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ZigTheHedge

Vintarian
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Everything posted by ZigTheHedge

  1. I got to stop doing things after midnight Now everything is in place, thanks for reporting!
  2. I’m afraid there’s not much I can do then... Even if I add a failcheck about animator crash, you won’t be able to use it as a grindstone... I’ve heard there is some weird bug, when collectable mappings on a server gets corrupted. This resulting in such behavior like yours. You can try to add some other mod which adds complex blocks (not just decorations), and see if everything will be fine. If not - I have a bad news for you
  3. I will add a check if the Animator is failing to initialize just in case. But the grindstone should not turn into leather block anyway... Can you check if its working in sigleplayer with your modpack?
  4. 0.8.2-B changelog: Give your instruments a breath of a new life. Use Grindstone Assembly with a Grindstone to spin the handle and sharpen your old tools to repair it.
  5. 1.4.9-B: - Fixed crash in multiplayer when trying to purchase something from Trade'o'mats type 1 and 2. - Fixed stacks merging in existing slots.
  6. 1.4.8-B: - Fixed prices display on various GUI scale (thanks for the report, @Karielle Laganière) - Fixed crash when trying to pick up Tradeomat with installed CarryCapacity (thanks for the report, @Aliysium) - Fixed shift-click behavior
  7. 1.2.2: - Sorted the list of tabs in Survival Handbook to be more like in Creative Inventory (build-in tabs first, modded - after)
  8. Well, they don’t mix with mod tabs in my game O_o All mod tabs are appended to the formal list. UPD: Oops! Just seen my own screenshot )) well, it’s getting ordered somewhere ) I’ll try to find how to beat it )
  9. First of all - panning mechanic is bound to it’s action item - the Wooned Pan. All magic is happening in it’s code (OnInteraction* methods to be precise). So, to start making your own “craft” mechanic, you’ll have to find the starting point (trigger item/block), implement item transaction (source item => resulting item) in code of trigger item (with the corresponding character animation if needed), then decide how your mechanic will be present in jsons and patch all existing jsons, which will participate in your crafts. That’s absoutely not an easy task for a beginner.
  10. 1.2.1: - Removed debug info (please check your desktop - there should be file called "harmony.log.txt". It is safe to delete it Sorry
  11. 1.4.1-B: - Fixed crash on multiplayer when opening just placed Ore Box
  12. 1.2.0: - Mod search (@) now works for Creative Inventory as well! (no caching yet, but works).
  13. 1.4.7-B: - Added third Trade'o'mat version (named Trade'o'Rug), which allows to sell exact items (or the whole stack) for the defined price. First of all it can be used to sell such items as weapons, tools and food - Added "Deal!" check-out sound
  14. 1.4.0-B: - Added 6 new Lamps (light level 18!) - Added authentic Door Bell (with animation!) - Added Ore Boxes (8 slots for your smithy) - Added Config File for disabling any content you don't like/need! (as @Tech_Rabbit requested) - Added ability to Right-click to close containers (as @Maize requested)
  15. Either. Doesn’t really matter. But don’t put it in both locations. And you don’t have to unzip it.
  16. 1.0.3-B: - Fixed Server Sync issues - Fixed door doesn't cast shadow (only for "closed" state)
  17. @Ballsm hey! You should put the file on server in Mods folder and in Mods folder in your and your wife’s installations. To connect to server, mod list should be the same on clients.
  18. 1.4.4-B: - Fixed ability to trade items with temperature (wow, that was hard to catch) - Fixed memory leak (thanks, @Rhonen) - Added three coin variants: Copper, Silver, Gold. Coins are smelted from corresponding metals using clay mold (4 coins per 100 units of metal). They also reverse-smeltable. Coins can also be placed on solid ground.
  19. @Maize hey ) Well, it shouldn’t actually. I never prevented this behavior, but I had no idea about containers should close itself on right-click. Does vanilla containers do so?
  20. Nope. But there's going to be the sliding doors and horizontal doors for sure
  21. @Tech_Rabbit Unfortunately I have no idea how to programmatically disable items and blocks, I have to do a proper research and then I'll answer "yes"
  22. 1.2.8-B: - Fixed memory leak (thanks @Rhonen) - Added workaround for Tall Lockers and Nightstands so it won't crash a client if some mod adds broken textured shape.
  23. @RhonenThanks for the perfect indicator of memory leaks ) Found an easy fix for Tradeomat, now it's time to find it for the rest of my mods...
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