Mods / Obsidiancraft
Author: Chromarict
Side: Both
Created: May 18th at 4:23 AM
Last modified: Oct 7th at 3:53 PM
Downloads: 10570
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Latest release (for Vintage Story 1.21.1 - 1.21.4, potentially outdated):
obsidiancraft-1.5.3.zip
1-click install
Obsidiancraft adds a few new items to make obsidian a little more useful for how rare it can be.
Features
Crude Obsidian Arrows
Classes with the Bowyer trait are able to craft crude obsidian arrows, which are a slightly higher damage alternative to their exclusive crude flint arrows, but slightly weaker than vanilla obsidian arrows.
Obsidian Saws
Obsidian saws offer access to woodworking during the stone age at the cost of low durability. They're crafted by first knapping an obsidian sawblade, and then combining that with a stick in the same way metal saws are crafted.
Obsidian Scythes
Obsidian's sharpness makes it an excellent tool for cutting grass. Obsidian scythes can be crafted by first crafing an obsidian scythehead from two sticks and two obsidian knife blades, then attaching that to a stick like a normal scythehead. They're not as durable as metal scythes, but they are far more effective than standing in a field for hours hacking away at plants with a stone knife.
Macuahuitl (Obsidian Swords)
Macuahuitl are wooden swords lined with saw-like obsidian teeth. They are very effective given their relatively simple ingredients, but far less durable than a metal sword. In terms of gameplay, they are basically just a stone age predecessor of the falx.
These are crafted by combining two obsidian sawblades, two resin, a wooden club, and a knife. The knife is used as a tool to carve the club into a handle without needing an entirely separate handle item type for a single weapon.
Tepoztopilli (Obsidian Polearms)
Tepoztopilli are wooden polearms with saw-like obsidian teeth falling somewhere between a spear and a halberd. They make excellent slashing and thrusting weapons, and have a greater range than spears, but are too unwieldy to be thrown.
These are crafted by combining two obsidian sawblades, two resin, two sticks, and a knife. As with the macuahuitl, the knife is used to carve the main polearm without needing a separate item for it.
Balance
Obsidian weapons and tools are generally balanced around real obsidian being extremely sharp, but very fragile.
Macuahuitl deal 4 damage, but only have 60 durability.
Tepoztopilli deal 6 damage (a thrown obsidian spear deals 5.25), but only have 50 durability.
Crude obsidian arrows roughly fall between crude and flint arrows in terms of damage and durability.
Saws have a wood mining speed of 2.5 and leaf mining speed of 1.8 and 90 durability, making them slightly slower and far less durable than copper saws.
Scythes have 90 durability and otherwise function identically to any other scythe since they don't use mining speed.
Compatibility
This mod uses JSON patching to implement arrows, saws, scythes, macuahuitl, and tepoztopilli as variants of the relevant vanilla types (game:arrowhead, game:arrow, game:sawblade, game:saw, game:scythe, game:blade, and game:spear) instead of unique types, so they should work with anything that's compatible with those vanilla types without needing patches. Mods that completely replace these vanilla types or drastically overhaul them will probably still need patching. If you find an incompatibility, let me know and I'll try to fix it. Compatibility paches available in Obsidiancraft are listed below.
Combat Overhaul
If Combat Overhaul is installed, crude obsidian arrows, macuahuitl, and tepoztopilli will be implemented via CO-compatible patches due to CO's changes to vanilla arrows, swords, and spears. Crude obsidian arrows will use CO's arrow models and textures instead of the vanilla ones, and macuahuitl and tepoztopilli should use CO's custom animations. Tepoztopilli will also support the grip adjustment feature in CO.
Crossbows
If Crossbows is installed, obsidian bolts will also be available.
