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Christain Cobb

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Aug 4, 2024, 9:20:42 PM8/4/24
to hayslimpitic
Itis also sometimes referred to as the Frost Fair Blade (冷豔鋸), from the idea that during a battle in the snow, the blade continuously had blood on it; the blood froze and made a layer of frost on the blade.

In the 14th-century historical novel Romance of the Three Kingdoms, the blade is forged by a local blacksmith using steel sponsored by Zhang Shiping (張世平), a merchant sympathetic to Liu Bei's cause. When Guan Yu meets his end in 219, the blade is given to Pan Zhang by Sun Quan for his role in capturing Guan Yu. During the Battle of Yiling, Guan Yu's son Guan Xing kills Pan Zhang when the latter is stunned by a vision of Guan Yu's spirit. Guan Xing then takes back the Green Dragon Crescent Blade and later passes it down the generations from father to son in the Guan family.


It is highly questionable whether Guan Yu actually wielded the Green Dragon or whether it was merely part of the myths surrounding him. Valid historical texts from his time period made no mention of him or anyone wielding a similar weapon. Because the guandao was known not to be widely used until the Song Dynasty, there is some doubt as to whether the guandao existed during Guan Yu's time. The guandao may not have been very widely used because it was both difficult to wield and heavy (Guan Yu, reportedly, was able to wield it with agility with just one hand, while most people would have trouble using it effectively even with both hands). However, this may be due to the legend regarding the weight surrounding the blade, whereas in reality, it was much lighter.


According to Chapter 1 of the Romance of the Three Kingdoms, the Green Dragon Crescent Blade was said to weigh 82 catties. During the Eastern Han Dynasty and Three Kingdoms periods, one catty was approximately 220 g (7.8 oz), so 82 catties would have been approximately 18 kg (40 lb). A weapon weighing about 44 kg (97 lb), purported to be the Green Dragon Crescent Blade, is on display at the Purple Cloud Temple in China today.


This requires a bit of Python knowledge to use, but only up to writing numbers in a list, commenting code out, and running a file. Also, have python installed or whatever to run the code. I have Python 3.11, but it probably works with some older versions as well.


The way to use this is to write the weights of the items inside the items list. After running it, in the console should print the weights of one side of the scales. So just put the remaining items on the other.


I dub this strategy as the Hanging Weight, since this filler weight is just dangling there doing nothing. However, as an extension of this strategy, it might be possible to pick a hanging weight with more favorable effects by moving the other items around (thereby changing the target hanging weight).


I want to make a clay mold recipe for a sawblade, right now for a stand in until I can understand what all this is I made a knapping recipe, a flint and an obsidian version of the saw that is working fine. the blade icon looks off but it functions and it's only temporary anyway. I really want to make a clay mold for the sawblade instead but I don't understand all of this, "looking at pickaxe clay mold".


you need to be facing south when placing down the clay to initiate the clay forming process for the image to accurately depict what is shown in the recipe file. once you complete the form it alters color and turns into a solid object you can pick up but it also rotates 90 clockwise for some reason from when you where working on it to when you complete it.


when you first put it down it has an 8x8 that you need to finish the outer 3 on all 4 sides. Once you finish the bottom layer it goes up to the layer the image starts to show that will be the mold. in the screenshot this is the same position as the code recipe with the # and _ correlates to in the same pattern.


it is 3 from the top and 2 over for the first whole over to 3 from the top 7 over from the left to the right so I thought; ok so it says cube one from 2.0, 0.0, 3.0 to 14.0, 1.0, 14.0 so that would meant from the top layer to the bottom layer 2.0, 0.0, 3.0 lined up with the first empty space on the clay form but then I though but 14.0, 1.0, 14.0 would not be empty then I see cube 2 show 0.0, 0.0, -2.0 to 12.0, 2.0, 0.0 and I was like now I'm confused, I don't know what the - is for and if the middle value 0.0 and 1.0 that is on most of them was the layer then why 2.0 there is no third layer either layer 0.0 being bottom or top and layer 1.0 being the other top or bottom there is no 3rd layer to be labeled as 2.0 at least not for the pick axe mold for something like the crucible or crock or storage vessel something like that have many more layers but the tool molds only have 2 layers 1 (bottom) completely solid and 1 (top) that has the shape of the tool head being made.


