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Melchior

Vintarian
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Everything posted by Melchior

  1. Note: removing / uninstalling the mod while a bloom or crucible is working - will cause a client crash!
  2. You may need to update that list a little: -Smithing scraps are now in as a mod...
  3. Time to take back what is owed: Get them METAL (bits) Back when Smithing ! Also; when a tool or weapon breaks its metal can be partly recovered... 0.1.7: Improved cross-mod metal compatibility (AMR+ should no longer crash with some popular 'tweak' and mystical metals mods...) Version-History: Warning: 'Candidate' is a sorta-buggy(?) version, with probably a bug or three, still ! Post Reports HERE! (Appreciate all bug-reports, so far) Anvil Metal Recovery PLUS >>> Link to ModDB (download it there)
  4. What a neat critter! Well done.
  5. Ever wanted an Offline world scale map that is permanent? This mod offers that, it is fully client side - works on any MP/SP VS install of at least version 1.15. Release-Candidate(s) *DOWNLOAD LINK* [for VS 1.15+] There is a newer Preview version for V.S. 1.14, while it functions is also has uncorrected *BUGS* - that affect the visual map look... (there are also very likely data compatibility issues, and/or upgrade problems - with old map data; meaning you will want to BACKUP the 'old' map data FIRST! Its Strongly recommended to delete the old map data when testing with V0.1.5. (There is a special tool planned to be released later - to process / correct / update chunk shard data, and other things...) PR "0.1.6/0.1.7" was renamed to 0.2.0. Version History ("RC.1" ~= V0.1.6): POI datafile is correctly truncated on write/creation (no more corrupt POI binary files) Trader names are similar to nametag Non-Seasonal type Color option correct (Thanks to VGD!) Older Version History; This current version IN-DEVELOPMENT has some known defects, limitations, incomplete features and has lots of bugs! Don't install unless you like making crash reports. The C# code is mostly my own work - with VeryGoodDog making significant patches and changes. The dynamic HTML map is fully VeryGoodDog's work, address bugs to appropriate party... (and Drakker, too) Known Issues: GUI is glitchy (don't double click anything!) Note taker is buggy Metadata reload isn't totally reliable (across versions especially) GUI panel has most controls (but not everything is configurable, yet) Scrolling in HTML map is W.I.P. Rock ratio not shown on map Legend yet...(data logged, tho) BlockEntity POI's sometimes don't trigger - very complex Networking related issue....a known bug Working Features: Map shard metadata reload (height, weather conditions, rock-map) PNG file storage of metadata internally Giant PNG map exports Static HTML map, with Dynamic rendering from metadata JSON fixed TRANSLOCATOR & Merchant tracking Merchant tracking Optional Resin & Wild-Bee POI tracking as well
  6. A simple content mod that adds a almost imperishable foodstuff. The 'Hard-Biscut' (like hard tack, or ships bread). hardbiscut.zip
  7. Hidden loot, or even...a Mineral/Ore (physical item) map that is accurate at time of sale/issue. That would be worth some gears huh?
  8. A special flag present in (modinfo) / mod-system which has a very specific and important use: Any world created with that mod installed that has the special flag set [MANDATORY], (these are server-side code and/or content mods). WILL need it installed, and running to load that WORLD. A User facing message to the effect of: 'World "NAME" Requires Mod "NAME" Installed and functional - World loading cannot proceed without it!' Also tracking the mod's version - so that an older version is not accidentally used, mod-systems should handle version updates on their own. It is assumed VERY few mod-systems will ever use this special and powerful feature; ones critical to major features of a mod or mod-pack.