Changelog
v1.5.3
- Fixed obsidian bolts not working with the repeating crossbow when Crossbows is installed
v1.5.2
- Fixed harmless error message about trying to move a non-existent "/texturesByType/*" texture entry to a temporary path when using Combat Overhaul 0.10.3/0.10.4
- Removed unnecessary texture definition for "*-crude-obsidian" arrows since the vanilla "*-obsidian" texture definition also applies to crude obsidian arrows
- Removed obsolete pre-1.21.1 Combat Overhaul compatibility patch that disabled Obsidiancraft's regular obsidian arrows in favor of CO's, which does nothing now that obsidian arrows are a vanilla feature
v1.5.1
- Fixed vanilla and crude obsidian arrows (and obsidian bolts when using Crossbows) being uncraftable when using Combat Overhaul by removing a leftover pre-1.21.1 patch that now breaks vanilla obsidian arrowheads due to an undocumented change in CO which disabled its own obsidian arrowheads in favor of just using the new vanilla ones
v1.5.0
- Removed regular obsidian arrows and arrowheads since they're now vanilla features in 1.21.1-rc.1
- Reverted crude obsidian arrow head texture to the originally used "game:block/stone/rock/obsidian1" for consistency with the new vanilla obsidian arrows
- Reduced crude obsidian arrow break chance from 50% to 33% (vanilla obsidian arrows are 20%, so 50% felt too fragile, especially when flint/crude flint are only 25%/30%)
- Fixed vanilla obsidian arrows damage and break chance overwriting crude obsidian arrow damage and break chance
- Fixed Combat Overhaul compatibility patch disabling vanilla obsidian arrows due to how CO-compatible obsidian and crude obsidian arrows were implemented
v1.4.4
- Fixed obsidian arrow and crude obsidian arrow entities no longer working in 1.21.0 due to vanilla entity file path changes
v1.4.3
- Fixed tepoztopilli ground storage allowing it to lean against a two-block high wall and float weirdly instead of requiring a three-block high wall
- Fixed macuahuitl ground storage transform being rotated weirdly and slightly floating
- Fixed macuahuitl ground storage transform being completely broken when Combat Overhaul is installed
- Fixed tepoztopilli ground storage transform clipping the head into the wall when Combat Overhaul is installed
v1.4.2
- Added missing crafting recipe for obsidian bolts when Crossbows is installed
- Fixed tepoztopilli held position and grip positions being inconsistent with normal spear behavior when Combat Overhaul is installed
v1.4.1
- Added Combat Overhaul compatibility
- Added Crossbows compatibility (adds obsidian bolts to Crossbows)
- Changed macuahuitl to use Combat Overhaul's sword mechanics if installed (one-handed stance only)
- Changed tepoztopilli to use Combat Overhaul's spear mechanics if installed (one-handed and two-handed stances, non-throwable)
- Changed obsidian arrows to not be defined by my mod if Combat Overhaul is installed since it also uses game:arrow-obsidian to define its own obsidian arrows
- Changed crude obsidian arrows to use Combat Overhaul's arrow features if installed (uses CO's crude arrow model, support for CO's ground stacking, etc.)
v1.4.0
- Overhauled obsidian scythe model to be more realistically feasible rather than retexturing the vanilla blade into a giant slab of sharpened obsidian
- Changed obsidian scythehead recipe to be crafted from two sticks and two knife blades instead of knapped from a single stone
- Changed all items to use the obsidian tool texture (game:item/tool/material/obsidian) instead of the block texture (game:block/stone/rock/obsidian1)
- Fixed obsidian saw using vanilla saw shape instead of the custom model (no idea when this broke, but at some point the shapeByType layout changed?)
- Fixed harmless but annoying warnings about missing textures in all the shape files when loading a world
v1.3.0
- Added tepoztopilli
- Increased macuahuitl damage to 4 (from 2.5)
- Decreased macuahuitl durability to 60 (from 100)
v1.2.0
- Added obsidian scythes
- Adjusted macuahuitl GUI transform so it isn't floating off to the right and leaving a bunch of empty space to the left
v1.1.0
- Fixed mod and several internal patches being marked as server-only when they should also be loaded on the client, which was breaking models on multiplayer servers
Planned Features
- Rework the sawblade model since I think it looks a bit too perfect for a knapped tool, and similar to the scythehead, knapping the entire blade from one stone isn't that realistic
- Add variants of macuahuitl and tepoztopilli that use knife blades instead of sawblades since real world examples sometimes use more blade-like obsidian rather than serrated obsidian
- Possibly add snowflake obsidian as a variant of vanilla obsidian since it looks nice
- Maybe some arts and crafts / decor / jewelry type stuff (obsidian candelabras, pendants/crowns, etc.)
