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Maldrak

Vintarian
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Everything posted by Maldrak

  1. Thanks for the assist. It does work, but also allows the wet which I was hoping to not allow, but it will work for my means. For future attempts, I got the -dry from the en lang file. Should I not use that for item names? Is there somewhere better?
  2. I am trying to use the dry red currant mash in a barrel recipe, and it throws the error Failed resolving crafting recipe ingredient with code game:pressedmash-redcurrant-dry in barrel recipe. Full code of the recipe is { "code": "dye-red", "sealHours": 8, "ingredients": [ { "type": "item", "code": "game:waterportion", "litres": 1 }, { "type": "item", "code": "game:pressedmash-redcurrant-dry", "quantity": 1 } ], "output": { "type": "item", "code": "game:dye-red", "litres": 1 } } Any idea what I missed this time? Worked perfectly fine when I was using the red currants, but I want another use for the dry mash.
  3. Finally got it to work, thanks for the help. Also looked at the modinfo.json and had it originally as universal cause not sure why, copied it from another mod. Changed it to client, wondering if that was my problem all along. <Edit> So, turns out that one of the things I needed to do was remove the capital letters in my modinfo.json. Go figure that that's likely the thing that messed it all up. In the world where nowadays case doesn't matter, here it does. Lesson well learned for sure. </Edit>
  4. Still not working. I'm no longer getting Exception: Requested asset [mbkrecipes:recipes/grid/redwoodconvert.json] could not be found at Vintagestory.Common.FolderOrigin.LoadAsset(IAsset asset) in VintagestoryLib\Common\FileIO\Origins\FolderOrigin.cs:line 54 at Vintagestory.Common.AssetManager.GetMany(String partialPath, String domain, Boolean loadAsset) in VintagestoryLib\Common\FileIO\AssetManager.cs:line 348 at Vintagestory.Common.AssetManager.GetMany[T](ILogger logger, String fullPath, String domain) in VintagestoryLib\Common\FileIO\AssetManager.cs:line 356 at Vintagestory.ServerMods.GridRecipeLoader.LoadGridRecipes() in VSEssentials\Loading\GridRecipeLoader.cs:line 40 at Vintagestory.ServerMods.GridRecipeLoader.AssetsLoaded(ICoreAPI api) in VSEssentials\Loading\GridRecipeLoader.cs:line 33 at Vintagestory.Common.ModLoader.TryRunModPhase(Mod mod, ModSystem system, ICoreAPI api, ModRunPhase phase) in VintagestoryLib\Common\API\ModLoader.cs:line 632 that I was getting before, but still nothing happens when I put the quarter log in the window. mod shows up in the mod manager window, and the path for the recipe is Mods\mbkrecipes.zip\assets\mbkrecipes\recipes\grid I also have recipepatcher mod in there to see if that would help, and get an [Event] that it started, but not one for my mod, if that matters. Or I could just be an idiot...
  5. I am trying to create a simple little mod that will turn redwood quarter blocks into standard redwood blocks. The code is as follows { "ingredientPattern": "L", "width": 1, "height": 1, "shapeless": true, "ingredients": { "L": { "type": "block", "code": "game:logsection-placed-redwood-ne-ud" }, }, "output": { "type": "block", "code": "game:log-placed-redwood-ud" "quantity": 1 } } I have checked all the brackets, commas, etc as well as I can, but the dang thing just won't work. Any help would be appreciated.
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