#Cannibalism
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I was trying to make sure it was made a bit different because i was gonna make this race drop different things in addition to palemeat
Also horns
@modest tendon Have you looked at the "Dead" mod? https://mods.vintagestory.at/dead
Found a typo in your racedictionary patch
You wrote dictonary
@modest tendon I appear to have gotten your mod's compatibility working. It mostly required fixing those few typos, etc, but also rearranging the format to follow the compatibility formatting seemed to make items appear when previously they did not. It seems to work without registering the entity on my end, but I'll ask you to test if this zip suffices for you on your end without the registering
(One thing you'll want to test is if entities remain after you remove cannibalism from your game. It is possible that by not having registered the entity, it may get confused and delete all entityagents instead of just the unknown corpses)
i will test that now
sorry i was dealing with some irl stuff with my apartment our manager might get fired tomorrow for her conduct
No worries, there's no rush
if you want more dets it goes DEEP may also include me helping start a class action lawsuit against them
im loading up the mod now
it looks like i need to fix the horns but other than that it should be fine im gonna do the test of removing cannibalism
when i removed the mod the entities disappeared
and the only thing that didn't is the item itself
Alright, but what about vanilla animals like goats?
also it works with butchering
i added the v to the end of all the names and that seems to have fixed it
the goats that aren't from mods seem to be fine now
now i have to find the name of the bighorn sheep horns in code and have that be a drop for the sheep
and the goats will get the mountain goat horns
as a drop until i can make a horns model and item mod for shedding horns in the mod proper
im off to make and fix the models for the sheep and goat
Alrighty, let me know if anything breaks!
ok
i will send a version that has a fixed lang file so you can use it as a tutorial space i will remove everything other than the models and so that its easier to explain to people you can add comments in the code by doing this
//this is a comment that will not affect the code
as that works in C++ and C# also works here too
Glad you like it!
Would you be willing to collaborate so that our mods can have better compatibility? I feel like Dead does a lot of what I wanted Cannibalism to do, except having unique drops by race / palemeat, etc, and I have a lot of ideas I wanted to do that could benefit greatly from your code, such as actual coffins and burial mechanics, as well as mummification
how does this look good for like someone picked up the body and threw it back down
im using some body disposal images from hitman
the game
Looks pretty good
im running the first test with goats now and the sheeps new drops
they both work im working on texture fixes now for adding eyes
textures broke on the goats legs
im gonna fix that before release
im gonna use a different texture for them both as well
i forgot the eyes have emissive textures on them
my test world died
it was very old i made it in like version 1.16 im suprised it lasted that long
i cannot seem to get the horns to drop from skinning on the hooks even tried setting it as a skinning reward like the mod does for a few animals
i mean its fine for now
The draicor bodies drop horns, so I know it's possible
Is it using the skinning reward field or is it an item from the main cannibalism patch
I left the code in the mod its up on my profile now if you want to take a look
I think it was just as a drop, that way you'll still get it potentially if you just do a field harvest. I don't quite remember though, and I'm heading to bed now
Sleep well, then
@wind finch got a really big bug
11.9.2026 13:58:01 [Error] Exception: Object reference not set to an instance of an object.
at Vintagestory.API.Common.CollectibleObject.OnTransitionNow(ItemSlot slot, TransitionableProperties props) in VintagestoryApi\Common\Collectible\Collectible.cs:line 3116
at Vintagestory.API.Common.CollectibleObject.UpdateAndGetTransitionStatesNative(IWorldAccessor world, ItemSlot inslot) in VintagestoryApi\Common\Collectible\Collectible.cs:line 3069
at Vintagestory.API.Common.CollectibleObject.UpdateAndGetTransitionStates(IWorldAccessor world, ItemSlot inslot) in VintagestoryApi\Common\Collectible\Collectible.cs:line 2938
at Vintagestory.Server.ServerSystemInventory.UpdateTransitionStates(Single dt) in VintagestoryLib\Server\Systems\Inventory.cs:line 206
at Vintagestory.Common.GameTickListener.OnTriggered(Int64 ellapsedMilliseconds) in VintagestoryLib\Common\Model\GameTickListener.cs:line 36
at Vintagestory.Common.EventManager.TriggerGameTick_Patch5(EventManager this, Int64 ellapsedMilliseconds, IWorldAccessor world)
at Vintagestory.Server.ServerMain.Process() in VintagestoryLib\Server\ServerMain.cs:line 883
this happens when the goat or the sheep turn to rot
its starts spamming the logs
yeah, that sounds like a good idea
it seems to be an issue with the body transitioning to the rotten state
Definitely looks like it. It looks like it's trying to transition into something that doesn't exist
Well, have you looked at the transition properties? Maybe the name is mis-spelled?
i will now but i dont think its mispelled
there is a missing part not mispelling
ok i think that fixed it im gonna check
yep that fixed it
when i was doing the mappings for the sheep and the goat i missed one line that was deadsheepv instead of deadvintagesheepv
ok so one more thing when making the patch people will need a grid patch for crafting the body into rot in the crafting grid
Yeah, unfortunately that's how butchering's bodies work
im trying to make fix in my mod now to make them craft into 16 rot
got one
it uses 1 durability off the knife
{
"ingredientPattern": "S,D",
"width": 1,
"height": 2,
"shapeless": true,
"ingredients": {
"S": {
"type": "item",
"code": "vintagegoat:deadvintagesheepv-hairless--rotten"
},
"D": {
"type": "item",
"code": "game:knife-",
"isTool": true,
"toolDurabilityCost": 1
}
},
"output": {
"type": "item",
"code": "game:rot",
"quantity": 16
}
}
this is the code for it
better yet im gonna send this as a file because discord seems to have broke some of that
Let me know if you'd prefer to communicate elsewhere / want me to not ping you, etc.
I was mostly thinking a good way to do compatibility is to disable my mod's corpse system in favour of yours if your mod is present, and make sure your Dead corpses drop the Cannibalism items based on their race (if any). Optionally have your corpses decay into the simplistic carcasses from my mod, lots of configs to toggle these options.
PS: I know your mod has player skins that retain player skin colour, but can those skins be tanned / used for anything? I'd love to know how you managed those, because players would always prefer seeing items that match their model rather than generic placeholders
@lofty flint Please let me know if you have a preferred means of communication
You can dm but I will warn you I'm travelling for a week so I will not be too available ๐