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Turquoise Volute

Vintarian
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Wolf Bait

Wolf Bait (1/9)

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  1. You're a lifesaver! This worked perfectly, and I'm sure knowing the new format will save me a lot of headaches later on too. Thanks!
  2. I have a mod that adds wood veneer to VS, and I'm trying to add a compatibility patch with Wood Stain, a mod that... well, does what it says on the tin. here's the recipe: { "ingredientPattern": "F,L", "width": 1, "height": 2, "ingredients": { "F": { "type": "item", "code": "framesaw-*", "isTool": true, "toolDurabilityCost": 8 }, "L": { "type": "block", "code": "woodstain:staineddebarkedlog-{color}-{logtype}-ud", "name": "color", "allowedVariants": ["blue", "red", "yellow", "purple", "pink", "green", "orange", "brown", "gray", "black", "white"], "name": "logtype", "allowedVariants": ["acacia", "aged", "veryaged", "baldcypress", "birch", "ebony", "kapok", "larch", "maple", "oak", "pine", "purpleheart", "redwood", "walnut"], } }, "output": { "type": "block", "code": "woodstained-{color}-{logtype}-stain", "quantity":16, }, } here's the blocktype: { "code": "woodstained", "variantgroups": [ { "code": "color", "states":["blue", "red", "yellow", "purple", "pink", "green", "orange", "brown", "gray", "black", "white"] }, { "code": "veneertype", "states": ["acacia", "aged", "veryaged", "baldcypress", "birch", "ebony", "kapok", "larch", "maple", "oak", "pine", "purpleheart", "redwood", "walnut"] }, { "code": "direction", "states": ["stain", "stain90", "stain180", "stain270"] } ], "creativeinventory": { "general": [ "*" ], "WoodVeneer": [ "*" ], "decorative": [ "*" ], }, "blockmaterial": "Wood", "drawtype": "JSON", "shape": { "base": "game:block/basic/layers/1voxel" }, "selectionBox": { x1: 0, y1: 0, z1: 0, x2: 1, y2: 0.0625, z2: 1 }, "collisionBox": { x1: 0, y1: 0, z1: 0, x2: 1, y2: 0.0625, z2: 1 }, "sidesolid": { "all": false }, "sideopaque": { "all": false }, "attributes": { "canChisel": true, "chiselShapeFromCollisionBox": true }, "texturesbytype": { "*-stain": { "all": { "base": "game:block/wood/debarked/{veneertype}", "blendedOverlays": [ { "base": "woodstain:block/wood/stain/overlay-{color}", "blendMode": "Overlay" } ],} }, "*-stain90": { "all": {"base": "game:block/wood/debarked/{veneertype}", "blendedOverlays": [ { "base": "woodstain:block/wood/stain/overlay-{color}", "blendMode": "Overlay" } ], rotation: 90} }, "*-stain180": { "all": {"base": "game:block/wood/debarked/{veneertype}", "blendedOverlays": [ { "base": "woodstain:block/wood/stain/overlay-{color}", "blendMode": "Overlay" } ], rotation: 180} }, "*-stain270": { "all": {"base": "game:block/wood/debarked/{veneertype}", "blendedOverlays": [ { "base": "woodstain:block/wood/stain/overlay-{color}", "blendMode": "Overlay" } ], rotation: 270} }, }, "tpHandTransform": { "translation": { x: -2, y: -1.8, z: -2.5 }, "rotation": { x: -37, y: -45, z: -25 } }, "resistance": 0.5, "sounds": { "place": "game:block/cloth", "walk": "game:walk/wood1" } } when I run this version of my veneer mod with woodstain and nothing else, I get this error: 6.6.2026 19:42:59 [Warning] Failed resolving crafting recipe ingredient with code woodveneer:woodstained-blue-veryagedrotten-stain in Grid recipe 6.6.2026 19:42:59 [Error] Grid Recipe 'woodveneer:recipes/grid/compat-woodstain/woodstained.json': Output woodveneer:woodstained-blue-veryagedrotten-stain cannot be resolved. 6.6.2026 19:42:59 [Warning] Failed resolving crafting recipe ingredient with code woodveneer:woodstained-red-veryagedrotten-stain in Grid recipe 6.6.2026 19:42:59 [Error] Grid Recipe 'woodveneer:recipes/grid/compat-woodstain/woodstained.json': Output woodveneer:woodstained-red-veryagedrotten-stain cannot be resolved. 6.6.2026 19:42:59 [Warning] Failed resolving crafting recipe ingredient with code woodveneer:woodstained-yellow-veryagedrotten-stain in Grid recipe and so on, all for variants that are not supposed to exist. "veryagedrotten", "rotten", and "veryrotten", the variant sets that show up in these messages, aren't in the allowed variants of the blocktype or the recipe. The mod actually works exactly the way it's supposed to; I can make veneers out of all the other stained logs, but not out of any rotten logs. If it weren't for the spammy error messages in world startup and the main server log, I wouldn't know there was anything wrong (aside from maybe noticing things being a little sluggish at startup). I've been hitting my head against this for a while and I've found several exciting new ways to break things, shuffled the names of various variables around, and familiarized myself with both the asset adding/overwriting and json patch methods of patching, but I have not found a solution. I do not understand why the game is trying to call up variants that don't exist and then complaining to me that they don't exist. Attached are the full server-main log and the entire mod as it currently stands, in case that's helpful. Thanks in advance for any advice you may have. server-main.log veneer2204-aaaaaaaaaa.zip
  3. I can't get axle covers to work with any material, and I can put a wrench in my off hand just fine. I tried with and without mods enabled, and with and without default bindings (I'm left handed so I always wind up rebinding everything). I also tried holding the wrench in my main hand just in case that was what it wanted (the tooltip doesn't specify), but no dice. Any idea what's up?
  4. I ran into this bug with both haystacks and ladders, at different times. For some reason, clearing the cache seemed to fix it each time it cropped up, though just closing and restarting the game did not.
  5. I've reviewed the entity spawning entry on the wiki, but I think I must be missing something. Judging from the wiki, you have certain environmental conditions, those conditions allow certain kinds of entities to spawn, and the game periodically checks whether an entity can spawn and whether you've hit the cap. I've noticed certain types of entity spawning in very nearly the exact same place over and over, but if conditions happen to be just right there, that still makes sense. However, if it were just down to environment checks, I don't think I'd be seeing behavior I'm seeing now. I have a world I've been playing on since 21.6, and a fresh world made with the same seed and world settings in 22.2. Geographically, the two are identical or very nearly so. /wgen pos climate shows that the same locations on both worlds have the same conditions that should affect spawning. However, in places where the new world generates red river hogs, the old one only generates gray hogs. It's not that the new pigs aren't showing up at all, because if I wander far enough out into desert areas I hit warthogs, but these desert areas are either newly generated or recently regenerated. That suggests to me that some aspect of animal spawning is controlled by *something* in worldgen, possibly a spawner meta block or something similar, and that the old world is generating gray hogs in places red river hogs would otherwise generate for the same reason it still has traders in wagons: that's what was there in 21.6. That said, it's hard to be certain, since there are other possible explanations; maybe the spawn cap is for all pigs and red river hogs won't show up until the old gray hogs die off, or there's some environmental condition I've missed. Heck, since gray hogs spawn in such a wide range of conditions and red river hogs spawn in relatively narrow ones, it could just be odd luck. So, how do animal spawns work? What controls where and how they spawn? Is it really just those environmental conditions, or are there other factors in play as well? It's not an urgent question, but I am curious.
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