  9. Administrator's Toolkit It allows Administrators to force players to both read (or at least skim), server rules and conditions. Optionally this can also be configured to ENFORCE players agree to these rules. This works by changing a players default roles around - they become a 'guest' unable to place blocks until they issue a '/rules agree' command... It can list both online / offline administrators automatically, dynamically. It has a nifty automatic-backup sub-system that can keep rotating backups of the game world database. Its a SERVER SIDE ONLY mod. (clients need nothing extra) Admin Toolkit *DOWNLOAD* [0.3.6] for V.S. 1.14 Version 0.3.6: Multi-Langual support (but no languages are translated... aside 'en') Randomizable (from preset locations) Player Spawn [optional] Pings command (kinda moot as V.S. has one built-in now...) Customizable (or translatable) Player Welcome message More things I've completely forgotten! Brief manual: Readme.md (link) While this mod has been tested - and should work for VS1.14 , VS itself is under constant revision and updates - so it may need to be upgraded for the next release. It will probably gain new features or capabilities as admins request these, and please comment in this thread about bugs, issues or requests. Translations too! Source code: https://osdn.net/users/melchior/pf/admintoolkit/scm/
  10. This is my kinda mod!
  11. Forgot to update link AGAIN... https://osdn.net/users/melchior/pf/bam/files/
  12. It is very much being planned to have specialized armours that have focused - specific damage type (thresholds too) reduction, at the cost of some other parameter. Example: Asbestos coveralls: 50% fire damage resistance; 5% everything else, plus a threshold (Fire) of 1 or so. [its 3 parts, leggings, shirt, and face cover] -Such an armour is also QUITE fragile; having a total of 50 HP... per part.
  13. While its good to discuss these kinds of topics. Its better - having working code that actually demonstrates or allows permutations of these ideas to be game tested. The B.A.M. mod is LGPL. You could fork it...
  14. Fire. It is not an easy thing to simulate - even for voxel games that take liberties with reality... Currently (V1.9.14); Flammable blocks burn, and fire does indeed spread to connecting blocks. Ignitable items don't however ignite - like extinguished torches or ore-blasters, piles of grass or on-ground items in general. An active fire DOES destroy a block that is 'burning' - after a set time; but does not 'char' or mar it in any way. The burned block simply vanishes from existence, leaving no trace beyond a puff of particle smoke lingering in the air. Flames don't generate real heat or smoke that lingers beyond (still neat) particle effects. Entities standing directly ON a burning block take no heat damage - and since there is no 'smoke', neither any smoke inhalation ill-effects. Some ideas for completing this feature, could be; Item and Ignitable blocks - do 'catch-fire', whatever that means ; flame activates a fuse - or re-lights or does something else; or crumbles into a pile of glowing embers once consumed...(I think this would also apply to entities exposed to high enough heat) Fires generate a 'new' kind of block - ASH that is the end-result of combustible blocks finishing their flame-entropy decay process. It behaves similarly to charcoal layers. If somehow a burning block is extinguished (rain, a bucket of water - even a sprinkler?); it will still show signs of damage from that event (decals - like when 'mining' a block, but scorch). This may mean a new set of textures; 'Scorched' wood... a wooden house would end as a large pile of ashes where the wooden beams or walls once stood. Fumes from fire - can be nearly as deadly as the flame itself. Inhaling these fumes should at the very least be quite harmful - for anything living that respires, or can be harmed by heat (which is everything ATM). Having an entities 'head' or body be in contact with or enveloped with a 'smoke' or 'hot-combustion-gas' gas-block should do instant heat damage, and some kind of asphyxiation count-down. Naturally these smoke or gas-blocks are cellular automata that travels upwards, cooling and possibly expanding into nearby air blocks (at the cost of its temperature, and particle 'density' properties). For bonus points - a layer of soot could cover surfaces that have been heavily polluted. Side-effects, and related thoughts; Could items be doused with water / fall into a stream or pond before they crumble into ash, does it make an ash pile, how long do they 'burn' ? What about sand to douse flames, or piling gravel or dirt? Does wind affect the conduction of 'fire', like how wildfires spread? Would a rainstorm prevent a firepit from working - what about a bloomery or forge? Smoke would potentially interact in a complex way with rain / water - perhaps turning it into steam? Lava. It would become exceedingly deadly, due to all the above properties - and being a natural emitter of extreme heat, becomes nearly unapproachable (unless protective gear is worn). Chimneys needed now! (Half-blocks, slabs and stairs - these need to be 'gas' transparent...what about trap doors or non-solid block-entities?) Pyrolisis; accidentally turning underground hobbit-homes into impromptu charcoal pits...(and getting ash when you wanted char...from a void/hole in the pile) Anti and Pro fire related tools; Water & Sand buckets for dousing flames. A Siphon pump - which can be used for two purposes... Chimneys Torches become even more tricky to use in a wooden house's blacksmithery
