
Mods / ꧁༺Vintage Art-Set༻꧂
Author: SoggyGravel
Side: Both
Created: Apr 5th at 2:30 PM
Last modified: 14 hours ago
Downloads: 533
Follow Unfollow 26
Recommended download (for Vintage Story v1.20.10):
Vintage Art-Set-4.3.12.zip
1-click install
Hotfixes and patches are what the future brings to this mod. no more major changes... the idea of wearable pantographs will remain on the shelf
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If anvils are giving you smithing issues. I suggest downloading Knapster
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Stand out and be noticed while you Create your work with you're fancy ꧁༺Vintage Art-Set༻꧂
Maybe add them to you're Art Gallery!!!
Or just collect'em all!! Only with My First Official Mod!!!!
Link
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This is nothing more but a simple add-on for (Requires ****QP's Chisel Tools****mod to work). Great for early game chiseling/survival before copper
👇****News & Updates****👇
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🌱Small Recent Update Info🌱
New Multi-Tools (Swiss Army Knife)
Stone Anvils can now be worn on the back using "Carry on" mod
I am aware of obsidian anvils not working with carry on, on the back. this will be address in the next hotfix. {for some reason the patch is taking priority what is listed first in the main json file (that being granite)} {{once the patch hits the "a" versions of the anvil for obsidian will be the ones that you can put on your back}}
4.3.8 will balance patch the new Multi-tools
4.3.7
***added Metal Multi-tools
**Fixed Multi-tool hand animations
*** fixed the way multi-tools display on Tool rack and ground storage
**Rotated Multi-tool (Knife) main hand
4.3.7
***added Metal Multi-tools
**Fixed Multi-tool hand animations
*** fixed the way multi-tools display on Tool rack and ground storage
**Rotated Multi-tool (Knife) main hand
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4.2.4
*** Reduced file size by over 7MB by removing unused image files
** Fixes missing anvil recpies
*** Recycle all your leftover stones. simply place art chisel and a stack of stones or any amount in the grid grid Like this {\*-,---,---}. craft them into "Air" literally. You cant hold air silly. but the durability on your art chisel is now repaired (This feature may get remove****One bug that comes with taking the chisel higher than 300. causes some strange issues with rotation getting locked as the function once its selected and permanently bugs the chisel)
4.2.3
***Adds More Stone anvil variations crafted using art chisel and the default stone anvil
*Anvil names will be fixed in the next patch along with the default texture being the smoth overhang variant.
3.9.9:*Fixes Spelling on Vintage Chisel's Description.
3.8.8 *Patch to fix & remove "Art saw" textures on other saws
2.7.7 ****Changed Crafting recipies for Art Tools That required Chisels in general. Now requires the "Art Chisel"
1.3.6
*Made adjustments to ꧁༺Vintage Pantograph༻꧂ rack size & peg textures
*Made adjustments to all pantographs rack position
*Updated ꧁༺Vintage Pantograph༻꧂ to function like a Full Pantograph. Non-Simple
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🌴Major Recent Update Info🌴
4.2.7
** Knapped Pickaxe heads now act as a True Multi-tool (Swiss army knife) Pickaxe By default
* Toss the new Multi-tool to in grid to change its mode "Pickaxe/Axe/Knife/ Then Back to Pickaxe.
**The Full Stone Pickaxe can still be crafted (Multi-tool must be in Pickaxe Mode to craft the full pickaxe).
** Durability % translated to Full Pickaxe from the Multi-tool it was crafted from.
** all durability/efficiency stats have been balanced to accompany the new Multi-tool
**Fixed missing anvil recipes
4.1.2
*** Adds recipes for neon vintage block
* Renamed neon block
* tag added for numerous items to be displayed in case
*Note* Saw and Saw Blade will remain as is.(Only two items that cannot be placed in Art-Bags)
***Added Neon scaff block as a scaffolding crafted Only with neon vintage block
** Renamed Stone Pickaxe's to Multi-tool
* Multi-Tool breaks Neon blocks faster than any other tools
** Retextured Art-bags
*** old vintage Pantograph will remain with textures as a Collectible & and new name (Craft only Discoverable by the player using item riddles.) or you can simply cheat by looking in the recipe files
** Art table now has a craft
V3.9.8 This is OUR biggest update yet, And hopefully i broke nothing!!
*Buffed Art Chisel from 150 to 300 durability.
*Reduced Art Hammer Tool tier from 2 to 1.
*Reduced Art Hammer attack from 9 to 4.5.
*Adjusted Pantographs UI Image.
*Repositioned Pantographs hand & Tool rack positions to be vertical.
**Merged some Items from Primitive Tools mod "CC0" (pickaxe's Twig & Twig bundle "Items have been Modified" all other items not included. due to redundancy)..