| Mod Version | Mod Identifier | For Game version | Downloads | Released | Changelog | Download | 1-click mod install* |
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| 1.5.3 | obsidiancraft | 1931 | Oct 7th at 3:53 PM | obsidiancraft-1.5.3.zip | 1-click install | ||
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| 1.5.2 | obsidiancraft | 112 | Oct 7th at 1:55 AM | obsidiancraft-1.5.2.zip | 1-click install | ||
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| 1.5.1 | obsidiancraft | 257 | Oct 5th at 7:17 PM | obsidiancraft-1.5.1.zip | 1-click install | ||
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- Fixed vanilla and crude obsidian arrows (and obsidian bolts when using Crossbows) being uncraftable when using Combat Overhaul by removing a leftover pre-1.21.1 patch that now breaks vanilla obsidian arrowheads due to an undocumented change in CO which disabled its own obsidian arrowheads in favor of just using the new vanilla ones | |||||||
| 1.5.0 | obsidiancraft | 1245 | Sep 11th at 3:21 PM | obsidiancraft-1.5.0.zip | 1-click install | ||
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Full release of 1.5.0 for VS 1.21.1. This is identical to the 1.5.0-rc.1 release aside from the mod version number changing to 1.5.0, so you don't need to upgrade if you're still running that version. | |||||||
| 1.5.0-rc.1 | obsidiancraft | 247 | Sep 3rd at 2:14 AM | obsidiancraft-1.5.0-rc.1.zip | 1-click install | ||
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| 1.4.4 | obsidiancraft | 663 | Sep 3rd at 1:02 AM | obsidiancraft-1.4.4.zip | 1-click install | ||
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Full stable release of version 1.4.4-rc.5 for 1.21.0 since I was waiting for the full release for a final stability check and then got sidetracked. If you're already running 1.4.4-rc.5 there's no reason to upgrade, they should be identical. This is just so the latest version number is accurate for latest stable game release. Note: I'm aware of 1.21.1-rc.1 adding obsidian arrows to vanilla and will be posting an RC-compatible update soon so my mod won't break the new vanilla arrows. | |||||||
| 1.4.4-rc.5 | obsidiancraft | 658 | Aug 16th at 6:14 PM | obsidiancraft-1.4.4-rc.5.zip | 1-click install | ||
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| 1.4.3 | obsidiancraft | 2614 | Jul 19th at 1:06 AM | obsidiancraft-1.4.3.zip | 1-click install | ||
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| 1.4.2 | obsidiancraft | 137 | Jul 17th at 11:56 PM | obsidiancraft-1.4.2.zip | 1-click install | ||
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| 1.4.1 | obsidiancraft | 40 | Jul 17th at 10:01 PM | obsidiancraft-1.4.1.zip | 1-click install | ||
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| 1.4.0 | obsidiancraft | 208 | Jul 16th at 5:25 AM | obsidiancraft-1.4.0.zip | 1-click install | ||
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| 1.3.0 | obsidiancraft | 1204 | Jun 14th at 2:27 PM | obsidiancraft-1.3.0.zip | 1-click install | ||
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| 1.2.0 | obsidiancraft | 966 | May 19th at 3:41 PM | obsidiancraft-1.2.0.zip | 1-click install | ||
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| 1.1.0 | obsidiancraft | 199 | May 18th at 2:31 PM | obsidiancraft-1.1.0.zip | 1-click install | ||
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Fixed mod and several internal patches being marked as server-only when they should be loaded on the client as well | |||||||
| 1.0.0 | obsidiancraft | 89 | May 18th at 4:24 AM | obsidiancraft-1.0.0.zip | 1-click install | ||
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Initial release | |||||||
Really good mod, been enjoying using it with my recent playthrough. Only thing i feel this is missing is a set of obsidian shears to round out the availible tools, but otherwise, i've no complaints
A3ther Thanks for letting me know. I completely missed the fact that the repeating crossbow uses a filter and only accepts crude and copper bolts by default. Patch will be up shortly.
The obsidian bolt is not working with the repeating crossbow. This is likely due to the repeating crossbow being its own category in the crossbow mod code.
Mr_J_Soda Thanks for letting me know. Looks like either 1.21.3 or 1.21.4 removed the generic "*" fallback texture that needed to be temporarily moved so I could set the texture for crude obsidian arrows without them getting overwritten. This should be a harmless error message since that patch isn't relevant now, but I'll still fix it in the next patch.
Edit: This wasn't a vanilla change, I was bamboozled once again by Combat Overhaul's lack of patch notes and undocumented changes breaking things that touch the vanilla arrows. That last patch I made, 1.5.1, to fix CO disabling their replacement of the vanilla arrows somewhere between CO 0.9.0 and 0.10.2? Well apparently they re-enabled that replacement of the vanilla arrows in either 0.10.3 or 0.10.4, but once again there's no mention of touching arrows in the patch notes.
