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Posts posted by ZigTheHedge
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Why are you messing with mod files? ;)) All you have to do is to run the game with mod once, go to ModConfig folder inside your VintagestoryData folder, find the desired config file, and edit it to your needs. Altering mod files is not recommended and even forbidden by license for some mods.
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8 hours ago, Hexedian said:
Can the chiseled door be renamed to whatever the first chiseled block is called? It would make it much easier to make secret doors.
That's good suggestion. I'll add it.
8 hours ago, Hexedian said:And is it possible to make the secondary block solid?
Unfortunately, no... They are both still in a single render pass...
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Could you please try this version? If I'm right, that's the same crash that has happened with ZEEKea containers when someone plants birch saplings in pots (yeah, I know how that sounds :))
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22 hours ago, Tech_Rabbit said:
Bug when accessing the rugs:
Need more details: what items there were in the rug? Cannot reproduce yet
1.5.5:
- Disallow hotkeys usage when hovering mouse over an item in tradeomats (thanks, @Hexedian)
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0.8.8 changelog:
- Added /listmailboxes command to view all mailboxes on a server (requires "readlists" privilege)
- Changed default mailbox address generation
- Added fail-check if mailbox address already exists (I just can't believe that nobody reported it! :)))
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Actually, you don’t have to “edit out” anything. You just have to disable unnecessary things in config file and distribute that config file to your players. This is true for all my mods.
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15 minutes ago, Thalius said:
Mid must be removed from server, and all coins are lost with it.
Aaahhh... That's what you mean. Yep, that's the possible case, and you've found the solution
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1 hour ago, Thalius said:
Brilliantly done, let me say. Very nice work!
Thanks
1 hour ago, Thalius said:by a mod that is no longer being updated at some point in the future.
There's no such danger with Vintage Story. First of all - mod API is a pretty solid approach, which doesn't change that much over a time of version changing, so most mods either stays compatible after VS update, or requires just a bit of rewriting. Even if some particular mod will be abandoned, server admin can just delete it from the pack without hurting the world much.
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0.8.7 changelog:
- Expanded Branch Cutter usage. Now it is able to harvest glow worms, cacti, bamboo and fern trees.
- Fixed crash when trying to interact with the Post Registry with empty hand.
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On 3/8/2021 at 7:03 PM, Hexedian said:
Would it be possible to add trait keyword searching to the handbook?
I don't see a proper way of doing it... But I like the idea. Maybe, I will come up to something.
14 hours ago, Jeb_X said:whether installed or not?
There's no way I could display tabs for the mods which aren't installed
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0.4.8:
- Added Ampel family with corresponding rare drop (and a usage for it https://content.invisioncic.com/r268468/emoticons/wink.png
- Added Mob Pedestals for all vanilla "monsters" and all the Neighbours as well. Chance to get one is really tiny (1%).
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1 hour ago, Jesse Caron said:
Per my edit^^, I'm going to reinstall and see what happens.
You can also try to start the new world just to check if the error is still there (it shouldn't).
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@Jesse Caron it seems like the mod has loaded only partially. Try to delete everything from cache directory, and make sure that only one version of mod exists in Mods.
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@Hexedian awesome idea! Will do!
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Big, Huge Thanks for Your kind words My pleasure!
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0.4.6-B:
- Added Reptile Skin Armor (pretty cheap craft, but low durability/protection)
- Shintorickae no longer leaves a corpse after death (it shouldn't)
- Glowshroom can now be held by left hand
- Glowshroom now acts like a tiny trampoline (just like a bed is)
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0.8.6-B changelog:
- Added Obsidian-Diamond sharpening disk (requires Crushed diamond and Obsidian Disks to craft), which by default restores 15 durability per cycle
- Added "Hard" mode for Mail delivery. If enabled in config, players are required to "Register" every placed Mailbox via Post Registry block (Creative only) before it will be usable. This can be used to prevent usage of Mailboxes like portable item teleporter during far-lands mining
The following options were suggested by @Tech_Rabbit:
- Added config option to reduce item slots count in parcels to just one slot
- Added configurable limit of mailboxes which each player is allowed to place (0 - to disable limit)
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1.2.7:
- Added collectible Id and Code display to survival handbook (only when .edi is ON!, restart the game after enabling)
- Added Mod Name info to Collectibles (can be switched off in config)
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1.4.8-B:
- Added config option to disable rendering of items inside containers (as per request of @Ka Ev)
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1.5.4-B:
- Fixed crash when trying to buy already bought product (in trade'o'rug)
- Fixed crash when leaving "price" field empty (in trade'o'rug)
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14 hours ago, CJHKnight2 said:
I'm looking for secret exits. Shhhh! LOL Thanks!
Hi! Actually, no. But you can use my "Fancy Doors" mod to make secret doors
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1.2.6:
- Fixed tabs duplication when rejoining the same save game without client quit.
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@CJHKnight2, there's also a tiny bonus: Torch lamp Give it a try!
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Fixed (see last posts)
Necessaries - now with a repairing ability! [1.1.1]
in Mod Releases
Posted
0.8.9 changelog:
- fixed Mailbox naming
- fixed Mailbox shift-click