Belcas Posted March 31, 2020 Report Share Posted March 31, 2020 (edited) Got an error where only one of two death wp in floaty view was visible (nothing else). My workaround, type in chat /waypoint list -> then via /waypoint remove ID -> remove all death entrys then the floaty wp return edit: wrong chat command Edited March 31, 2020 by Belcas Link to comment Share on other sites More sharing options...
Novocain Posted April 16, 2020 Author Report Share Posted April 16, 2020 Added import command. Link to comment Share on other sites More sharing options...
RogueRaiden Posted April 19, 2020 Report Share Posted April 19, 2020 It seems that if your crosshair/mouse is over one of the floating waypoints, you cannot swing a weapon or even click things in inventory even when the inventory menu is layered over the waypoint. I thought either my game or mouse was freaking out haha Loving the mod otherwise, especially the placement preview and floating waypoints! Link to comment Share on other sites More sharing options...
QPTech Posted April 21, 2020 Report Share Posted April 21, 2020 I can't for the life of me figure out how to get this mod to do anything, installed, no errors, but none of the hotkeys do anything, the .wpcfg isn't found. Link to comment Share on other sites More sharing options...
Novocain Posted May 1, 2020 Author Report Share Posted May 1, 2020 Update to 1.4.4, (fixes waypoints being sent with international decimals on machines where "." is ",") Link to comment Share on other sites More sharing options...
Rykane Posted May 2, 2020 Report Share Posted May 2, 2020 (edited) When I click "Purge Death markers" I get the following crash. Any ideas? Running on 64 bit Windows with 64 GB RAM Version: v1.12.14 (Stable)02/05/2020 19:50:27: Critical error occurred System.ArgumentOutOfRangeException: Index was out of range. Must be non-negative and less than the size of the collection. Parameter name: index at System.ThrowHelper.ThrowArgumentOutOfRangeException(ExceptionArgument argument, ExceptionResource resource) at VSHUD.WaypointUtilSystem.<>c__DisplayClass27_0.<PurgeWaypointsByStrings>b__0(Single dt) in E:\Games\VintageStory\ModDev\ShaderTest\Waypoint Utils\WaypointUtilSystem.cs:line 360 at Vintagestory.Common.EventManager.TriggerGameTick(Int64 ellapsedMilliseconds, IWorldAccessor world) at _hLaepLRCOckdCEvZTPp1GxfgrdT._gvVdZYlJjMijmkAmKtFDCvJNXax(Single ) at _hLaepLRCOckdCEvZTPp1GxfgrdT._nu0syyqM6QcVDRvU3XOrq03zfUh(Single ) at _wbw3WsD1ic8cZIS5Ql2MkIqPWmb._ibkrrJqCs89QNSe99xnFzRxp3sL(Single ) at _s54YxMQ8l5DBeihbmw81nJkPTSU._RT1lBvzfhVzcDZ6jmYewDTkUdvx(Single ) at _s54YxMQ8l5DBeihbmw81nJkPTSU._EZIJU8BLizIQdIOGgxu5BrkHzpV(Single ) at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(Object sender, FrameEventArgs e) at System.EventHandler`1.Invoke(Object sender, TEventArgs e) at OpenTK.GameWindow.RaiseRenderFrame(Double elapsed, Double& timestamp) at OpenTK.GameWindow.DispatchRenderFrame() at OpenTK.GameWindow.Run(Double updates_per_second, Double frames_per_second) at _gilSYm6aSzOct8TKUm64HAM8OHp._tyidesQGCE1oKHv8YEo8HwYCSty(_RxGTCHor7fqeGRNMEH5pZVfBHHK , String[] ) at _xmrDk9pogtvR6xvbzmBc2dtFsbu._tyidesQGCE1oKHv8YEo8HwYCSty(ThreadStart ) ------------------------------- Edited May 2, 2020 by Ross Houston Link to comment Share on other sites More sharing options...
Novocain Posted August 8, 2020 Author Report Share Posted August 8, 2020 Updated for 1.13.0-rc.1 Link to comment Share on other sites More sharing options...