Second Edit: My initial assumption of what caused it to break was wrong. I genuinely can't figure out what changed because the texture path I thought CO removed is still there in CO 0.10.4. The strange thing is there is no error without CO, and it worked fine in CO 0.10.2, but the patch notes say nothing about touching arrows. Either way, that texture patch isn't needed anymore since the vanilla "*-obsidian" texture works for my crude arrows. I just don't know why it breaks when using the latest versions of CO.
Chromarict I'm back again, just downloaded the update and loaded into my world, but now I have a new error showing up in server-main.log
Mr_J_Soda Sorry for the late response, I don't actually use CO in my normal gameplay so I wasn't aware anything had broken. Looks like at some point CO disabled its own obsidian arrowheads that replace the vanilla ones, and that prevents the vanilla ones from working at all, which breaks my mod. I downloaded version 0.10.2 and if you go to "assets/game/itemtypes/combatoverhaul/arrowhead.json" you can see the "enabled" value is set to "false". None of the changelogs say anything about this change, so I can't tell why it was disabled. Manually re-enabling it seems to work fine though, so I'll upload a patch for it shortly after a bit more testing to make sure nothing explodes.
Edit: I was wrong, CO doesn't disable the vanilla obsidian arrowheads, for whatever reason I just had to restart my game for them to actually show up in creative again while testing. Still the undocumented change does break my CO compatibility patch, but it should be a simple fix.
When loading into my world with Combat Overhaul and Obsidiancraft, the following errors show up, and I'm unable to craft obsidian arrows or bolts.
Found this because I was frustrated with the lack of vanilla obsidian arrows, since those absolutely should be a thing. I was a bit iffy about adding a bunch of other stuff along with them, but reading through this page it looks like you kept things pretty well balanced and didn't go too crazy with adding too much. Glad to see it, obsidian really does feel like it should be useful for more than vanilla gives it.
Chromarict
If you got it working that's good enough for me, I'll dig around my mods and find the conflict eventually. Will report back. Thanks for fixing the arrows!
Edit: Well whatever it was it's gone now, everything works as it should :)
FatherSarge Do you have any other grass or tool mods that might affect the scythe? I just tested on RC4 and RC5 with and without Duncan's Grass and the scythe worked perfectly fine.
FatherSarge I haven't tested this on any of the RC versions yet, so it's entirely possible something broke. I'll look into it soon and see if anything needs fixing. Also thanks for mentioning that grass mod, I'll also check if I need to make a patch for it.
Is anyone else seeing some stuff not working? The scythe doesn't drop grass (issue with duncan's grass incompat perhaps?) but the arrows don't work either it seems. I'm not seeing any errors pop up in the various logs though. On 1.21.0-rc4
@MRGOOSE Thanks for pointing that out, looks like for some weird reason Combat Overhaul makes the ground storage rotation of the tepoztopilli offset by about 5 degrees on the Z axis. Both the vanilla and CO version of the tepoztopilli use the same ground storage transform so I'm not sure why it gets offset by just loading the mod. Looks like I also need to fix the macuahuitl ground storage transform, so the fix will be up in a bit after I do more testing to see if I missed any other broken transforms when the Combat Overhaul patch is loaded.
found an issue, the tepoztopilli is incorrectly aligned when placed slanted on a wall. the head is inside the block
@MRGOOSE You're welcome, I'm about to post another update in a few minutes because I apparently forgot to add a crafting recipe for the crossbow bolts.
thx for new update
@MRGOOSE No, they don't use any of CO's features out of the box. Technically the mods conflict with each other because both define the game:arrow-obsidian item, but it doesn't seem to break anything and just gives a warning message about the type already being defined. I am working on a compatibility patch that'll just disable my regular obsidian arrows so CO's take priority and make my crude obsidian arrows use CO's features, including the ground stacks and their custom crude arrow model. It's basically finished, I'm just trying to finalize the balance a bit since CO rebalances all the vanilla weapons.
Also thank you for mentioning the crossbows mod, I'll add a compatibility patch for bolts as well.
do the arrows work with combat overhaul already or not?
also it would be nice to have an obsidian version of the crude bolts for the crossbow mod with a bit better damage
This looks really cool and I'm definitely going to be using this if I start a warm-climate spawn world.
