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aurora184

Vintarian
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Everything posted by aurora184

  1. It is a mod compatibility issue. Thank you for your help.
  2. 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.
  3. 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" } ]
  4. 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!
  5. 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.
  6. 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?
  7. 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" }, ]
  8. 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.
  9. 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/
  10. 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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