Kyle Stemen Posted August 23, 2020 Report Share Posted August 23, 2020 Does anyone know how to get the clock GUI to work? I tried a lot of different variants of the .clockconfig command, with no luck. If I run .clockconfig without any arguments, the game crashes: Version: v1.13.0 (Stable)8/22/2020 9:39:28 PM: Critical error occurred System.NullReferenceException: Object reference not set to an instance of an object at VSHUD.ClockDialogSystem+<>c__DisplayClass6_0.<StartClientSide>b__2 (System.Int32 id, Vintagestory.API.Common.CmdArgs args) [0x00007] in <4653ab348fa043359047af2b3c5ff576>:0 at Vintagestory.API.Common.ClientChatCommand.CallHandler (Vintagestory.API.Common.IPlayer player, System.Int32 groupId, Vintagestory.API.Common.CmdArgs args) [0x00000] in <1535f56ebd604f7fa7b622e2b7e019b5>:0 at Vintagestory.Client.NoObf.HudDialogChat.HandleClientCommand (System.Int32 groupid, System.String command, Vintagestory.API.Common.CmdArgs arguments) [0x00036] in <baa2a5b2e6e247eb9851c6b55aad8342>:0 at Vintagestory.Client.NoObf.HudDialogChat.HandleClientCommand (System.String message, System.Int32 groupid) [0x0003f] in <baa2a5b2e6e247eb9851c6b55aad8342>:0 at Vintagestory.Client.NoObf.HudDialogChat.HandleClientMessage (System.Int32 groupid, System.String message) [0x0001e] in <baa2a5b2e6e247eb9851c6b55aad8342>:0 at Vintagestory.Client.NoObf.HudDialogChat.OnNewClientToServerChatLine (System.Int32 groupId, System.String message, Vintagestory.API.Common.EnumChatType chattype, System.String data) [0x00000] in <baa2a5b2e6e247eb9851c6b55aad8342>:0 at Vintagestory.Client.NoObf.ClientEventManager.TriggerNewClientChatLine (System.Int32 groupid, System.String message, Vintagestory.API.Common.EnumChatType chattype, System.String data) [0x00015] in <baa2a5b2e6e247eb9851c6b55aad8342>:0 at Vintagestory.Client.NoObf.HudDialogChat.OnKeyDown (Vintagestory.API.Client.KeyEvent args) [0x0008e] in <baa2a5b2e6e247eb9851c6b55aad8342>:0 Link to comment Share on other sites More sharing options...
Rich Dersheimer Posted October 5, 2020 Report Share Posted October 5, 2020 (edited) I'd like to know how to show the clock, as well. Aha! the right control key toggles the display on and off. I must have missed that in the command list. Edited October 5, 2020 by Rich Dersheimer 1 Link to comment Share on other sites More sharing options...
Travis Pluid Posted October 7, 2020 Report Share Posted October 7, 2020 I can't get this to work at all, even with the compatibility ZIP. It's in the mod folder, it shows in the mod manager, it's on, but even if I make a new world, nada happens. Link to comment Share on other sites More sharing options...
Benny Jensen Posted October 16, 2020 Report Share Posted October 16, 2020 Version: v1.13.4 (Stable)10/17/2020 12:52:27 AM: Critical error occurred System.UnauthorizedAccessException: Access to the path '/usr/share/vintagestory/worldparts/1702995502/textures' is denied. ---> System.IO.IOException: Permission denied --- End of inner exception stack trace --- at System.IO.FileSystem.CreateDirectory (System.String fullPath) [0x00191] in <671ef0784b04474c83bb500a849492f2>:0 at System.IO.Directory.CreateDirectory (System.String path) [0x0002c] in <671ef0784b04474c83bb500a849492f2>:0 at VSHUD.MeshTools+<>c__DisplayClass1_0.