Assuming I can find a seed that has surface obsidian...
Chromarict my biggest problem with it currently is how you can make a head out of a single obsidian stone (the item model could be just multiple heads kinda like the arrow heads still made with a single stone, i just don't feel like big blade like that just isn't possible), i don't really mind the current blade look just doesn't make sense for it to have such a big blade from a singular stone, just adding a wooden stick to put your heads on would be enough in terms of model in my opinion, also combat overhaul compat would be quite nice (tepoztipilli could have halberd swinging ? and macuahuitl just sword/mace, also thanks for making such good mods (even tought you only have two)
@wael6 I agree that the scythe model needs a rework. I wasn't super happy with how it's basically just a metal scythe with the obsidian texture on it and a slightly altered blade shape, but I figured it was good enough since I can always change it later. I like your idea of having a wooden bar across the top for the blades to attach to rather than coming straight off the handle, and I'm pretty sure I've seen real world examples of scythes with metal blades that look like that. My biggest issue with it is really just making the blade itself look good without being a giant slab of stone like it currently is. I considered making it more of a serrated edge, but I was putting it off because the serrated edges on the other obsidian tools and weapons were a bit of a pain to make in the VS model creator and I got tired of fighting with it.
the obsidian scythe is cool but probably should be changed to use multiple heads that are kinda like a knife head ? (i'm not completly sure what head it should use) and make it like a wooden bar where the blade is where the heads are attached because it don't see a way you can make a blade that big out of any stone
@TimeBender25 It's actually specifically moving the wildcard "*" entry in the array, not the entire array as "path/to/array/*" implies. The reason for moving the "*" entry to a temp path is because of the "*"'s value taking precedence as the first valid match for anything. If you just append "*-obsidian" to a list, which adds it after the "*" value, the "*" will be the first valid entry the game sees and it'll ignore the "*-obsidian". So a makeshift "insert" operation that respects variable length arrays (since we don't know if the index of "*" will always match the vanilla index when other mods may modify the same array) is to simply move it out of the way, append what we want to insert before it, and then move it back to the end so "*" acts as the final fallback value as intended.
For example, with just appending, we end up with an array like ["*-flint", "*-copper", "*", "*-obsidian"], which gives "*" precedence over "*-obsidian", so the value of "*-obsidian" is never used. With moving and appending, we get ["*-flint", "*-copper", *-obsidian", "*"] which is what we want for wildcard matching to work properly. The JSON patching page on the wiki has a section explaining move operations with this use case as an example, and probably explains it better than I have.
Also I used the official VS Model Creator for the models, but they're really just modified vanilla models because I didn't want to stray too far from the vanilla style when making variants of existing items. I just swapped some textures and added/changed the blades/tool heads. If you wanted to do something similar, you might be better off using the VS addon for Blockbench or for Blender. Working with rotated cubes to make the serrated blades was kind of a pain due to the weird separation VSMC makes between object position and object origin when dealing with rotations and translations. That could just be a "me" problem though since this was also my first time using VSMC for anything significant. I'm far more familiar with Blender, but I was just too lazy to try finding the Blender addon for VS that I've heard about in the past.
If you're wondering why the textures are both defined in the model files and by "texturesByType" patches, it's because the VSMC doesn't put namespaces in paths, and putting the models into "obsidiancraft/shapes/whatever" implies the "obsidiancraft:" namespace when the texture paths should be in the "game:" namespace since they're all vanilla textures. So I had to use patching to fix it without having to manually add "game:" to each texture path in the model JSON file every time I re-exported them from VSMC.
I was peeking through the mod to try and understand Patching better, and I noticed you would move everyting in a path out to a temp path, add your own thing, then move everything back into the path. Rather than just appending your thing to that path in a single step. I was wondering why you did that, is there a reason for it? Is it required to make it work, is it just because it being at the Top is easier, or is ther some other reason I don't have reference for?
Also, how did you make the models? Is there a program for it, do you have to do it the hard way by making the JSON manually, or something in the middle?