*Twig Bundle Burns at 1000*c for 240 seconds.
*Changes and updated to Stone Pickaxe's 3d model and Textures.
*Increased the likelihood of finding the Vintage Pantograph in Vessels (tool)FYI if your using Xskills this will drastically reduce your chances at finding the Vintage Pantograph. I suggest either playing without it or go into the file in the "patches" folder/vintagepantograph-in-vessels.json and change the value to your liking.
**Transform your Vintage Art-Set Pantographs into Wearable Belts, Simply by placing in the grid(As a Belt they will still function as normal but cannot be placed in the art-bags. Then back to Normal. Then they will go back into the Bags!!!(***Belt & Emblem Placement is Bugged making them be spread across the face while worn. ***(So that feature is Currently Disabled till i can display them properly)But can still be crafted and used as normal).
***Warning***Any actions that use durability will break pantographs in wearable state***
**All Vintage Art-Set items but bags can now be Offhanded.
****13 Unique Vintage Art-Bags!!!
***Any item that can be placed in offhand can also be placed in Vintage Art-Bags ( Modded(for the most part) or Vanilla )
**Added other stuff as well for you to discover!!!
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👇Older Update News 👇
2.8.6 Updates The ꧁༺Vintage Pantograph༻꧂ to now Glow and emit light when held or on the ground (If anyone can help with making it glow while on tool rack would be super helpful).
This 2.8.6 will be the final update for a while unless something breaks or needs to be fixed.
NateDoesLife
Thank you for the Light code placement. Go check out his mods just search NDL at the DB. great modder/streamer
2.7.6 Adds in Art Blade & the single use Art Saw
2.6.6 Adds in the Art Mallet & Art Chisel!!
2.5.6 Adds in 1 more new Tuningcylinder "Into the Unknown".
*Adds patch for dead-wood pantographs to spawn in Cracked Vessels (Tool) along with a Very Rare chance at finding the ꧁༺Vintage Pantograph༻꧂
*Adds new Tuningcylinder "Into the Unknown" to buy from the luxuries Merchant
*Adds ꧁༺Vintage Pantograph༻꧂ to luxuries Merchant (Price will be between 100-200 gears)
*Luxuries Merchants may buy your paintbrushes and pantographs
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2.4.6 Adds in 6 New Tuningcylinders from my own personal collection. easy to craft with a paintbrush & cutting. each recipe is specific
2.3.6 Adds in Paintbrushes!!!!
1.3.5 is here folks!!!! All new Fruit Tree Pantographs as well as Deadwood types (deadwood has no recipe and in the futrure will be found in ruins and containers), Along with the Long lasting
꧁༺Vintage Pantograph༻꧂ guaranteed to never break!!
& its all thanks to @Wondiws98 for providing me with the proper recipe code!!!
🎄NEWS for upcoming Updates🎄
꧁༺Vintage Art-Set༻꧂ - Mod Releases - Vintage Story Teaser info
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This mod has Grown/Growing beyond my original vision of just 1 simple "wooden pantograph", and this has been a journey for me. While the Progress i have made may not be spectacular to most, but for me releasing this was a big deal. Yet i feel this is just the start of something great that could unfold. I may slip up and make mistakes. If something you see that i dont with the mod speak up. say something. even make a suggestion or any feedback im ALL EARS. im a very open person. & My only limitations are that im a greenhorn at modding and understanding code. but im good with patterns from code. so reading other's work to understand the workings then applying to my own work, and with that along with a bit of copy & paste along the way has been what helped me with this journey and without the help of QPTech , Brady_The and NateDoesLife. This mod would not be nor look as good as it does.. its all thanks to them
& Tressym For helping me refine my mod description and making it more appealing and legible to the eyes, as key detail is always important!!🌱
Meanwhile this mod "was" intended for personal use But i freaking ❤️ this whole community.
Whoever uses this. I hope you enjoy. Making my First mod was a challange
- 👇My Personal thoughts for the "FAR" future of this mod 👇
Plans to add features/Fixes to
꧁༺Vintage Art-Set༻꧂ in the future
**Add more wooden/crude items
**Stone anvil with knappable features,
*New Music Player
*Fix Wearable pins & Bags to display on player correcly
Add a Blueprint requirement to craft the ꧁༺Vintage Pantograph༻꧂ [👍]
👇(((Compatibilities & Incompatibilities as of 3.9.8)))👇
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*Incompatibilities with:👇
Primitive Tools :Already using modded assets from this.