<StartClientSide>b__3 () [0x00034] in <2053188bb6bd4f649a4665d0628ba58f>:0 at (wrapper delegate-invoke) <Module>.invoke_void() at Vintagestory.Client.NoObf.ClientEventAPI.TriggerLevelFinalize () [0x0000a] in <f4a48dd783cc40918cec721779475ae5>:0 at Vintagestory.Client.NoObf.GeneralPacketHandler.HandleLevelFinalize (_5JvvYf9KFEDVZitFymVPmMx6YcA packet) [0x0003d] in <f4a48dd783cc40918cec721779475ae5>:0 at Vintagestory.Client.NoObf.ProcessPacketTask.ProcessPacket (_5JvvYf9KFEDVZitFymVPmMx6YcA packet) [0x00016] in <f4a48dd783cc40918cec721779475ae5>:0 at Vintagestory.Client.NoObf.ProcessPacketTask.Run () [0x00000] in <f4a48dd783cc40918cec721779475ae5>:0 at Vintagestory.Client.NoObf.ClientMain.ExecuteMainThreadTasks (System.Single deltaTime) [0x000c2] in <f4a48dd783cc40918cec721779475ae5>:0 at _FVGd1lrg8990jw7ZGueNjtrnCWl._toICAyZ9EYSaLsmD4KTuQWUbqjP (System.Single ) [0x00410] in <f4a48dd783cc40918cec721779475ae5>:0 at _LSAAgZhw31Rqs2is6nnojfZBbQC._4BykKOCicJqCBHpyWIgTmxWrTrg (System.Single ) [0x001b4] in <f4a48dd783cc40918cec721779475ae5>:0 at _LSAAgZhw31Rqs2is6nnojfZBbQC._6XmOxKoTYrFLRCGd58p58XW43nD (System.Single ) [0x000c2] in <f4a48dd783cc40918cec721779475ae5>:0 at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame (System.Object sender, OpenTK.FrameEventArgs e) [0x00147] in <f4a48dd783cc40918cec721779475ae5>:0 at (wrapper delegate-invoke) System.EventHandler`1[OpenTK.FrameEventArgs].invoke_void_object_TEventArgs(object,OpenTK.FrameEventArgs) at OpenTK.GameWindow.OnRenderFrame (OpenTK.FrameEventArgs e) [0x00000] in <7ef43334b29e406ba375449554b0451a>:0 at OpenTK.GameWindow.OnRenderFrameInternal (OpenTK.FrameEventArgs e) [0x00010] in <7ef43334b29e406ba375449554b0451a>:0 at OpenTK.GameWindow.RaiseRenderFrame (System.Double elapsed, System.Double& timestamp) [0x0000c] in <7ef43334b29e406ba375449554b0451a>:0 at OpenTK.GameWindow.DispatchRenderFrame () [0x00038] in <7ef43334b29e406ba375449554b0451a>:0 at OpenTK.GameWindow.Run (System.Double updates_per_second, System.Double frames_per_second) [0x00104] in <7ef43334b29e406ba375449554b0451a>:0 at OpenTK.GameWindow.Run () [0x00000] in <7ef43334b29e406ba375449554b0451a>:0 at _lYLQLGyldvbDG9rPQyiRVeIqQVp._EEzpApWBQHtHR4iMJabXK2wDvlA (_ex0VSgRAdtsvhANmJHZHaf9ATWt , System.String[] ) [0x00342] in <9ad4b878913d4cee906231fbaf4465a7>:0 at _lYLQLGyldvbDG9rPQyiRVeIqQVp+_kpmnXdlXbBpeuPnzZqsMVNtiY3p._lPFPqQABMIMe0xhHIiuKuwpai51 () [0x00000] in <9ad4b878913d4cee906231fbaf4465a7>:0 at _IcGByoJhapvESnm6vaOawAHbkeU._EEzpApWBQHtHR4iMJabXK2wDvlA (System.Threading.ThreadStart ) [0x00007] in <f4a48dd783cc40918cec721779475ae5>:0 Link to comment Share on other sites More sharing options...
Travis Pluid Posted October 30, 2020 Report Share Posted October 30, 2020 Okay, it started working for some reason or another, after I made two more, different worlds. Link to comment Share on other sites More sharing options...
SalazarWindriver Posted November 27, 2020 Report Share Posted November 27, 2020 It crash on load with 1.14 rc3 Link to comment Share on other sites More sharing options...
Conquest of Blocks Posted December 3, 2020 Report Share Posted December 3, 2020 Anyone knows how to check the light level? The command .lightutil lightlevel does not seem to do anything. Link to comment Share on other sites More sharing options...
JIECOBUK Posted December 4, 2020 Report Share Posted December 4, 2020 мод VSHUD как поменять отображение точки на карте: луч-точка ? mod VSHUD how to change the display of a point on the map: ray-point? Link to comment Share on other sites More sharing options...
Hal13 Posted December 5, 2020 Report Share Posted December 5, 2020 (edited) can't get VS 1.13.4 to recognize the mod in any way, the compability mod is enabled in modmanager, but still commands are not recognized and keybinds do neither function nor can be found in the settings. isn't it backwards compatible to the latest stable version? I only found this thread searching for VSHUD. Edited December 5, 2020 by Hal13 Link to comment Share on other sites More sharing options...