@WolfWarrior
You're welcome! Also thank you for clarifying. I do understand why some people would prefer a more vanilla-like balance. I actually debated about it quite a bit during development because I like the idea of keeping my mods mostly balanced around their vanilla counterparts so they feel like improvements to the game rather than completely standalone features, but I've also never really like how vanilla obsidian is basically just flint but 10% better. I did briefly consider having a config option for switching between vanilla and realistic balancing, but I'm not sure how to even set up config options for a mod, and it seemed like a gross overcomplication of an otherwise simple mod. Especially for the initial release only being arrows, saws, and macuahuitl.
Good luck with your mod! Let me know if you need any more help with the patching system.
Chromarict
also I want to say that, I have no qualms with your balancing. it makes sense from a realism standpoint. I wanted to change the balance to be more game-like. so I have no suggestions I think your balance is valid and good for what you want to achieve.
you are so helpful!!!
thank you so much!
@WolfWarrior
Patching is actually pretty easy once you figure out the weird quirks with it. The worst part really is just figuring the correct path value to specify sometimes. I originally decided to implement these with patching because it felt like complete overkill to manually re-implement the entire game:blade class for a single weapon, as well as fully reimplementing the arrows and tools, when I could just add them via the variant system that's already available. Plus from a compatibility standpoint it works great, because it just works out of the box with mods like Toolsmith without a compatibility patch (although balance is a bit off due to how Toolsmith automatically calculates sharpness values).
You could always open up "patches/itemtypes/tool/spear.json" and "blade.json" to see how I implemented the patches, and just copy what I did to add obsidian variants for your flint variants and overwite the obsidian stats. For mod-specific compatibility patching, assuming your mod's modid is "vanillaarmory", you would put compatibility stuff for my mod into "assets/vanillaarmory/compatibility/obsidiancraft". You can put all the JSON patch entries into one file if you want, but for the sake of organization I prefer to have one patch file for each file I'm patching, matching the folder structure of what I'm patching so I can more easily find the original file if I need to reference it. So for example, I would make a "...../obsidiancraft/patches/itemtypes/tool/spear.json" file, and put all the spear patches in there. As long as you add "dependsOn": [ { "modid": "obsidiancraft" }] to each patch entry, they'll load after my mod to ensure they overwrite the values correctly.
Here's a quick example patch file to add the flint tepoztopilli as an allowed variant, set the textures to apply to the model for flint tepoztopilli, and change the damage on both obsidian and flint variants:
[
{
"dependsOn": [{"modid": "obsidiancraft"]},
"file": "game:itemtypes/tool/spear", // The path of the file to patch. Note the .json can be omitted and the game will still find the correct file.
"op": "addmerge", // Add merge ensures new values are added and existing values are replaced to avoid duplicates or uninentionally breaking other patches
"path": "/allowedVariants/-", // The /- appends the value to the end of the list at this path
"value": "spear-tepoztopilli-flint"
},
{
"dependsOn": [{"modid": "obsidiancraft"]},
"file": "game:itemtypes/tool/spear",
"op": "addmerge",
"path": "/texturesByType/spear-tepoztopilli-flint",
"value": {
"material": { "base": "game:item/tool/material/flint" },
"handle": { "base": "game:item/tool/material/woodenclub" },
"string": { "base": "game:item/tool/material/string" }
}
},
{
"dependsOn": [{"modid": "obsidiancraft"]},
"file": "game:itemtypes/tool/spear",
"op": "addmerge",
"path": "/attackPowerByType",
"value": {
"spear-tepoztopilli-obsidian": 3.0,
"spear-tepoztopilli-flint": 2.5
}
}
]
Hopefully that makes the patching system and my attempt at explaining it more clear. I had a lot of trouble figuring it out early on with just the wiki as a reference, but its a great tool once you finally get it. Once you get the basic framework written, it's as simple as a bunch of copying and pasting and changing the path and value entries. You'd also need to do recipes for the flint versions, but instead of using patching you could just copy "assets/obsidiancraft/recipes/grid/tools/spear.json" and "blade.json" to "assets/vanillaarmory/compatibility/obsidiancraft/recipes/" and swap the obsidian values to flint.
If you still would prefer not to go the patching route, I'm fine with you using the models as long as you mention somewhere that I made them. Also I'm not opposed to making balance changes directly in my mod if you have any suggestions. It's definitely hard trying to find a balance between making them realistically high damage and fragile, but still enjoyable to use for how rare they can be. I do think the durability might be a little too high, but I also don't want to make them too fragile because its not fun having weapons break in two hits like the vanilla scrap weapons.