Chest Organizer mod "auto-sort crashes game"
***auto sort mods*** "auto-sort crashes game"
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* Compatible with:👇
*Xandus Inventory Tweaks (so far no crashes)
enjoy it more than the headache it caused me ^
report any errors. ill do my best to fix them
Disclaimer: "IF" QPTech adds this to his own mod or something similar or askes me to take this down. "its technically his code just modded a bit" ill remove this mod or keep it up if others want it to remain but all this is depending on the circumstance.
Tressym No not at all!!!! I enjoyed the help and the previous user made me chuckle a bit. but other than that. Key details are always important to community for growth and mod refinement..🌴
Awesome, I think you did a great job! I hope my comment didn't come across as being too critical- I just wanted to offer some actual useful advice in light of that unconstructive, rude comment.
Hope you have a good day!
Thank you Tressym for the suggestion, as i took "all" of it to heart . I hope this makes it more legible!!🌴
EduardoPupucon
While I agree the formatting on the description could use some work, and that it could use much less random coloration to make it more easily legible and more pleasing to the eye, there's no need to drop ableist insults that do nothing to improve the post.
SoggyGravel
For the mod author, I'd suggest to massively cut down on color highlighting and text. If something is crossed out, it probably doesn't need to be in the post. Lastly, if you need to categorize your post in a way that keeps it neat and brief, what I've seen some other mod authors do is put the text into a collapsible section, typically for lists of things- like in-depth descriptions of old change logs, or the tool durability list you have for this mod.
Also, and this is just a personal opinion, I don't think your apology message should be on this mod post. I don't know what happened, it's not my business, and frankly it shouldn't be anyone else's business- especially if they're the nosy type. Best to keep that kind of thing away from the public eye and between you and the other user.
Good luck with your mod!
EduardoPupucon Im still experimenting with the text format. If you have any suggestions im all ears. Is it to much on color? Careful as one "might" fall and break the 4th wall :P.. and just FYI the last site i made was 2005 geocites so this could explain my formatting LMAO.. im still stuck in the "internet stone-age"
why is this formatted like some schizo website, as i read this thread i'm wondering when you're going to start talking about the timecube
Compatibility with other mods can be done via patches, but there's a much simpler way.
The compatibility folder: https://wiki.vintagestory.at/Modding:CompatibilityLib. Unfortunately the wiki page is worded rather poorly, but essentially it also allows you to create mod-dependent blocks, items, recipes, etc, which are only available if said mod is active. (Example: "woodenpantograph/assets/woodenpantograph/compability/MODID/itemtypes/woodenpantographs.json", "woodenpantograph/assets/woodenpantograph/compability/MODID/recipes/grid/woodenpantographs.json").
Note: You'll have to adapt these mod-dependent files to work correctly. Where you reference game:textures, you have to reference modid:textures. The same goes for recipe ingredients and the like.
Note: Unfortunately lang files are not supported. Strings which are created by those compatibility files have to be included in your main LANG.json files.
Another nice mechanic for this particular case would be: https://wiki.vintagestory.at/Modding:InheritFrom. This might be a bit overwhelming at first, but it'll allow you to shorten your mod-dependent itemtypes woodenpantographs.json drastically from 128 to roughly 17 lines, depending on mod-specific attributes, such as a custom durability for modded wood types, etc.
Two more points I noticed:
Another point I forgot to mention in my last comment: You don't necessarily have to define "allowedVariants". You can remove the whole section. This way the game will just take any plank and use it. In certain cases this can lead to error messages, though, so it's best practice to either use "allowedVariants" ("skipVariants" exists too, btw) or keep an eye on the log files.
If you are stuck on adding compatibilities, I have created a small example you can download here. Note: The content of this zip is to be merged with your own mod.
Brady_The THANKS!!! ill make that change in the next update. this can help with debloating the mod. the less files the better. the Recipe is there it just requires 10 at the moment due to a typo.
EDIT* after some thought i came to see this will let me add in patches for mods that add new wood types?
Hey there, I got curious about the missing maple recipe and so I had a cheeky look under the hood. If you wanted to, you could replace all woodtyped recipes with this one:
{
"ingredientPattern": "LH",
"ingredients": {
"L": { "type": "item", "code": "game:chisel-*", "quantity": 1, "isTool": true },
"H": { "type": "item", "code": "game:plank-*", "name": "wood", "allowedVariants": [ "acacia", "birch", "cypress", "ebony", "kapok", "larch", "maple", "oak", "pine", "purpleheart", "redwood", "walnut" ], "quantity": 2 } },
"width": 2,
"height": 1,
"output": { "type": "item", "code": "simplepantograph-{wood}" }
}
This way you only have to add new wood types into the list of "allowedVariants" to support them. You can set the name to anything you want in recipe files. They don't have to match the variantgroup codes in your itemtype files. As long as the name in the ingredients and the variable in the output match, you are good to go.