Hal13 Posted December 6, 2020 Report Share Posted December 6, 2020 (edited) okay, after a complete client restart , i get ctd and i highly suspect it's because of VSHUD not being compatible. first log with the compat mod enabled: Version: v1.13.4 (Stable)06.12.2020 01:04:03: Critical error occurred System.NullReferenceException: Der Objektverweis wurde nicht auf eine Objektinstanz festgelegt. bei VSHUD.FloatyWaypointManagement.Dispose(ClientMain game) bei Vintagestory.Client.NoObf.ClientMain.Dispose() bei Vintagestory.Client.NoObf.ClientMain.DestroyGameSession(Boolean gotDisconnected) bei Vintagestory.Client.NoObf.ClientMain.MainGameLoop(Single deltaTime) bei _VtIDI6oYFpyEcQSZBFso9UVxS9aA._ZnYzeuHqveMMiEvOnpahncAMjfg(Single ) bei _LSAAgZhw31Rqs2is6nnojfZBbQC._4BykKOCicJqCBHpyWIgTmxWrTrg(Single ) bei _LSAAgZhw31Rqs2is6nnojfZBbQC._6XmOxKoTYrFLRCGd58p58XW43nD(Single ) bei Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(Object sender, FrameEventArgs e) bei System.EventHandler`1.Invoke(Object sender, TEventArgs e) bei OpenTK.GameWindow.RaiseRenderFrame(Double elapsed, Double& timestamp) bei OpenTK.GameWindow.DispatchRenderFrame() bei OpenTK.GameWindow.Run(Double updates_per_second, Double frames_per_second) bei _lYLQLGyldvbDG9rPQyiRVeIqQVp._EEzpApWBQHtHR4iMJabXK2wDvlA(_ex0VSgRAdtsvhANmJHZHaf9ATWt , String[] ) bei _IcGByoJhapvESnm6vaOawAHbkeU._EEzpApWBQHtHR4iMJabXK2wDvlA(ThreadStart ) ------------------------------- And after deactivating it produces this: Running on 64 bit Windows with 16 GB RAM Version: v1.13.4 (Stable)06.12.2020 01:06:42: Critical error occurred System.MissingMethodException: Methode nicht gefunden: "Vintagestory.API.MathTools.BlockFacing Vintagestory.API.MathTools.BlockFacing.get_Opposite()". bei VSHUD.LadderPlacement.TryGetPlacedBlock(IWorldAccessor world, IPlayer byPlayer, Block block, BlockSelection blockSel, Block& orientedBlock) bei VSHUD.PlacementPreviewHelper.GetPlacedBlock(IWorldAccessor world, IPlayer byPlayer, Block invBlock, BlockSelection blockSel) bei VSHUD.PlacementRenderer.OnRenderFrame(Single deltaTime, EnumRenderStage stage) bei Vintagestory.Client.NoObf.ClientEventManager.TriggerRenderStage(EnumRenderStage stage, Single dt) bei Vintagestory.Client.NoObf.ClientMain.TriggerRenderStage(EnumRenderStage stage, Single dt) bei Vintagestory.Client.NoObf.ClientMain.MainRenderLoop(Single dt) bei Vintagestory.Client.NoObf.ClientMain.MainGameLoop(Single deltaTime) bei _VtIDI6oYFpyEcQSZBFso9UVxS9aA._ZnYzeuHqveMMiEvOnpahncAMjfg(Single ) bei _LSAAgZhw31Rqs2is6nnojfZBbQC._4BykKOCicJqCBHpyWIgTmxWrTrg(Single ) bei _LSAAgZhw31Rqs2is6nnojfZBbQC._6XmOxKoTYrFLRCGd58p58XW43nD(Single ) bei Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(Object sender, FrameEventArgs e) bei System.EventHandler`1.Invoke(Object sender, TEventArgs e) bei OpenTK.GameWindow.RaiseRenderFrame(Double elapsed, Double& timestamp) bei OpenTK.GameWindow.DispatchRenderFrame() bei OpenTK.GameWindow.Run(Double updates_per_second, Double frames_per_second) bei _lYLQLGyldvbDG9rPQyiRVeIqQVp._EEzpApWBQHtHR4iMJabXK2wDvlA(_ex0VSgRAdtsvhANmJHZHaf9ATWt , String[] ) bei _IcGByoJhapvESnm6vaOawAHbkeU._EEzpApWBQHtHR4iMJabXK2wDvlA(ThreadStart ) ------------------------------- Definitely it's VSHUD deleted the files and now everything works fine again. Edited December 6, 2020 by Hal13 Link to comment Share on other sites More sharing options...
SalazarWindriver Posted December 6, 2020 Report Share Posted December 6, 2020 Did you accidentally install the 1.14 version? Link to comment Share on other sites More sharing options...