  15. There are technical hurdles to having globally visible way-points that are under current development.
  16. Source code to the mod: https://osdn.net/users/melchior/pf/adjustor/scm/ Also; the translations for the directions of Free , Up, Down are not present for any other non English language. (Translation files would be appreciated)
  17. Melchior

    Armor mod

    Please put any further questions in the thread: Thanks!
  18. Temporary Recipes: The coat of plates has a leather vest (obscured by model glitch).
  19. There is an problem with the current version and Multiplayer servers. It should be fine for LAN usage and in Single player. Please report any issues here.
  20. I should also mention; This mod is Open-Sourced: https://pf.osdn.net/gitroot/m/me/melchior/bam.git Wiki/Manual eventually posted here: https://osdn.net/users/melchior/pf/bam/wiki/FrontPage
  21. So your intrepid explorer has fallen again to wolves/drifters/irate-ram. If only there was a way to give them better protection; The Basic Armour Mod. (V0.1.8-B) BASIC ARMOUR MOD *download* for VS 1.9.9+ [Not V1.10] (V0.1.8-B *V1.10 PORT*) BASIC ARMOUR MOD *download* for VS1.10.0-pre3 (AND LATER) ; This mod extends the basic gameplay with a straight forward implementation of players wearable armour. A Helmet and several Vests have been provided. Texture & Models created by: BunnyViking (aka Dr.Tenabrae). [Code by Melchior] This IS a Client & Server-side mod. It needs to be installed for ALL clients & Server. Release Notes [0.1.8-B]: Renderer now working as intended on client [all worn armour models should be visible to players ] Helmet transform coordinates correct(er) No update for servers with existing install of V0.1.8, its backwards compatible. (Players should use V0.1.8-B ) Special build made for V1.10.0 version. (no warranty for preleases!)
  22. Indeed these are the same /waypoints from the MAP layer - but now right in the First Person Viewpoint! Slick, Fast, and Convenient. You'll wonder how you did without it before.
  23. The Adjustor Mod for VS 1.15.0+ A useful tool for builders that lets anyone who has it rotate slabs, stairs and other blocks without breaking them! Even from difficult angles - just hold the crouch key and the rotate controls are flipped (spin instead of flip up/down). NEW: Fixed mode. (Default;'F' key) - allows forcing the SAME direction for all blocks - each click will always try and force the block to the same direction. Lets you place several types of slab-like blocks onto roofs or sides they would not otherwise go. Release Notes; V0.1.11 Made compatible with V1.14 ! CHUTES and Chests are now reorientable, it wasn't easy either! Wooden Axles - for technical reasons are not adjustable. Lanterns and several other 'angular' rotatable blocks can be spun around - (but not flipped, can't do both) * Download Mod link HERE * Updated version; works better with V1.9.6+
  24. Related to Previous posts ; The new Ore location code will decide a strategy by ore count; a complex cluster finding algorithm for large deposits (+5), a simpler average for ~5 and for >= 1 ,- the actual location of the single block of ore. The Y-Axis values are the raw block position; not quite the same as the relative coordinates provided my map/tooltips/HUD (no offsets applied either). These are the ones shown in the 'stats' command, FYI.
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