Chromarict
i do want to change up the stats quite a bit (basically every stat) so it'll be easier for me to just use your models. especially since i suck at patching... but yeah I do need to write a compatibility patch to avoid duplicate items. and I'll have to figure out how to do that since I didn't realize you added the weapons via patch.
@WolfWarrior I'm open to the idea. Did you want to use JSON compatibility patching to modify my mod when its loaded alongside yours, or just use the models and completely reimplement the weapons yourself? Personally, I'd say patching is the better route since 90% of the work is already done, and it'll avoid the issue of duplicate weapons with different stats if both mods are installed. Internally, the item codes are game:spear-tepoztopilli-obsidian and game:blade-macuahuitl-obsidian, so you'd basically just need to make a JSON patch that adds *-flint versions to their respective allowedVariants fields and add all the flint-specific properties.
can I add your tepoztoplli and macuahuitl to my vanilla armory? I love these items and the models you made fit right in with the vanilla game. I just have some different ideas as to the balance and also want to add flint variations to expand stone age armories in an accessable way.
I think it is a good addition to all those who find obsidian for the first time and believe that it will be a special material as in Minecraft, finding obsidian in VS is usually disappointing, because it has no deferrence with any other stone ...
MACUAHUITL !!!!!!!!!!
tepoztopilli when ?
@SoggyGravel I think the current 90 durability is very low compared to copper scythes having 450. If you're cutting "optimally" in perfect 3x3 grass groupings it'll break in just 10 swings. A max of 90 dry grass for an entire obsidian scythe seems fragile enough to me when the vanilla obsidian knife gets a relatively huge 160 durability (for comparison, copper knives get 300).
That being said, I'm not opposed to making some balance changes, but I was trying to keep these roughly in line with the vanilla obsidian tools, which consistently have higher durability and strength than stone tools, without surpassing copper. I know that might not be realistic, but then that begs the question of whether I should just make my mod inconsistent with vanilla, or if I should patch the vanilla obsidian items as well to make them more consistent with how obsidian is expected to be strong but less durable.
i think a scythe should be very low durability. a scythe irl would be brittle
@Mollycoddle Thanks for the suggestions for Toolsmith. I wasn't exactly sure how to balance a custom patch for it since I don't normally use it, and the defaults Toolsmith gave seemed decent enough for a stone tool. It does make sense to shorten the durability and boost the sharpness though, so I'll work on a patch for it. Also I was just thinking about adding a scythe while I was playing earlier, so I'm definitely adding that in the next update.
Love macuahuitls, one thing that should be adjusted in a patch for Toolsmith is that handles and such for obsidian tools often last a lot longer than the blades. The head durability should be a lot shorter while the sharpness is higher. It's only a quirk of culture and economics that had Europe and Middle East (mostly) abandon lithic technology, the Americas kept it going because it was just so economical. A skilled obsidian knapper in an urban setting with good logistics could make a lot of macuahuitl blades very very quickly, and they could be 'changed out' when broken very easily too, making them very good logistically for armies.
Another thing; could you add an obsidian scythe/sickle for cutting grass and so forth? Vintage Story actually really departs from reality when it comes to making scythes out of copper and bronze, because they are really shit for that! Even in Europe, the use of flint for scythes and threshing tools remained until well into the Middle Ages.
@LivCi I just tried it out and apparently it is full compatible with Toolsmith without need for patching. The obsidian saws have about a third of the sharpness and durability of copper saws (135 vs 375 max sharpness and 450 vs 1250 head durability). Crafting saws in-hand or the crafting grid with the new handles and bindings from Toolsmith also works perfectly as far as I can tell.
@QueerCoded Thanks for letting me know, I'll work on fixing that today. I completely forgot to test it in real multiplayer since I usually play singleplayer, and wrongly assumed it just worked since it worked with the internal server the game runs for singleplayer.
@LivCi I've never used Toolsmith, but based on my quick skim of the modpage I'm certain my mod will need a patch to use the fancier features in it. Since that mod adds new handles and grips and things, I'd need to patch in new recipes, tool variants, etc. That being said, you could probably still use this mod alongside it without conflict since it has its own recipes, unless Toolsmith completely changes the underlying game systems for how tools work. I'll test it out and let you know if there are any problems.
Cool items! However you've marked the mod as server side which means models are broken on client side for the sawblade and Macuahuitl when the mod is installed on a server
Is this mod compatible with Toolsmith?