Yvette Forty Posted December 10, 2020 Report Share Posted December 10, 2020 Hello, I like this mode, however it causes a 1 min freeze leading to a crash to desktop of VS 1.14. The mods I'm using are: RopeBridgesv1.04, BetterArchery2.0.0, BetterBackpacks1.0, BetterCratesCC_v1.2.2, BetterPoultice1.0.0, CarryCapacity-1.14-0.5.1, Craftables1.0.1, ExtraChestsCC_v1.2.0, FullDrop1.0.1, hudclock-2.3.1, IronBackpack1.0.0, medievalexpansion-3.1.2, NoMolding1.0.0, PrinzipsSimpleThemepack1.0.2, ProspectorInfo-2.0.0, Stackables1.0.2, UsefulScraps2.0.1, workbench-expansion-1.2.3. VS created this: Running on 64 bit Windows with 16 GB RAM Version: v1.14.0 (Stable)12/9/2020 9:58:23 PM: Critical error occurred System.TypeLoadException: Could not load type 'Vintagestory.ServerMods.ChiselBlockModelCache' from assembly 'VSSurvivalMod, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null'. at VSHUD.PlacementRenderer.UpdateBlockMesh(Block toBlock, BlockPos altPos) at VSHUD.PlacementRenderer.OnRenderFrame(Single deltaTime, EnumRenderStage stage) at Vintagestory.Client.NoObf.ClientEventManager.TriggerRenderStage(EnumRenderStage stage, Single dt) at Vintagestory.Client.NoObf.ClientMain.TriggerRenderStage(EnumRenderStage stage, Single dt) at Vintagestory.Client.NoObf.ClientMain.MainRenderLoop(Single dt) at Vintagestory.Client.NoObf.ClientMain.MainGameLoop(Single deltaTime) at _6HHEy0R7TdcydZEq9IGp6JeHxdi._ogIdn3jhm7KUUuyvw6LDaa2X3PC(Single ) at _gVBHOlByVD3vztgY4vPBxj2Bdae._ZKkvVIgccAdBc9j9BIZLqcgTrNL(Single ) at _gVBHOlByVD3vztgY4vPBxj2Bdae._UQuOSpN5p2QIPbIExoPtD2ecXtb(Single ) at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(Object sender, FrameEventArgs e) at System.EventHandler`1.Invoke(Object sender, TEventArgs e) at OpenTK.GameWindow.RaiseRenderFrame(Double elapsed, Double& timestamp) at OpenTK.GameWindow.DispatchRenderFrame() at OpenTK.GameWindow.Run(Double updates_per_second, Double frames_per_second) at _93RBbYKdbejiH9hVmbTS8c6kZxJ._hbMghNVJIKTGI5zBx3SuxRG1XDI(_Lsm9ms4vr0dfuNPxkLwK9w8a58N , String[] ) at _eVFDVqwXngafMmcD9boVPO86iWx._hbMghNVJIKTGI5zBx3SuxRG1XDI(ThreadStart ) ------------------------------- Let me know if there's anything else needed. Thanks PS: I really like this mod it helps so I don't have to keep looking at the maps, I hope this is fixed soon. Link to comment Share on other sites More sharing options...
Sparkle Kitti Posted December 21, 2020 Report Share Posted December 21, 2020 On 12/2/2020 at 11:42 PM, Kai Effelsberg said: Anyone knows how to check the light level? The command .lightutil lightlevel does not seem to do anything. .lightutil lightlevel 7 That should work. 1 Link to comment Share on other sites More sharing options...
Stefano Da Giau Posted December 25, 2020 Report Share Posted December 25, 2020 I've activated the mod, but it makes my minimap and map flicker.. Link to comment Share on other sites More sharing options...
Ultimaheart4 Posted January 3, 2021 Report Share Posted January 3, 2021 there is a crash with your mod and the newest update of vintage story 1.14.3. any plans for updating? Link to comment Share on other sites More sharing options...
