, IWorldAccessor world) in VintagestoryApi\Common\Entity\EntityProperties.cs:line 382 at Vintagestory.API.Common.Entities.Entity.Initialize(EntityProperties properties, ICoreAPI api, Int64 InChunkIndex3d) in VintagestoryApi\Common\Entity\Entity.cs:line 645 at Vintagestory.API.Common.EntityAgent.Initialize(EntityProperties properties, ICoreAPI api, Int64 InChunkIndex3d) in VintagestoryApi\Common\Entity\EntityAgent.cs:line 128 at Vintagestory.Server.ServerMain.SpawnEntity_internal(EntityProperties type, Entity entity) in VintagestoryLib\Server\ServerMain.cs:line 2469 at Vintagestory.Server.ServerMain.SpawnEntity(Entity entity, EntityProperties type) in VintagestoryLib\Server\ServerMain.cs:line 2443 at Vintagestory.Server.ServerMain.SpawnEntity(Entity entity) in VintagestoryLib\Server\ServerMain.cs:line 2427 at Vintagestory.GameContent.ItemCreature.OnHeldInteractStart(ItemSlot slot, EntityAgent byEntity, BlockSelection blockSel, EntitySelection entitySel, Boolean firstEvent, EnumHandHandling& handHandling) in VSSurvivalMod\Item\ItemCreature.cs:line 177 at Vintagestory.API.Common.CollectibleObject.OnHeldUseStart(ItemSlot slot, EntityAgent byEntity, BlockSelection blockSel, EntitySelection entitySel, EnumHandInteract useType, Boolean firstEvent, EnumHandHandling& handling) in VintagestoryApi\Common\Collectible\Collectible.cs:line 1205 at Vintagestory.Server.ServerSystemInventory.HandleHandInteraction(Packet_Client packet, ConnectedClient client) in VintagestoryLib\Server\Systems\Inventory.cs:line 344 at Vintagestory.Server.ServerMain.HandleClientPacket_mainthread(ReceivedClientPacket cpk) in VintagestoryLib\Server\ServerMainNetworking.cs:line 280 at Vintagestory.Server.ServerMain.ProcessMain() in VintagestoryLib\Server\ServerMain.cs:line 934 13.3.2026 03:43:15 [Warning] An entity dromaeosauridae:dromaeosauridae-austroraptor-adult-male failed to complete initialisation, will not be physics ticked. I originally was working with the different variants of the entity that could spawn and that was working fine, but when I tried to categorize to my own variants I started to encounter this behavior. Original with LoP variants: https://github.com/aurorapar/butdrocom/commit/5bbe5b35ffd16dc2ec72fe7b2acac67ddffb5ab5 My own variants: https://github.com/aurorapar/butdrocom/ I'm assuming theres code from the original Butchering mod which may rely on naming conventions between the original entities and new items, but was hoping that someone else could share some light on what else I may be doing wrong.
  3. It is a mod compatibility issue. Thank you for your help.
  4. Thanks for the confirmation. When I have time Ill try to load without any other mods. Thatll at least rule out custom modifications. Really hope its not an issue with the flatpack. Id feel really bad for the devs.
  5. https://spawningpool.net/charcoal_sticks.png [ { "op": "add", "path": "/class", "value": "ItemFirewood", "file": "game:itemtypes/resource/stick.json", "side": "Server" }, { "op": "addmerge", "path": "/attributes", "value": { "firepitConstructable": true }, "file": "game:itemtypes/resource/stick.json", "side": "Server" }, { "op": "addmerge", "path": "/behaviors/0/properties", "value": { "stackingCapacity": 32, "bulkTransferQuantity": 8, "burnHoursPerItem": 0.1, "collisionBox": { "x1": 0, "y1": 0, "z1": 0, "x2": 1, "y2": 0.25, "z2": 1 }, "cbScaleYByLayer": 0.125, "upSolid": true }, "file": "game:itemtypes/resource/stick.json", "side": "Server" } ]
  6. For whatever reason, I'm still having issues with this. The collision box does seem to work as intended. When I try placing grass on top, I get the error that the sticks are not a fireable block. I used meld to essentially do a git diff on my version versus what you had provided as well as copy and pasted what you had exactly and without comments. Is how I'm packaging the mod. https//spawningpool.net/CharcoalSticks.zip Testing on the linux flatpack for 1.21.5 stable on Pop_OS!
  7. upSolid doesn't seem to function for placing dry grass on it first to start building a campfire. I was hoping to not having to get a working IDE for VS. If you know of anything else required to get this to work, it'd be greatly appreciated.
  8. Does efficiency control item:charcoal conversion rate, such that a stack of 32 with an efficiency of 1.0 would create 32 charcoal? What datatype is NatFloat? Is that a VintageStory custom class? Can I assume all properties of floats apply to this datatype?
  9. Trying to make sticks usable in a charcoal pit. So far, none of my modified properties seem to be taking affect but the mod is loaded. Verified its being updated by changing version number. [ { "op": "add", "path": "/class", "value": "ItemFirewood", "file": "game:itemtypes/resource/stick.json", "side": "Server" }, { "op": "add", "path": "/attributes", "value": { firepitConstructable: true }, "file": "game:itemtypes/resource/stick.json", "side": "Server" }, { "op": "addmerge", "path": "/behaviors/properties", "value": { stackingCapacity: 32, bulkTransferQuantity: 8, burnHoursPerItem: 0.1 }, "file": "game:itemtypes/resource/stick.json", "side": "Server" }, ]
  10. Yeah, my second post and Diffs describe how to get it up and working. If i was better with sed, I'd provide an easy script to replace everything.
  11. So I said I copied everything. Well, the mod directory can be specified in several of the config files. Open all the JSON files at the path below, then change your AppData location to the location of where your mods reside (should be the same path, with an appended "Mods" at the end). ~/.var/app/at.vintagestory.VintageStory/config/VintagestoryData/
  12. Finally made the switch over to linux, and was hoping that my mods would work from my windows installation. Copied over everything from AppData to ~/.var/app/at.vintagestory.VintageStory/config/VintagestoryData/ However mods don't seem to work after doing this. Would they need to be recompiled? I thought a big purpose of C# was to allow dynamically loaded libraries to run on any system as its managed.
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