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  1. Yesterday
  2. CJHKing2

    v1.7.8 The Neolithic Mod

    Tony, great thank you! I figured as much. Deleted vintagestory...zip files at %appdata%/local/temp/vintagestory and it works now. Thank you!
  3. DaveDevil

    v1.7.8 The Neolithic Mod

    This gonna be awesome Thanks for the explanation, I'll try to find sisal leaves
  4. tony Liberatto

    v1.7.8 The Neolithic Mod

    All tools and weapons require some kind of cordage. The mod adds 3 cordages:: leather strips and sinew are of course dependant on you killing something. So, you can make Sisal Twine. For sisal, you need to follow a process. Get some Sisal leaves and a hand hammer or any hammer in the crafting grid, that will give you sisal fibers, 3 fibers in a line will give you sisal thread. 4 thread in a square will give you sisal twine. Most tools can be made with either bone or very small branch for the shaft. The branch needs to be debarked first, just put in crafting grid with a hand knife or any knife, to debark the branches. Some tools that have long shafts require 2 branches one on top of the other, with the head on the top and the cordage in the middle. You have some pictures here: https://imgur.com/a/Z6jzEdL All this is a work in progress, and the Tyron just added a NEI/JEI system that will make all these recipes easier to find. Also, we will be changing the way many of them work, as the idea is to be able to interact with items and blocks outside of the crafting grid. my plan is for the player to be able to get all the ingredients and make all tool in the real world, without ever opening the crafting grid.
  5. DaveDevil

    v1.7.8 The Neolithic Mod

    Ok but for doing this I need at least to kill some animals... and how can I do it without some weapons? with the hand knife it's almost impossible to not to die... And I tried to kill a fox and a chicken, but they simply disappeared, none drop.
  6. Stroam

    Ability to grow big trees, e.g. in native biome

    The large trees are very pretty and the fact that the player can't produce more of them adds to that beauty. It makes it truly something special instead of something planned.
  7. Last week
  8. Stroam

    Roadmap thread?

    That is the current goal and so far it is on target.
  9. Stroam

    v1.7.8 The Neolithic Mod

    In this mod you also need to use binding as well such as twine, glue, sinew strips, etc.
  10. DaveDevil

    v1.7.8 The Neolithic Mod

    I am now trying the 1.7.8 version. I know I am really noob, but I really can't figure out how to make a simple item like a stone axe. I already made axe head with flint, i made a "hand axe" and I obtained sticks... But the recipe "stick + axe head" gives nothing... what am I doing wrong?
  11. tony Liberatto

    v1.7.8 The Neolithic Mod

    No. As a rule of thumb, mod developers only start working on updating after the release of the Game update. With a huge mod, like The Neolithic, it will take a while. Especially when the new features, change important parts of the mod. We will start working on the update next week. But, no ETA yet.
  12. Rufkut

    Roadmap thread?

    Hey Tryon, do you think the next update will come out before the year ends? I am patient because I rather have the quality, thoughtful features and refinement you presented so far rather than a rushed release; I know it's a small team but I'm curious about an ETA if that's possible.
  13. DaveDevil

    v1.7.8 The Neolithic Mod

    Hi there! Is this version compatible with the latest release? (1.8.0)
  14. Cricus

    error during the game

    Running on 64 bit Windows with 8 GB RAM Version: 1.8.0-rc.1 Survival Mode Edition (Unstable)15/12/2018 11:49:30: Critical error occurred System.IndexOutOfRangeException: Indice oltre i limiti della matrice. in Vintagestory.API.Common.ClientAnimator.calculateMatrices(Single dt) in Vintagestory.API.Common.AnimatorBase.OnFrame(Dictionary`2 activeAnimationsByAnimCode, Single dt) in Vintagestory.API.Common.AnimationManager.OnClientTick(Single dt) in _8akMr3ddwKGB76rdmK0Fx1tSgns._cxGAXb9cxNncHOCldVBm6urR9xNA(EnumRenderStage , Single ) in _uvKGIQb0gYxyaNlMKJjm7rS4iC._cxGAXb9cxNncHOCldVBm6urR9xNA(EnumRenderStage , Single ) in _uvKGIQb0gYxyaNlMKJjm7rS4iC._x7NvMDcJh1AbECtAkbsHfRbBvf6A(Single ) in _uvKGIQb0gYxyaNlMKJjm7rS4iC._bceFfPiiFyJcj6Do9umNIPS3L4B(Single ) in _crwNHX3aLkwItsxxsSUwFDfLTkO._jKfHWSaA9eiBy6RpjqE55m0Ei8n(Single ) in _qRmlgLQZ1OyaMMIKAo1mMvpfdPM._IeWNhgrQXFMlCyCICEEJaw81V8t(Single ) in _qRmlgLQZ1OyaMMIKAo1mMvpfdPM._P6Ybwf1slvh2lxrk707F2KfyBwN(Single ) in _Z5kRz3NOtXL8upC9whsAeI8Lx7r._FLgH1Ag5xFVvQLMEI1mzDZDyePC(Object , FrameEventArgs ) in System.EventHandler`1.Invoke(Object sender, TEventArgs e) in OpenTK.GameWindow.RaiseRenderFrame(Double elapsed, Double& timestamp) in OpenTK.GameWindow.DispatchRenderFrame() in OpenTK.GameWindow.Run(Double updates_per_second, Double frames_per_second) in _hP6gnpvaqvdYD3qmaiOswnK02Yr._hsbPpjAoNJrdZhFanM9RsTU3xqk(_URBtiEwX9vTE4zzssShJ9mim4Rc , String[] ) in _ljwl5tGblWloUU2SibW97syEfP._hsbPpjAoNJrdZhFanM9RsTU3xqk(ThreadStart ) -------------------------------
  15. Most valued players, version 1.8-rc.1 to 3, a testing release, is now ready for download in the account manager. Make a backup of your old world before updated. Also remember to apply the remappings. Originally I wanted to work on world generation related features, but decided to shove in an update to improve the overall user experience of the game. One of the most requested UX feature by you, the community, was to have some way of looking up crafting recipes in-game, the ability to do multiplayer more easily and a left hand slot for light sources. Furthermore, over the months we have accumulated quite a list of major issues on the mac OS version, most of which are caused by 3rd party libraries. Principal rich text support was another feature that I believe will greatly improve the user experience in the long term. All of these points, and more, have been addressed in version 1.8. [Edit:] Released rc.2 to fix the cooking crash and players able to continue walking after they died. [Edit:] Released rc.3 to fix the the game not launching on linux . The mod api Amongst a bunch of mod api updates, I also dropped the code obfuscation for another 40.000 lines of engine code, which should give modders another edge of power and control over the game engine. This means from a grand total of ~240.000 lines of code that are compiled for each release 140.000 lines of code are under a readable source license and on github (vsapi, vsessentialsmod, vssurvivalmod) for everyone to take a peek 47.000 lines of code are not obfuscated, meaning with an off-the-shelf decompiler you can look at the code, albeit without code comments 50.000 lines of code remain obfuscated, at least half of which I still plan to drop the obfuscation for No time to loose As always, this update took way longer than what I would have hoped for. The improved macOS support alone about 30 hours of my time. Nevertheless, I did and always will continue to strive to bring you new updates as fast as possible, while still ensuring that I can also do so in the long term. As hinted in the last updates my wife Saraty and I are currently forced to prioritize our health issues over everything else, of which there are bunch.... not counting our other adult responsibilities of ensuring a livable income and raising a child. Le sigh. Screenshots Butterflies now spawn in the world All creatures now have a death animation and linger around. Drops need to be harvested from their dead bodies. Unharvested dead animals will decay to bones after 3 days, bones decay after another 3. A survival handbook that lets you look up all blocks and items and their crafting recipes. Press 'H' to open. Improved Hotbar UI and left hand slot. The left hand slot can only hold light sources right now. "Open To Internet" for easy multiplayer setups Game updates Feature: Butterflies flutter around to brighten up your day Feature: Can now craft stone bricks and polished rock in survival mode (see recipes below) Feature: Improved creature death. Killed creatures no long poof out of existence, they leave a carcass behind that can be harvested for resources and will eventually decay when left untouched. Dead creatures decay to bones after 3 days. Bones decay after another 3. Feature: Ingame Block and Item Handbook Let's you look up crafting recipes, what items are used for and how to obtain them. Open by typing 'H' You can also mouse over an item in your inventory to open the detail page of that item by pressing ‘H’ Please note, this feature is a work in progress and thus not all information is listed there yet Feature: Improved macOS Support Fixed: Typing special letters not fully supported (i.e. could not type @ on german keyboards) Fixed: Copy&Paste not working Fixed: While ingame shaking the mouse cursor enabled the "Shake mouse pointer to locate" feature of macOS Fixed: While ingame moving the mouse cursor quickly caused it to escape the game window and interact with the desktop Fixed: Game icon in the menu bar very blurry Fixed: Game not using custom cursor graphics Fixed: Crash reporter not launching and "Client Thread crash" message box crashing the game Feature: Simplified hotbar - removed username and exp bar. Health and Saturation numbers now visible only when hovered over with the mouse cursor Feature: Added left hand slot. Can only hold light sources and holding an item in your left hand drains hunger 25% faster Feature: Implemented UPnP and NAT-PMP discovery. Players can now "Open To Internet" \o/ Feature: Added creature bots for creative mode and/or video making (ask tyron if you want to use them) Feature: Can now left click into the empty area of the creative dialog to get rid of items (previously needed to click on a slot) Feature: When pressing Q or shift+q to drop items and hovering a slot the items of that hovered slot are dropped instead Feature: Rich text support in some selected areas Feature: Added context sensitive cursors icons. Text fields now have a text cursor and rich text links now have a finger cursor Feature: The screens single player, multiplayer and mod manager now resize to fit the window height Feature: Main screen background image now pans and zooms weirdly and no longer gets stretched or squeezed when the window is resized Feature: Added server setting to disable fire spreading Tweak: Gameplay balancing changes Rebalanced player nutrition system. Nutrients should drain slower now. Locusts now spawn only below y < 93 Eating cooked meals now have double the saturation loss delay (=doubled the time when saturation will start dropping again) Tweak: Categorized keyboard controls list, should be now more intuitive to read Tweak: Jumping makes the first person held items lag behind for more immersion Tweak: Bamboo blocks can no longer be used as a replacement for wooden planks during crafting Tweak: Notably improved performance in case where there are hundreds of entities in small spaces Tweak: Removed fast animations settings, now always on fancy animations. Sorry low end users. Therefore fancy animations are now slightly faster and aforementioned gains should mitigate the performance drop. Fancy animations was required for other features to work. Tweak: Significantly improve server performance when there is thousands or tens of thousands of land claims. Tweak: Small performance improvement on the particle system Tweak: Dropped items now have the players velocity added Tweak: /land info command now a bit more informative. Added server privilege debug mode Tweak: Tool racks now show their contents in the block info Tweak: Made default dropped ground transform larger, made default fp held block transform larger Tweak: Breaking snow/coal layers in creative mode now breaks all of them Tweak: The game tries to pre-select a more suitable window width/height and GUI scale on the very first startup Tweak: The settings tab now has toggle buttons instead of plain text buttons because they were not intuitively recognizable as tabs Tweak: In the settings interface tab, add a notice that the translations are community created and may be incomplete Tweak: More api documentation and language entries Tweak: Minor performance improvements Tweak: Reduce CPU overhead for occlusion culling by 25% but might overcull. We need to test and see how well it works. Tweak: copygirls floaty gui tweaks Floaty GUIs have been re-positioned a little to show up closer to the center of the block. Holding Ctrl to move the view while block dialogs are open has been removed, but replaced with the ability to hold Alt while in mouse-look to get the cursor back temporarily This works well with the new GUI Mouse Lock setting which you can find under "Interface" just below Floaty GUIs. Having both enabled allows you to open in-world block GUIs like containers, fire pits and the quern, without the game taking away your character's camera controls. You can then move items between dialogs using your crosshairs or use the previously mentioned Alt key method which is the only way interact with your hotbar and inventory with the new settings on, currently. Sneaking while a dialog is opened is now possible again to allow for sneak-interactions with held blocks / items. Opening a dialog doesn't suddenly stop you from walking around Fixed: Incorrect textures on molds Fixed: Hitting straw dummies does not wobble for other players in multiplayer Fixed: Should fix some wonkiness with crucibles when placed down in creative mode Fixed: Charcoal pits not smoking until relogged Fixed: Fences not attaching to paper lanterns Fixed: Server crashing on some linux shells Fixed: Might fix server exception spam / crash in some rare situations Fixed: A crash when digging/building on y=0 Fixed: Standalone server not verifying player auth, added server config to disable it Fixed: A rare sqlite exception during server shutdown Fixed: Resetting key mapping not updating the player control keys until the game is reloaded Fixed: Should fix players able to sleep in beds they have no permission on (due to land claims) Fixed: Lanterns and chests having the wrong model/texture for other players in multiplayer right after placing them Fixed: Eliminated a bunch of memory leaks Fixed: After dying and reviving the player was stuck in the death animation until restart Fixed: Mods are now unpacked outside the temp folder. This should fix some server runtime issues on certain linux systems as well as mod loading issues on clients Fixed: Microblock chisel textured the log wrongly Fixed: Carpets popping off when trying to place them on upside down slabs Fixed: CTRL+C on Linux and Mac not firing proper server shutdown sequence Fixed: Memory leak related to chest GUIs Fixed: Sign texts not showing after being imported by worldediit Fixed: Command .noclip crashing the game Fixed: Crucible empty after placing and picking it up again Modding updates Feature: Variant placeholders (e.g. {rock}) in blocktypes, itemtypes and entitytpyes can now be used everywhere. Feature: Added ability for items to add custom journal texts Tweak: Made chiseled blocks resistant against blockid changes (now stores block codes instead of block ids) Tweak: Made saplings more easily moddable. Can now supply treegen code in the sapling json file Tweak: Added trailer effects mod for the last scene of the trailer. Can be activated with /slomo, /glitch and /rain Fixed: Don't crash and instead log a readable error if a tree generator code has no associated registered tree generator Fixed: Game crashing on invalid texture definitions. Now logs an error instead Mod api code changes Feature: Added EntitySpawn and EntityDespawn events to the client and server event api Feature: Added CollectibleObject.GetHeldItemName() for custom block/item names Feature: Added sound memory leak debugging Tweak: Implemented a common method for vertex warping for all shaders. Moved all shader uniforms into IRenderAPI.ShaderUniforms Tweak: Entity behavior classes CollectEntities, EmotionStates and Health are now public Tweak: Game time speed is now a float instead of an int. Added a global time speed modifier: GlobalConstants.OverallSpeedMultiplier Tweak: copygirls inventory tweaks Create slot indexer (get and set) for inventories Tweaks to IInventory Now has this[slotId] indexer which can also be set! Now also an IReadOnlyCollection<ItemSlot> (Which means we can now do foreach (var slot in inventory) { ... }) Marked GetSlot and QuantitySlots obsolete Tweak: Improve ActiveHotbarSlotChanged event This event can now be cancelled on both the client and server sides. Removed the old ActiveHotbarSlotChangedEvent / ChangedActiveHotbarSlot from APIs. Removed: Ditched IEntity, IEntityAgent, IEntityPlayer and IEntityNpc. Use Entity, EntityAgent, EntityPlayer and EntityNPC directly instead New Crafting Recipes
  16. tony Liberatto

    v1.7.8 The Neolithic Mod

    @CJHKing2 The Neolithic Mod is a total conversion mod. Meaning that it cannot be loaded on existing worlds. There is a line on your report that could be caused by a Game bug on the Modloader. It has been fixed for the upcoming 1.8, but for now, you can try deleting the temp folder. Go to %appdata%/local/temp/vintagestory and delete all files in there. Start a new world with just the Neolithic mod. It should work.
  17. CJHKing2

    v1.7.8 The Neolithic Mod

    Ok. Removed all mods except for Neolithic mod. Still having the same problems. Missing items in my world. Server-Event.txt Server-Debug.txt
  18. tony Liberatto

    v1.7.8 The Neolithic Mod

    Thank you very much for your report Erik. looks like you really took the time to play the mod and find out how we could make it better. I will try to answer your points: First, the mod is big, actually, the mod is huge. I, we do need help. Lots of help. I am no coder and have actually learned on the go. Vintage Story is my first try on moding. The mod needs a Tutorial, the problem is, someone needs to write it. the sleeping code needs to be optimized, again it is a code issue, right now I am just glad we were able to get it working, albeit not perfect. I think we should add a cooldown, so once the wolf wakes up it will run after you for a while, not just till you 5 blocks away. As for more documentation, I think the new recipe looking NEI/JEI will help. The different branch log sizes are a work in progress. I have changed the stack size for all of them. I also increased the chest slots, But there is not much I can do for player inventory. We desperately need a player inventory overhaul. Who knows, if everyone that plays the mod complains with Tyron about that..... Turning the branches into firewood has been asked several times and to be honest I just keep forgetting. My idea for the roof blocks is to have them swappable. We already started working on it. The concept is to have like a carpenters hammer, so the player only needs to make one roof block, and then he can change it into any position for the same type. I have big plans for the mod, a lot will change.
  19. Erik

    v1.7.8 The Neolithic Mod

    Some first impressions on this mod: First of, the amount of effort and work put into this mod is simply amazing, I feel like that needs to be mentioned, as I know from personal experiences, that making mods is very work intensive. What this mod does really good: Predators sleeping is something that is very cool and makes the game more fun, as wolves won't constantly attack you. It seems a little bugged at times (when the sleeping wolf attacks you and is always looking towards you) Dead animals are beautifully realized, with realistic skinning processes. Problems with this mod: The mod is not really intuitive and lacks documentation. There are a lot of things the player can knap right away, but most of this things are useless at the beginning and overwhelmed me a bit. I figured out quickly that the hand tools are supposed to be your first tools, however I haven't yet discovered how to create the materials for the rope that is required for the stone tools. The changes to wood (different log sizes) make inventory management really painful. VS's inventory is just not build for this type of stuff. There is a lot of "microcrafting" involved, i.e. crafting steps just to make things only used in other crafting steps, which can get a bit annoying and does cause more inventory problems. There are a lot of oddly specific wooden blocks for creating rooftops. While it enables making good looking roofs, it is not user friendly at all. How problems could be fixed: A simple solution for making the progression more streamlined, would be to remove stone tool heads and use the hand-versions in the crafting recipes instead. Or there could be only one "stone hand tool" which is used as an axe, knife and hammer at the same time (which is also somewhat realistic). More tooltips on things and documentation on this forum topic. Just stick with the normal wood logs, or at least allow players to turn the thinner variants into firewood. Maybe a bigger starting inventory or a weight based inventory (which sadly wouldn't be easy to implement). Less crafting steps. Fixing the rooftops isn't easy, it would probably require dynamic model selection or something in the line of the Carpenter's Blocks mod. Anyhow, these are just my subjective first impressions on the mod, feel free to ignore them if they don't fit your vision, this is your mod.
  20. tony Liberatto

    v1.7.8 The Neolithic Mod

    It gives me the impression you are trying to load a bunch of old mods that are not compatible with 1.7.8 anymore. Please remove any mod that does not specifically states it is compatible with 1.7.8. Also, most of the features on those old mods were added to The Neolithic Mod.
  21. CJHKing2

    v1.7.8 The Neolithic Mod

    Seem to be having problems with missing items in this mod. V1.7.8, looks like mod is not loading properly anymore. Will Put Server-Event.txt and Server-Debug.txt in spoiler: Server-Event.txt Server-Debug.txt
  22. redram

    Thoughts on Fruit Trees

    Transferring some thoughts regarding fruit trees from discord to forums for long-term storage. It sounds like the plan is for fruit trees to grow in many stages, similar to TFC fruit trees. As opposed to going straight from sapling to finished mature form. TFC handled this by having a final form that was exactly the same for all fruit trees, and grew in precisely the same way. Some thoughts: - I think it would be nice if VS could do it in such a way that the trees do not necessarily end up identical. I don't think it's necessary to make fruit trees have spindly trunks like TFC. Maybe an intermediate form does, but then they end up with normal full-trunk blocks? But spindly would also be fine, as they tend to be relatively spindly irl. - The trees may have a large number of leaf blocks, but limited yield. For instance, they might have a base yield of 10 blocks (at maturity) regardless of the number of leaf blocks they have. This could be modified by various environmental and player-influenced factors. - A beehive within X distance might influence yield. Perhaps even as many as 4 hives. This could be a major factor. - The surrounding soil profile could influence yield (and growth time). The searched area would vary based on the tree's growth stage. A sapling might search just the one under it, plus four adjacent, next stage includes the 4 corners, etc, up to an area about matching the max canopy coverage. Low fertility would be base case with 0 modifier. Non-soil such as sand, stone, or gravel would apply a penalty. Medium and High Provide a bonus. Ideally it would have a weighted calculation to account for mixtures (some low, some medium, some high, for instance). - Player fertilization could influence yield and growth time. Ideally this would be soil block based, so the player would fertilize the soil blocks under the tree. If that's not feasible in terms of mechanics, then perhaps a layer of fertilizer particles would be applied on top of the soil, kind of like snow but not a solid layer. Or if all else fails just fertilize the trunk of the tree. But the quantity required should go up with the size of the tree. - Climate match could influence a lot of things. Apples and plums might require a somewhat cool climate, bananas tropical, etc. If they're in the wrong climatic conditions, this penalizes fruit yield. Irl this can have severe influences on yield. A late frost for instance can freeze and destroy all the blossoms, meaning a 0% fruit yield that year. Some varieties of fruit trees such as apple, cherry, and others, REQUIRE a cold dormancy to regulate their lifecycle, and if grown in a climate too warm can die, or never yield fruit. This could also cause tree diseases if that were a thing. - It could be than any given leaf block must have either the top face exposed to the sky, or at least 2 of any sides be exposed, in order to yield fruit. If the tree is large, this would cause inner leaf blocks to not have fruit. Irl, it is an actual practice to prune some fruit trees in a vase-like shape, hollow in the middle, to maximize sun exposure, because their fruit requires sun exposure to ripen. You could also espalier the tree, for the same effect, if the tree generation would allow it. - This is getting pretty deep mechanics-wise, but genetics could be an influence on many factors, including base yield. It could influence tree size (again, very large trees are harder to harvest). It could influence bloom times (later blooming = less chance of frost killing blooms). It could influence the allowed climate range (tolerate lower rainfall, lower/higher temperature, etc). You could even have some trees that tend toward overbearing, which is where they will have a huge harvest one year, and then little to no harvest the next. This would basically mean a cyclical base yield (0-5 one year, 15-30 the next, for instance). All this would of course mean that saplings would have to be non-stackable. You could even, in the most tree-nerd scenario, allow grafting, where the player could combine root-based characteristics (cold & drought tolerance, size) with top-based characteristics (everything else). This would require high agriculture skill. It would also require fruit tree saplings to not stack, so that they can store their individual genetic info. So ya, there's some thoughts on fruit trees.
  23. heptagonrus

    Ability to grow big trees, e.g. in native biome

    If my example method is too easy, it can be complicated. E.g. chances in #2 can be 0.01% and 1%. What I feel really sad about is that some nice game features are not accessible for survival players. And these features are not just nice, they are the most beautiful among all other things in the game.
  24. redram

    Ability to grow big trees, e.g. in native biome

    I think allowing the player to grow giant trees so easily is a bad idea. It reduces the impact of the natural ones. I do like the idea (from that github issue) of making it harder to grow trees outside their native preferred conditions. I think the idea of taking longer is good, and possibly also reducing the max size achievable, based on conditions. Maybe even making saplings have a chance to simply die if the conditions are less-than-ideal. I'm not sure what all conditions VS has, but I'm assuming rainfall is one. So for instance a kapok might prefer (arbitrary numbers here) 100 rainfall. For every 10 rainfall below that of the area they are planted, they have a 5% chance to simply die as a sapling. Maybe they also need a minimum of medium fertility soil. For every X% below that in Y radius of the sapling, they had an additional Z% chance to die. Etc.
  25. VS has at least one tree type which can't be grown artificially in survival: big oak. These trees are very beautiful and are very desirable for some builds. Please consider adding ways to be able to grow them artificially, e.g.: There should be a low chance of a tree to grow into big form This chance is about 0.01% in non-native biomes and about 10%(easy approach)/1%(hard approach) in native ones. The chance can be improved by some fertilizer, e.g. 5 times Soil under such tree must be high fertility soil in some surface radius and some depth, e.g. r=6, h=3, otherwise chances of big tree spawning become worse, especially if remaining soil is low fertility. ( idea stolen from RedRam's comment in the thread) The succesfully grown big tree can turn high fertility soil into low fertility one. The bigger chance in native biomes can be another diversity factor for people to search and choose a specific place for their base. The idea was inspired by (or plainly stolen from) https://github.com/anegostudios/VintageStory-Issues/issues/235
  26. heptagonrus

    The one word story

    Together we live outside, shivering and jumping. Joyfully we think: "Why others are so incompetent that they stumble on Diamagnetism; we're Drunk with power and that shivers our spine." Today
  27. heptagonrus

    [Implemented in 1.8] Craftable stone bricks

    Lol, it suddenly appeared in 1.8. Awesome! Marking as implemented then.
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