Ultimaheart4 Posted January 3, 2021 Report Share Posted January 3, 2021 Spoiler Running on 64 bit Windows with 16 GB RAM Version: v1.14.3 (Stable)1/3/2021 12:17:23 PM: Critical error occurred System.MissingFieldException: Field not found: 'Vintagestory.API.Common.BlockBehavior.properties'. at VSHUD.OmniAttatchablePlacement.UpdateProps(Block block) at VSHUD.OmniAttatchablePlacement.TryGetPlacedBlock(IWorldAccessor world, IPlayer byPlayer, Block block, BlockSelection blockSel, Block& orientatedBlock) at VSHUD.PlacementPreviewHelper.GetPlacedBlock(IWorldAccessor world, IPlayer byPlayer, Block invBlock, BlockSelection blockSel) at VSHUD.PlacementRenderer.OnRenderFrame(Single deltaTime, EnumRenderStage stage) at Vintagestory.Client.NoObf.ClientEventManager.TriggerRenderStage(EnumRenderStage stage, Single dt) at Vintagestory.Client.NoObf.ClientMain.TriggerRenderStage(EnumRenderStage stage, Single dt) at Vintagestory.Client.NoObf.ClientMain.MainRenderLoop(Single dt) at Vintagestory.Client.NoObf.ClientMain.MainGameLoop(Single deltaTime) at _yr4EbBEnMXjrC79JHrKbHtfBrD4._qptdzIedTEEB7DugQCAVq1n4jucA(Single ) at _tu2YgNIKQzOkT2nAdJFL4J6zoDR._BBB0hstHVskODF2K8rVkTQmFAwu(Single ) at _tu2YgNIKQzOkT2nAdJFL4J6zoDR._GZQBLkBtgDYUMMZ3b1XMXmjhIoQ(Single ) at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(Object sender, FrameEventArgs e) at System.EventHandler`1.Invoke(Object sender, TEventArgs e) at OpenTK.GameWindow.RaiseRenderFrame(Double elapsed, Double& timestamp) at OpenTK.GameWindow.DispatchRenderFrame() at OpenTK.GameWindow.Run(Double updates_per_second, Double frames_per_second) at _DzwIHsHTgIxBlIoSlHXEFAccnLH._kUotKlTq40LFk1x77w5BI0TbA2I(_7vNFKI4BgGcjaNRXWcynARwku1P , String[] ) at _q2ATBxADQgCwwacNPfwomqZ8iA._kUotKlTq40LFk1x77w5BI0TbA2I(ThreadStart ) ------------------------------- Event Log, last 3 entries ================================== { TimeGenerated = 1/3/2021 12:06:05 PM, Site = , Source = .NET Runtime, Message = Application: Vintagestory.exe Framework Version: v4.0.30319 Description: The process was terminated due to an unhandled exception. Exception Info: exception code c0020001, exception address 00007FFA8B9CD759 Stack: } here is the crash report. not sure who's side it is from. but hopefully and update can fix it. Link to comment Share on other sites More sharing options...
Velstadt Posted January 3, 2021 Report Share Posted January 3, 2021 (edited) I really like this mod, I just wish it had better documentation. I can't gather from the command syntaxes provided here how everything is supposed to work. Could the author or anyone else provide more info on the following commands, with examples, if possible? .measure - I think I know what's manhattan and euclidean distance, but what is 'block' when compared to those? How about 'manhattanhorizontal'? (btw, the parameters for this command are not included in the first post) .lightutil - especially the farmland-related functionality, as I don't know how to use it and what are the colours supposed to tell me (the parameters are also not included in the first post) .shape - what is 'extrude'? How should it be used? How about 'attach'? What exactly should be used to save/load shapes? I tried, but it didn't work, I assume it's because I'm not entering the parameters the right way, the syntax provided has many unrelated options altogether and there's no feedback message other than the whole syntax line Thanks! Edited January 3, 2021 by Onipsi missing bullet formatting Link to comment Share on other sites More sharing options...
Novocain Posted January 4, 2021 Author Report Share Posted January 4, 2021 8 hours ago, Onipsi said: I really like this mod, I just wish it had better documentation. I can't gather from the command syntaxes provided here how everything is supposed to work. Could the author or anyone else provide more info on the following commands, with examples, if possible? .measure - I think I know what's manhattan and euclidean distance, but what is 'block' when compared to those? How about 'manhattanhorizontal'? (btw, the parameters for this command are not included in the first post) .lightutil - especially the farmland-related functionality, as I don't know how to use it and what are the colours supposed to tell me (the parameters are also not included in the first post) .shape - what is 'extrude'? How should it be used? How about 'attach'? What exactly should be used to save/load shapes? I tried, but it didn't work, I assume it's because I'm not entering the parameters the right way, the syntax provided has many unrelated options altogether and there's no feedback message other than the whole syntax line Thanks! I agree, I'm not very good at explaining things so my documentation will be limited if not there at all sorry. Link to comment Share on other sites More sharing options...
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