I can make the recipe that's super easy, I can edit the blocktypes > clay > mold > toolmod to add the new mold to the tooltype states that has a list of the other molds but I would still need a shape the sword seems to have the least number of cubes of 9 I think and something like the anvil has like 49 or 50 something high like that. so then that brings me to what are the cubes?


the numbers already confuse me because they don't seem to consistently line up with the shape being made unless I'm overlooking something obvious but then there is the cubes I thought the hammer head would be the smallest as its a simple shape but it's bigger than the sword by only a cube or 2 but still more cubes than the sword.


That looks like a shape file, right? I'm pretty sure that first set of code is defining the dimensions and textures of the item in question. Try opening it up in the VS Model Creator. I wish I could help you with the other stuff.


@Sukotto82 So it sounds like you've got the recipe figured out, but that's pretty much independent of the rest of the process. Looking at the pickaxemold recipe we find the output, then locate that file (because you'll need one of those - a block that represents the raw and burned versions of the mold).




that file can be found here Roaming\Vintagestory\assets\survival\blocktypes\clay\mold\toolmold.json.



That file looks pretty complicated because it represents all of the molds. But it's really just a block like most of the blocks in VS. You have two options - 1) Patch this file, or 2) make your own copy of this file, and remove all of the stuff that's not related to your new mold. In this file note the "shape:" section. It refers to the shape files for the molds which can be found in Roaming\Vintagestory\assets\survival\shapes\block\clay\mold. That's what you're mostly asking about. Normally you don't edit those files manually, you use VS Model Creator (VSMC) to edit those files. You're going to need to familiarize yourself with that app, to build your shape file for the clay mold and apply the textures to it.



If you want to understand what all that json is in the shape file, start a new project in VSMC and create a simple shape. Then save it, and open the json file it creates in a text editor. You'll discover that it's really not hard to understand, although it gets a lot more complicated once you start applying textures. Hint, when you're ready to apply a texture, drag and drop a .png file right into VSMC and you'll be presented with a few options. If you keep saving and looking at the json file, you'll understand pretty quickly what that file is all about.



Anyway, if you get your shape made and textures applied to it, then back to toolmold.json to point to that "shape:" and also to the "texturesByType:".


I skimmed over a lot of things but basically: The recipe creates the block. The block has a shape and (in this case) two textures (raw and burned) assigned to it.



The trick is to make your shape look at least similar to the recipe, because there's no real relationship between the two!


Here's my "structualsurvival" mod's own version of toolmold.json that I wrote to accomodate a couple of new molds, a nail mold and a spike mold. It might help to understand what that block file might kinda look like if you try and recreate it in your own mod.


wow, here I thought I just needed a shape file for the mold and was about to just reference the pickaxe mold and see if I could still get the output to be a saw once the mold is poured and hardened. I ran into a whole new problem with my new clay types. they keep crashing the game when you try to make a mold even when using the vanilla blue and fire clay to make a mold as soon as you shift click the ground with clay in your hands it crashes the game. I'll have to figure this out first then I will re visit the custom clay mold but you have a lot of good reference material here. thank you.


kina like 7 days to die there are different densities to different materials and different structural stats so like wood can only support up to 7 blocks away without needing to be supported by another support but metal can go like 20 and they very depending on the density certain blocks have different weight values and structural values and if the weight value exceeds the structural value the structure will collapse I've made a mod for a block in 7 days to die that can support so much weight you can use one of the heaviest building materials and still build out nearly a thousand blocks before it collapses (I made this specifically for building bridges over large bodies of water but can be used anywhere in the game).


I didn't know there was such structural integrity issues in vintage story I mean you can have floating blocks but in 7d2d you can't have floating blocks except in glitched areas but then as soon as that block is updated it recognizes it has nothing supporting it and collapses.


ok. fixed the crash. I guess I forgot to add the new clay types to the clayform file. just trying to get the clay to show up as the color of the clay used instead of always being blue clay for the raw at least. I'll tackle the baked another time. I need to find out how to do that with the raw textures first. right now when you make something with clay the clayform actually takes on the color of the clay your using but once finished it reverts to the blueclay texture. I can change this to any one of the colors but I can't get it to do a raw-type-clay kind of thing yet. I've looked at other items that have multiple textures for the same object but none of those seem to work the same with the clay. i might just be missing something.

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