Ambulate In Somnis Posted March 16, 2021 Report Share Posted March 16, 2021 Have you git sources? I wanna make some custom changes Link to comment Share on other sites More sharing options...
Rhonen Posted March 18, 2021 Author Report Share Posted March 18, 2021 On 3/16/2021 at 8:27 PM, Ambulate In Somnis said: Have you git sources? I wanna make some custom changes currently not. and until had bad experience by making a mod-source public access and got reports of "bugs" ... hmm no, i dont have that much time to support bugs by changing my mods. may be i will publish an older source, but currently no plans for that. Link to comment Share on other sites More sharing options...
Ambulate In Somnis Posted March 18, 2021 Report Share Posted March 18, 2021 3 hours ago, Rhonen said: currently not. and until had bad experience by making a mod-source public access and got reports of "bugs" ... hmm no, i dont have that much time to support bugs by changing my mods. may be i will publish an older source, but currently no plans for that. Can you make more settings for server side instead? I mean - unvulnerability of wheels, etc? Link to comment Share on other sites More sharing options...
Rhonen Posted March 18, 2021 Author Report Share Posted March 18, 2021 5 hours ago, Ambulate In Somnis said: an you make more settings for server side instead? I mean - unvulnerability of wheels, etc? this is an option. if you want do this, you can easily change the waterwheel json in the /assets of mod-zip. attributes: { handbook: { groupBy: ["waterwheelbase-*"] }, damagePerTick : 1, }, change damagePerTick to 0 1 Link to comment Share on other sites More sharing options...
Ambulate In Somnis Posted March 18, 2021 Report Share Posted March 18, 2021 2 minutes ago, Rhonen said: this is an option. if you want do this, you can easily change the waterwheel json in the /assets of mod-zip. attributes: { handbook: { groupBy: ["waterwheelbase-*"] }, damagePerTick : 1, }, change damagePerTick to 0 Thank you. Link to comment Share on other sites More sharing options...
Kiava Posted March 18, 2021 Report Share Posted March 18, 2021 Hallo Rhonen, erstmal danke für den super tollen mod. Habe dort den Wert auf 0,01 gesetzt jedoch hat er ihn nicht genommen. Kann das an dem Komma liegen? Wenn ich dieses durch einen Punkt ersetzte Funktioniert es dann? Würde schon gern das Wasserrad kaputt gehen lassen aber auf unserem Server ist es mit dem Wert 1 nach gefühlt 2 Ingame Tagen kaputt gegangen. Link to comment Share on other sites More sharing options...
Ambulate In Somnis Posted March 18, 2021 Report Share Posted March 18, 2021 7 minutes ago, Kiava said: Hallo Set value to 0. In real life its hard to destroy. Link to comment Share on other sites More sharing options...
Kiava Posted March 18, 2021 Report Share Posted March 18, 2021 okay, thank you Link to comment Share on other sites More sharing options...
Rhonen Posted March 18, 2021 Author Report Share Posted March 18, 2021 1 hour ago, Kiava said: Habe dort den Wert auf 0,01 gesetzt jedoch hat er ihn nicht genommen kommazahlen werden nicht genommen. wenn dir 1 zuviel ist, bleibt dir noch die durability vom Waterwheelspin.json (item). durabilityByType: { "*": 6000, } Aber achtung: Der Wert hängt halt am Item, also am Rad das du baust und dann der Konstruktion anfügst. Also einfach nur ändern und dann erwarten dass es tut => nope. 1 Link to comment Share on other sites More sharing options...
Loco Posted March 20, 2021 Report Share Posted March 20, 2021 Do lamp posts work? I am rmc on post with lantern and it won't connect Link to comment Share on other sites More sharing options...
Rhonen Posted March 20, 2021 Author Report Share Posted March 20, 2021 yes, its working. build lamppost. lantern in right hand (hotbar, not left hand). rmc, lantern connected. Link to comment Share on other sites More sharing options...
Loco Posted March 20, 2021 Report Share Posted March 20, 2021 (edited) Thats what I sm doing. Nothing happens Ok it appears I need to click on the base of the post. That wasn't clear to me. Edited March 20, 2021 by LocoMiner Link to comment Share on other sites More sharing options...
Rhonen Posted March 20, 2021 Author Report Share Posted March 20, 2021 1 hour ago, LocoMiner said: Ok it appears I need to click on the base of the post oh, i thought its clear that interaction is always bind on a selected block (shown in ui). Link to comment Share on other sites More sharing options...
Conquest of Blocks Posted March 30, 2021 Report Share Posted March 30, 2021 Suggestion: Maybe you could make your lamp posts compatible with the wooden lanterns from the primitive survival mod. Link to comment Share on other sites More sharing options...
Rhonen Posted March 31, 2021 Author Report Share Posted March 31, 2021 11 hours ago, Kai Effelsberg said: Suggestion: Maybe you could make your lamp posts compatible with the wooden lanterns from the primitive survival mod. this would mean the mods get dependent from one side. or they need a shared interface for that. so not an easy way. Link to comment Share on other sites More sharing options...
Tech_Rabbit Posted April 2, 2021 Report Share Posted April 2, 2021 @Rhonen Isn't that what compatibility lib is for? Link to comment Share on other sites More sharing options...
Rhonen Posted April 2, 2021 Author Report Share Posted April 2, 2021 6 hours ago, Tech_Rabbit said: Isn't that what compatibility lib is for? not sure that this would be enough. cause the my code needs to check from class to interface on interaction. and then the primitive survival mod needs to add that interface to lamp-class. so manipulating the assets-json is not enough as i know. but not 100% sure. nevertheless: when i introduce an interface in my mod, the survival mod must known it to implement the interface to its classes. but may be i think to much in classic development here. Link to comment Share on other sites More sharing options...
Conquest of Blocks Posted April 10, 2021 Report Share Posted April 10, 2021 10.4.2021 11:47:20 [Fatal] Caught unhandled exception in thread 'asyncparticles'. Exiting game. 10.4.2021 11:47:20 [Fatal] System.NullReferenceException: Der Objektverweis wurde nicht auf eine Objektinstanz festgelegt. bei medievalexpansion.src.block.mechanical.WaterWheel.OnAsyncClientParticleTick(IAsyncParticleManager manager, BlockPos pos, Single windAffectednessAtPos, Single secondsTicking) bei Vintagestory.Client.NoObf.SystemClientTickingBlocks.onOffThreadParticleTick(Single dt, IAsyncParticleManager manager) bei Vintagestory.Client.NoObf.SystemRenderParticles.OnSeperateThreadGameTick(Single dt) bei Vintagestory.Client.NoObf.ClientThread.Update() bei Vintagestory.Client.NoObf.ClientThread.Process() 10.4.2021 11:47:23 [Warning] MeshRef with vao id 19158 with 36 indices is leaking memory, missing call to Dispose. Set env var VAO_DEBUG_DISPOSE to get allocation trace. 10.4.2021 11:47:23 [Warning] MeshRef with vao id 19159 with 36 indices is leaking memory, missing call to Dispose. Set env var VAO_DEBUG_DISPOSE to get allocation trace. 10.4.2021 11:47:27 [Notification] Destroying game session, waiting up to 200ms for client threads to exit Link to comment Share on other sites More sharing options...
DrEngine Posted May 2, 2021 Report Share Posted May 2, 2021 On 3/18/2021 at 5:30 PM, Rhonen said: this is an option. if you want do this, you can easily change the waterwheel json in the /assets of mod-zip. attributes: { handbook: { groupBy: ["waterwheelbase-*"] }, damagePerTick : 1, }, change damagePerTick to 0 I can't find this config file. Where exactly is it ??? Link to comment Share on other sites More sharing options...
DrEngine Posted May 2, 2021 Report Share Posted May 2, 2021 (edited) I've tested water wheel connected to quern . 1 iron repair kit adds 29% of durability. It is enough to grind 11 stacks. New waterwheel (100% durabilty) can grind about 36 stacks. I think its very very low productivity if producing one water wheel needs 32 iron ingots, 2 brass and 6 steel ingots (overshot variant). My hammer powered by waterwheel (the same overshot variant as above) was in use many months (I turn if on only for forging) and it has 56% still. It's weird !!! Does use for hammering have differenr durability effect than usage for quern ??? Edited May 2, 2021 by DrEngine Link to comment Share on other sites More sharing options...
Rhonen Posted May 2, 2021 Author Report Share Posted May 2, 2021 (edited) 21 hours ago, DrEngine said: Does use for hammering have differenr durability no it has no different durability reduce. 21 hours ago, DrEngine said: I can't find this config file. Where exactly is it ??? zip-file\assets\medievalexpansion\itemtypes\part\waterwheelspin.json Please note: manipulate the mod is your own risk Edited May 3, 2021 by Rhonen Link to comment Share on other sites More sharing options...
Hexedian Posted May 10, 2021 Report Share Posted May 10, 2021 The water wheel flume with hatch seems to have an FPS bug. When placed, even if not connected, it causes spikes in FPS render times that causes older computers to stutter. Link to comment Share on other sites More sharing options...
Rhonen Posted May 11, 2021 Author Report Share Posted May 11, 2021 12 hours ago, Hexedian said: The water wheel flume with hatch seems to have an FPS bug. When placed, even if not connected, it causes spikes in FPS render times that causes older computers to stutter. thanks for the information. i am not using any custom renderer. only using technics from the vanilla game - combined loading of 2 shapes and the rendering of the water, as same as the barrel is using. So may be the combination is not good for older computers. but i don't think that i can change that, without remove one of both technics. Link to comment Share on other sites More sharing options...
Hexedian Posted May 11, 2021 Report Share Posted May 11, 2021 Could it be too many update checks? How often does the flume hatch check its surrounding for water? Link to comment Share on other sites More sharing options...
Rhonen Posted May 12, 2021 Author Report Share Posted May 12, 2021 (edited) 17 hours ago, Hexedian said: Could it be too many update checks? possible. 17 hours ago, Hexedian said: How often does the flume hatch check its surrounding for water? depends how often the entity is called by engine, the check is not called by the mod itself. and it checks only in front, not sorrounded. Edited May 12, 2021 by Rhonen Link to comment Share on other sites More sharing options...
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