Stefano Da Giau Posted December 26, 2020 Report Posted December 26, 2020 Quote 26.12.2020 12:29:53 [Error] Item with code locustmod:drill has defined an item class drill, but no such class registered. Will ignore. This on 2.2.1 Also, While exploring, I found the place where the mining gauntlet is, some parts of the place had as floor a block named "stone path" that couldn't load the textures properly. And lastly, the Electric sword can be spawned in 2.2.1 but there is no recipe for it in the handbook
Mr1k3 Posted December 30, 2020 Author Report Posted December 30, 2020 On 12/26/2020 at 6:36 AM, Stefano Da Giau said: This on 2.2.1 Also, While exploring, I found the place where the mining gauntlet is, some parts of the place had as floor a block named "stone path" that couldn't load the textures properly. And lastly, the Electric sword can be spawned in 2.2.1 but there is no recipe for it in the handbook Just posted an update to fix these issues, I think the electric sword recipe could be broken by my weaponpack mod possibly? Do you have that installed? I'm releasing an update for it soon so maybe that will fix it.
Mr1k3 Posted December 30, 2020 Author Report Posted December 30, 2020 Update 2.2.2- Huge thanks to @ZigTheHedgefor Russian translations and the 3x3 drill mining fix. Update largely focuses on balance, and adds a new light source: 1
Chime Posted January 20, 2021 Report Posted January 20, 2021 After playing with it for a bit now, I don't really like the sound update for the temporal torch. Previously the t-torch ambient had a number of sounds including a low, massive purrrr that sounded amazing; wandering around underground felt like you were exploring with a giant cat. Now the purring is gone and it has a sort of continuous higher-pitched whining noise that really interferes with any music one might have in the background. Mechanically it all still works great but I really prefer the old sound. If you really want to keep the new one (e.g. to discourage people using the t-torch as their daily driver) could we drop the volume of the ambient loop a bit?
Cael_Dranwylr Posted January 28, 2021 Report Posted January 28, 2021 The two torches can't be placed in torch holders?
AstralVoid Posted January 28, 2021 Report Posted January 28, 2021 The point of torch holders is to make normal torches not expire/burn out. Temporal and electric torches do not burn out by default. I guess maybe a future enhancement for aesthetics? It has no purpose to allow that otherwise.
DArkHekRoMaNT Posted February 6, 2021 Report Posted February 6, 2021 (edited) @Mr1k3pls, change numbers to - "path": "/structures/25" "path": "/structures/-", Your mod replaces TeleportationNetwork structures. Do not use hardcoded array indexes. Edited February 6, 2021 by DArkHekRoMaNT
Hrafn Rune Posted February 6, 2021 Report Posted February 6, 2021 2 hours ago, DArkHekRoMaNT said: @Mr1k3pls, change numbers to - "path": "/structures/25" "path": "/structures/-", Your mod replaces TeleportationNetwork structures. Do not use hardcoded array indexes. To what extent does it do so? I use both mods and I've seen Teleportation structures but also the new ruins from this mod.
DArkHekRoMaNT Posted February 6, 2021 Report Posted February 6, 2021 34 minutes ago, Hrafn Rune said: To what extent does it do so? I use both mods and I've seen Teleportation structures but also the new ruins from this mod. Depends on who will be in time earlier. If my patch is loaded before the TT patch, then the TT patch overwrites my structures.
Loco Posted March 20, 2021 Report Posted March 20, 2021 Ok I found ruins that have parts and torches from your mod and it has a locust nest in it. Are there supposed to be locust coming out because none are spawning
Mr1k3 Posted April 6, 2021 Author Report Posted April 6, 2021 (edited) 2.2.3-Fixed the structures files, tweaked the tools to be a little stronger, and lowered volume of tool/torch sounds slightly. Buffed the swords a little to keep up with vanilla and weaponpack. Edited April 6, 2021 by Mr1k3
Drew Borrowdale Posted April 6, 2021 Report Posted April 6, 2021 Any chance of a temporal crossbow / harpoon gun / pneumatic rebar launcher type ranged weapon? also, i've noticed since installing this mod that the Surface Translocators mods structures no longer spawns. is there any known conflict with that mod? this mod works really well with the Temporal Hacker mod keep up the awesome work.
Mr1k3 Posted April 6, 2021 Author Report Posted April 6, 2021 6 hours ago, Drew Borrowdale said: Any chance of a temporal crossbow / harpoon gun / pneumatic rebar launcher type ranged weapon? also, i've noticed since installing this mod that the Surface Translocators mods structures no longer spawns. is there any known conflict with that mod? this mod works really well with the Temporal Hacker mod keep up the awesome work. The issue with other mod's structures not spawning should be fixed in this most recent update. Let me know if you still have the problem after updating.
Chad Kleckler Posted April 7, 2021 Report Posted April 7, 2021 Hey there! I see you've added your mods to the official database, which is greatly appreciated btw, but the file for this mod is missing from the download section there. All of the other mods look great, just this one is missing the file.
Mr1k3 Posted April 7, 2021 Author Report Posted April 7, 2021 13 hours ago, Chad Kleckler said: Hey there! I see you've added your mods to the official database, which is greatly appreciated btw, but the file for this mod is missing from the download section there. All of the other mods look great, just this one is missing the file. I'm currently unable to upload this mod over there because its 1mb over the 2mb limit, the sound files take up majority of the space so I'm looking into that. 1
l33tmaan Posted April 7, 2021 Report Posted April 7, 2021 2 mb seems limiting. The next version of my mod's already pushing 1.3 mb and I'm sure people are going to want me to add more...
Chad Kleckler Posted April 7, 2021 Report Posted April 7, 2021 (edited) Wow, yeah, that seems like a really restrictive limit. Any custom assets or sound will easily push things over that I'd imagine. The new instruments mod is over 6mb already. Could be a temporary limit as the system is relatively new. At least, I hope that is the case. Thank you for explaining that. Edited April 7, 2021 by Chad Kleckler additional info
AngryRob Posted April 20, 2021 Report Posted April 20, 2021 Only 2mb? well that is insane. This is a great mod and lays the foundation for power tools. All that is next is a means to recharge batteries instead of crafting new ones each time, and we will be well on the way towards Industrial craft in vintage story....
AngryRob Posted April 30, 2021 Report Posted April 30, 2021 Qp tech now has electricity, any chance that the batteries can become rechargeable in the future? 2
PastaNipples Posted August 3, 2021 Report Posted August 3, 2021 Would anyone happen to know if this lovely mod is currently 'safe' to use in 1.15.3? Silly question maybe, but I'm a silly person!
Filvandrel Posted August 11, 2021 Report Posted August 11, 2021 On 8/3/2021 at 6:47 PM, PastaNipples said: Would anyone happen to know if this lovely mod is currently 'safe' to use in 1.15.3? Silly question maybe, but I'm a silly person! Sadly it is not, it does crash the game on world load. 1
PastaNipples Posted August 11, 2021 Report Posted August 11, 2021 48 minutes ago, Filvandrel said: Sadly it is not, it does crash the game on world load. Thank you for biting the bullet and giving me some intel all the same, kind stranger
Mr1k3 Posted August 14, 2021 Author Report Posted August 14, 2021 2.2.4 update: New armor sets New schematic/trader system New recipies Had to remove custom torch sounds since it was causing crashes sadly. 1
PastaNipples Posted August 14, 2021 Report Posted August 14, 2021 Epic stuff! I'm going to have to get a brand new world to truly enjoy this, thank you for the hard work!
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