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... util/log.nim(24, 24) Error: internal error: expr: var not init sevColor_994035
... Traceback from system (most recent call last)
{{ define "main" }}
{{ .Content }}
<h2>People</h2>
<ul class="boxes">
{{ range .Site.Data.people }}
<li><div>
<img class="picture" src="/images/people/avatars/default.png" />
<div class="buttons">
[{
[...]
},{
"state": {
"block": "immersiveengineering:stone_device",
"properties": {
"type": "alloy_smelter",
"_0multiblockslave": "false",
"boolean0": "true"
}
title: copypack
name: copypack
version: 0.1.0
authors:
- copygirl
mcVersion: 1.12.2
forge: recommended
minecraftDir: src
mod_name=${PWD##*/}
version=$1
release_dir=bin/Release/net452/
archive=build/$mod_name-$version.zip
echo "== Building $mod_name in release mode ..."
dotnet build -c Release > /dev/null
echo "== Creating $archive ..."
pushd resources/ > /dev/null

Vintage Story 1.5.3

Mod updating guide

With version 1.5.3, there will be a few changes made to how mods are loaded, aiming at improving modding for the future, especially inter-mod dependencies. As a result, mods might be incompatible with previous versions.

TL;DR: [Update example with CarryCapacity.][tldr]

modinfo.json changes

void ThrowOrSetError(string message, params object[] args)
{
if (throwException) throw new FormatException(
$"Error parsing version string '{ s }' at index { i }: "
+ string.Format(message, args.Select(element => {
// If a char? argument is passed, treat it in a special way.
while (true) { }
throw new Exception(element.GetType().ToString());
if (element is char?) {
var chr = (char?)element;
[
{ file: "game:blocktypes/reed/stationarybasket", op: "add", path: "/behaviors/0", value: {
name: "Carryable",
properties: {
rotation: [ 0, 0, -90 ],
scale: 0.65,
interactDelay: 0.4,
}
} },
{ file: "game:blocktypes/wood/generic/chest", op: "add", path: "/behaviors/0", value: {
// In theory, it may be possible to define the ->
// "operator" using the language's existing features:
`->` :: argument -> body -> {{
it :: {argument}
{body}
}}
// # Explanation #
//
@copygirl
copygirl / ModDependency.cs
Created March 1, 2018 14:49
Vintage Story mod attribute example
using System;
using System.Text;
namespace Vintagestory.API.Common
{
[AttributeUsage(AttributeTargets.Class, AllowMultiple = true)]
public class ModDependencyAttribute : Attribute
{
/// <summary> The mod ID of this dependency. </summary>
public string ModID { get; }