Taking Questions about Mixintos and Overrides


#81

Glad it’s working!

Hmm, I’m surprised that worked. Surprised but glad! There’s a lot in the qb-file-loading code I’m not familiar with.


#82

I was too. But it doesn’t work actually… I have a habit of checking the feet when seeing if the body is loaded but forget that the outfits have feet as well. . . Noticed the second time that they didn’t have any hands. . . So I just used the stonehearth path.


#83

sounds like a perfect example of a “happy accident”… certainly worked out in your favor @Avairian! :smile:

edit: ninja’d to the contrary… :stuck_out_tongue_winking_eye:


#84

@sdee There is a strange thing happening. When I tried to add something similar to the vanilla picket_fence, I copied that picket_fence_proxy.json. I did it exactly the same as far as I know. But the game cant acces the file ‘construction’. I had to directly link to the json file.

picket_fence_proxy.json;

    {
   "mixins": "stonehearth:mixins:item_properties",
   "type": "entity",
   "components": {
      "model_variants": [
         {
            "models": [
               "file(picket_fence_proxy.qb)"
            ]
         }
      ],
      "stonehearth:placeable_item_proxy" : {
         "full_sized_entity" : "stonehearth:picket_fence"
      },
      "item" : {
         "category" : "construction"
      }
   }
}

With stonehearth : picket_fence is;

"picket_fence" : "file(entities/construction/picket_fence)",

Now I did modify my file to this:

{
   "mixins": "stonehearth:mixins:item_properties",
   "type": "entity",
   "components": {
      "model_variants": [
         {
            "models": [
               "file(pillar_proxy.qb)"
            ]
         }
      ],
      "stonehearth:placeable_item_proxy" : {
         "full_sized_entity" : "mod_egypt:pillar"
      },
      "item" : {
         "category" : "construction"
      }
   }
}

With in my mod manifest; link to the file where the json is located.

"pillar" : "file(models/construction)",

When playing the game, after sawing animation of the carpenter, when the game tries to create the proxy I get this error;

I had to directly link to the pillar.json file to get it working, contrary to what the vanille game does;

{
   "mixins": "stonehearth:mixins:item_properties",
   "type": "entity",
   "components": {
      "model_variants": [
         {
            "models": [
               "file(pillar_proxy.qb)"
            ]
         }
      ],
      "stonehearth:placeable_item_proxy" : {
         "full_sized_entity" : "file(pillar.json)"
      },
      "item" : {
         "category" : "construction"
      }
   }
}

#85

Are you sure that the path to mod_egypt:pillar is valid? It seems to be resolved (as in, it finds the alias), but it looks like it can’t find mod_egypt/models/construction/construction.json. That’s something Jefferson should find and complain about.

Actually, you gave me a good idea for Jefferson.


#86

Do you not have a pillar proxy alias?

manifest:
“pillar” : “file(models/construction)”,
“pillar_proxy” : “file(models/construction/pillar_proxy.json)”,


#87

yes I have that one too in the manifest.


#88

Hey Miturion,

I think your problem is this:

file(models/construction) is not going to be enough to get you to the pillar. If the pillar.json is inside a folder called pillar, which in inside construction, you can do this:

file(models/construction/pillar)

However, if pillar.json is just inside the construction folder, you’ll need

file(models/construction/pillar.json)

We really need to document this somewhere but file(…) will automatically append x.json if x.json is in a folder named x and the filepath ends on a thing without an extension. So in the case of the picket fence, picket_fence.json is in a folder called picket_fence. So you can refer to picket_fence.json with just file(…path…/picket_fence)

In your case, file(models/construction) will look for a file named file(models/construction/construction.json) not pillar.json.

Hope that helps!


#89

awesome! but I feel goofy now… that was mentioned in mixintos blog post, wasn’t it?


#90
{
   "info" : {
      "name" : "Stonehearth"
   },
   "aliases" : {
      "medium_oak_tree" : "file(entities/trees/oak_tree/medium_oak_tree)",
      "mixins:tree" : "file(mixins/tree)"
   }
}

(Modders, the syntax here is shorthand for “entities/trees/oak_tree/medium_oak_tree/medium_oak_tree.json”)


#91

I’ve updated the OP with some frequently asked questions, including a note about how to make trees drop wool.

On the whole, we’re really impressed with how far you all have gotten with these tools! :slight_smile: Keep the mods coming!


#92

Will do. :smile: @chimeforest and I have a few ideas up or sleeves. :wink:


#93

thanks for that… :smiley:

@RepeatPan had mentioned the small world option (which I will absolutely need), but your update reminded me… should keep the ol’ rig from asploding… :+1:


#94

That we most certainly do! :wink:


#95

for what it’s worth, I may or may not be able to provide certain forum “perks”, should said plans arrive via PM…

and by perks, I mean @Geoffers747 will literally visit your home, and wash your dishes for a full 24 hours…

think about it…


#96

Clothes optional. Mine that is. Not yours.


#97

That’s some pretty big plates you got there if a whole washing takes 24 hours Steve… Or is @Geoffers747 merely wasting water?


#98

you misunderstand… he will sit idle, waiting for each and every dirty dish

dawn to dusk with the man… honestly, I’m at the losing end of this wager…


#99

There’s definitely an innuendo to be had here … I’ll rise above it … and suddenly everything seems to be an innuendo.


#100

Thanks. Now I understand.

I was thinking that the shortcut-name “pillar” was making the game search for pillar.json rather than the last file name. :blush: [quote=“SteveAdamo, post:89, topic:5229”]
awesome! but I feel goofy now… that was mentioned in mixintos blog post, wasn’t it?
[/quote]

Yea, I read that. That is why I used the direct json location. But I did understand it different, as said above. And in my defense, I can still see why I read it wrong in the blog-post. :stuck_out_tongue_closed_eyes:

Yes, you do! The game loads up fast. So fast, that the time you need for clicking the minimized window (is that fixable? @RepeatPan) is being the bottleneck, and it decides the loadtime for me. And it has placed the banner and stockpile already for you. And no buttons-help intro.
I cannot mod without it anymore. :smile: