Digitalr Posted February 15, 2021 Report Share Posted February 15, 2021 Please, add separate download, with source versions of patched files for skill experience levels. At this moment there is only pure/medium/rich/bountiful/ungraded experience grades, but, as example, brown coal are very common, bituminous much rarer, and anthracite is very rare, but all of them give same experience. Same things with metals: copper are very common. Tin are rare. IMHO, rare version of ores must give more experience. I can try to restore unpatched versions from patched, but, i believe, it can be useful not only for me. Also... Is there any way to exclude or add ores to geologist ability? Link to comment Share on other sites More sharing options...
Xandu Posted February 15, 2021 Author Report Share Posted February 15, 2021 3 hours ago, Digitalr said: Also... Is there any way to exclude or add ores to geologist ability? Yes there is a "geologistBlacklist" in the mining configuration file. Just add something like "nativecopper" there to exclude copper. 3 hours ago, Digitalr said: Please, add separate download, with source versions of patched files for skill experience levels. At this moment there is only pure/medium/rich/bountiful/ungraded experience grades, but, as example, brown coal are very common, bituminous much rarer, and anthracite is very rare, but all of them give same experience. Same things with metals: copper are very common. Tin are rare. IMHO, rare version of ores must give more experience. I can try to restore unpatched versions from patched, but, i believe, it can be useful not only for me. I will probably work on the ore experience distribution. Link to comment Share on other sites More sharing options...
ThePionier Posted February 15, 2021 Report Share Posted February 15, 2021 Perhaps a small objection, many professions or their skills can only be leveled if you have the professional skill. But you first need level 5 in the area, so you can't do anything with the points until then. Wouldn't it make more sense to put the professions on level 1? So that you could "start" with this profession? Link to comment Share on other sites More sharing options...
zambies1 Posted February 16, 2021 Report Share Posted February 16, 2021 I'm not sure if this problem is on my end or what, but I've went heavily into metalworking on the server I play on and got the "Smelter" perk (molds require 10% less metal to cast at first level). I then went to cast some things to try it out and the mold said it still needs 100 units of metal, so I did some digging in the .json files that hold the perks and couldn't find the smelter perk. So I'd just like to know if its an error, future feature, or I just screwed something up lol Link to comment Share on other sites More sharing options...
Xandu Posted February 16, 2021 Author Report Share Posted February 16, 2021 6 minutes ago, zambies1 said: I'm not sure if this problem is on my end or what, but I've went heavily into metalworking on the server I play on and got the "Smelter" perk (molds require 10% less metal to cast at first level). I then went to cast some things to try it out and the mold said it still needs 100 units of metal, so I did some digging in the .json files that hold the perks and couldn't find the smelter perk. So I'd just like to know if its an error, future feature, or I just screwed something up lol Hi. The mold still says 100 but if you actually cast metal into it you should only need 90. This works not for ingot molds, since then you could create an infinite metal loop. The way it works is that you will get 1 extra liquid metal for every 9 liquid metal you will put into the mold. Link to comment Share on other sites More sharing options...
zambies1 Posted February 16, 2021 Report Share Posted February 16, 2021 sweet, thanks for the information. Link to comment Share on other sites More sharing options...
Hexedian Posted February 19, 2021 Report Share Posted February 19, 2021 It's kind of funny but... Is Happy Meal supposed to add Fly Agaric? Sure, it's valid, but it's not great to find in your stew... Link to comment Share on other sites More sharing options...
Xandu Posted February 19, 2021 Author Report Share Posted February 19, 2021 4 hours ago, Hexedian said: It's kind of funny but... Is Happy Meal supposed to add Fly Agaric? Sure, it's valid, but it's not great to find in your stew... Well it just adds a random ingredient, so yes it is kind of intentional. It's just bad luck. Maybe i will add a filter or something later. Link to comment Share on other sites More sharing options...
Question Sleep Posted February 19, 2021 Report Share Posted February 19, 2021 On 2/17/2021 at 3:15 AM, Xandu said: Hi. The mold still says 100 but if you actually cast metal into it you should only need 90. This works not for ingot molds, since then you could create an infinite metal loop. The way it works is that you will get 1 extra liquid metal for every 9 liquid metal you will put into the mold. Is there a way to add molds to the skill perk such as the wire mold from temporal engineering or weapon pack? Link to comment Share on other sites More sharing options...
Xandu Posted February 19, 2021 Author Report Share Posted February 19, 2021 1 hour ago, Question Sleep said: Is there a way to add molds to the skill perk such as the wire mold from temporal engineering or weapon pack? As long as the author of the other mod uses the BlockToolMold class respectively it's entity class BlockEntityToolMold or inherit from them the molds should work with the ability. Have you already tried to use one of them with the ability? Link to comment Share on other sites More sharing options...
Question Sleep Posted February 19, 2021 Report Share Posted February 19, 2021 (edited) 14 minutes ago, Xandu said: As long as the author of the other mod uses the BlockToolMold class respectively it's entity class BlockEntityToolMold or inherit from them the molds should work with the ability. Have you already tried to use one of them with the ability? I am not sure if another mod is blocking it but the wires mold acts like ingot molds. 1/3 smelter 100 units fill one mold with no extra, while standard molds, like the hammers, fill 100 units plus 10 remaining still. Where would I check for the entity class? Under the itemtypes, blocktypes, or recipes? nvm its burned value is "BlockToolMold" Edited February 19, 2021 by Question Sleep Link to comment Share on other sites More sharing options...
Xandu Posted February 19, 2021 Author Report Share Posted February 19, 2021 22 minutes ago, Question Sleep said: I am not sure if another mod is blocking it but the wires mold acts like ingot molds. 1/3 smelter 100 units fill one mold with no extra, while standard molds, like the hammers, fill 100 units plus 10 remaining still. Where would I check for the entity class? Under the itemtypes, blocktypes, or recipes? nvm its burned value is "BlockToolMold" Ok. In this case i have to do some tests by myself. Link to comment Share on other sites More sharing options...
Question Sleep Posted February 19, 2021 Report Share Posted February 19, 2021 1 minute ago, Xandu said: Ok. In this case i have to do some tests by myself. It is working on the weapon pack (from Mr1k3) just not on wires in temporal engineering (from Niker323) for me at the moment. Link to comment Share on other sites More sharing options...
Xandu Posted February 19, 2021 Author Report Share Posted February 19, 2021 10 minutes ago, Question Sleep said: It is working on the weapon pack (from Mr1k3) just not on wires in temporal engineering (from Niker323) for me at the moment. I figured out what is going on. Everything works as intended. The wires are resmeltable so you can't profit from the ability since you could create a wire from 0,9 ingot bars and than smelt the wires again to one new ingot which creates an infinite ingot loop. So it triggers an internal check that prohibit that the ability is triggered. Link to comment Share on other sites More sharing options...
Question Sleep Posted February 19, 2021 Report Share Posted February 19, 2021 Ah got it understood. Thank you for clearing that up for me. I forgot to check that. Link to comment Share on other sites More sharing options...
Wandour Posted February 23, 2021 Report Share Posted February 23, 2021 Maybe include panning/ hunting / and harvesting animals in processing or at least hunting included with combat because it kind defeat the purpose to choose a hunter or some role like that if half the class gives you nothing in terms of xp for odd reason can't get xp from digging most type of soils and veeery little xp from rare digs Link to comment Share on other sites More sharing options...
Xandu Posted February 23, 2021 Author Report Share Posted February 23, 2021 1 hour ago, Platidragon said: Maybe include panning/ hunting / and harvesting animals in processing or at least hunting included with combat because it kind defeat the purpose to choose a hunter or some role like that if half the class gives you nothing in terms of xp for odd reason can't get xp from digging most type of soils and veeery little xp from rare digs I am currently working on an animal husbandry skill. But at the moment i don't have much free time to work on it. You usually get little amounts of experience for this skill. It is more the quantity that matters for this skill. But you should get experience for all soils. Do you have any mod that add new soil's or add behaviors to soil? Link to comment Share on other sites More sharing options...
DragooKnight11 Posted February 23, 2021 Report Share Posted February 23, 2021 I seem to have trouble changing the configs for a server, sometimes I can get a change to stick, but I am unable to disable any skills so far. I want to disable recycler as I am using a farmland drop mod instead. I have tried stopping the server, changing configs, and starting the server; I have also tried changing the configs while the server is active and restarting it. IDK how I got the previous change (no points or cooldown for unlearning) to stick, it just seemed to happen randomly. Is there a specific sequence that I need to preform to make a change to the configs persist and activate through server restarts? Link to comment Share on other sites More sharing options...
Xandu Posted February 24, 2021 Author Report Share Posted February 24, 2021 (edited) 16 hours ago, DragooKnight11 said: I seem to have trouble changing the configs for a server, sometimes I can get a change to stick, but I am unable to disable any skills so far. I want to disable recycler as I am using a farmland drop mod instead. I have tried stopping the server, changing configs, and starting the server; I have also tried changing the configs while the server is active and restarting it. IDK how I got the previous change (no points or cooldown for unlearning) to stick, it just seemed to happen randomly. Is there a specific sequence that I need to preform to make a change to the configs persist and activate through server restarts? I'm sorry. This seems to be a bug. For some reason it reset the 'enabled' setting every time back to true. The points or cooldown for unlearning settings work for me. But i look whether i can find any issues there. Edited February 24, 2021 by Xandu Link to comment Share on other sites More sharing options...
Hexedian Posted February 26, 2021 Report Share Posted February 26, 2021 After much sciencing, hitting each others with spears and swords, with no armor, and taking into consideration class bonuses, we have come to the following conclusion : The combat abilities Swordsman and Spearman do not give any damage bonus at all. There was no difference in damage before and after taking the abilities, even for players with 3 points in the abilities. Link to comment Share on other sites More sharing options...
Xandu Posted February 28, 2021 Author Report Share Posted February 28, 2021 On 2/26/2021 at 6:37 PM, Hexedian said: After much sciencing, hitting each others with spears and swords, with no armor, and taking into consideration class bonuses, we have come to the following conclusion : The combat abilities Swordsman and Spearman do not give any damage bonus at all. There was no difference in damage before and after taking the abilities, even for players with 3 points in the abilities. Do you have enabled the combat abilities for pvp in the config files? Link to comment Share on other sites More sharing options...
Kotel Posted February 28, 2021 Report Share Posted February 28, 2021 I don’t know for what reasons, but with the latest update of the mod, I can’t butcher the locusts, could you fix it Link to comment Share on other sites More sharing options...
Xandu Posted February 28, 2021 Author Report Share Posted February 28, 2021 (edited) 27 minutes ago, Kotel said: I don’t know for what reasons, but with the latest update of the mod, I can’t butcher the locusts, could you fix it Do you use another mod that adds drops to locusts? Edited February 28, 2021 by Xandu Link to comment Share on other sites More sharing options...
Hexedian Posted March 2, 2021 Report Share Posted March 2, 2021 (edited) It has been confirmed that PvP is enabled disabled for xskills. So, what we need is a mod that shows damage output in damage logs. Edited March 2, 2021 by Hexedian Link to comment Share on other sites More sharing options...
Kotel Posted March 3, 2021 Report Share Posted March 3, 2021 On 3/1/2021 at 1:37 AM, Xandu said: Do you use another mod that adds drops to locusts? I installed only your mod created a new world and still can't butcher the locusts Link to comment Share on other sites More sharing options...
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