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Posts posted by ZigTheHedge
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@Hexedian, I don’t know ) it’s vanilla system. I’ll take a look anyway )
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18 hours ago, MiniKarma said:
I know it probably something hard to fix, but I just wanted it to me known ^^'''
Unfortunately, you’re right. I can’t think of a possible way to render clothing-items in world correctly...
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2 hours ago, Hrafn Rune said:
But with this you can chisel a panel out of your wall block and it will look seamless.
That's exactly what I did in my cellar accidentally ))
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2 minutes ago, LocoMiner said:
I tried for a greenhouse but lost the +5c. Would be great to make lots of your doors as a fancy greenhouse wall. I sm thinking of using these as shutters or opening windows.
Unfortunately, that's impossible with the current door implementation. I was thinking about rewriting the whole mod. Maybe then...
3 minutes ago, LocoMiner said:Thank you for your time
Welcome )
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@Craluminum, just "unpin" inventory (three horizontal lines menu) and move it around as you like.
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I don't understand anything on your photos (btw you can use F12 key to take a screenshot) )))
So, here's the video:
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Yep. Can confirm this exception on server:
Quote25.1.2021 15:15:01 [Error] System.NullReferenceException: Object reference not set to an instance of an object
at Vintagestory.Server.ServerSystemBlockSimulation.TryModifyBlockInWorld (Vintagestory.Server.ServerPlayer player, _FDCeypF8WmCnto5o7nhok5YN9gH cmd) [0x0038d] in <fdc28645804142d4991a7de4219c3f69>:0
at Vintagestory.Server.ServerSystemBlockSimulation.HandleBlockPlaceOrBreak (_VOScRRtAYcHFvBUCVU8Q2cQeB3O packet, Vintagestory.Server.ConnectedClient client) [0x0011b] in <fdc28645804142d4991a7de4219c3f69>:0
at Vintagestory.Server.ServerMain.HandleClientPacket (Vintagestory.Server.ConnectedClient client, System.Byte[] data) [0x0005a] in <fdc28645804142d4991a7de4219c3f69>:0
at Vintagestory.Server.ServerMain.ProcessNetMessage (Vintagestory.Common.NetIncomingMessage msg, Vintagestory.Common.NetServer mainSocket) [0x00156] in <fdc28645804142d4991a7de4219c3f69>:0The most strange thing, server kicks only the player who places the slab down. Everyone around is doing fine.
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8 hours ago, l33tmaan said:
Do Ticklings always travel in pairs or is my spawn generation just weird?
You’re just lucky )
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Two wide is possible, if you place down second door besides first one. Doors will open together. That what I meant.
As of a part or a door in an adjacent block - screenshot please?
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Ok, the last try: make sure that mods on a client and on a server are the same (don’t forget about survival, essentials and creative as well).
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Can you also check server console? Does it tell you something when your client crashes?
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They seek, they roam, they are hungry.
Be prepared to meet your new neighbours from parallel plane, but don't expect the warm welcome. Why are these strange beings here for? Are they eager to capture the land? Or maybe they are just lost? The one thing that is known - they are vile and tough. So, be very careful when dealing with your new neighbours.
The mod adds five fantasy entities to make your survival harder and more interesting.
Use the file TheNeighboursConfig.json in your VintagestoryData/ModConfig folder to disable monsters which are too scary for your gameplay. File generates automatically after the first game run.Tickling:
Tall slow bipedal with huge horn-like outgrowths. It seems that he has no eyes, but he doesn't need it to catch its prey.
Parameters:
Height: 3.2
Width: 1.2
Health points: 40
Attack Strength: 12
Attack Tier: 3
Shintorickae:
Small sharp-tailed insect with a pair of cute eyes which are glows in the dark. The fastest creature of them all and the most dangerous. Can kill you on sight, or run away from you if it feel danger.
Parameters:
Height: 0.7
Width: 1.8
Health points: 40
Attack Strength: 8
Attack Tier: 3
Brayer:
This cold-blooded reptile isn't aggressive. Of course, if left alone. Otherwise, you can check a sharpness of its teeth.
Parameters:
Height: 0.5
Width: 1.6
Health points: 30
Attack Strength: 6
Attack Tier: 2
Turtor:
This one looks like usual Turtle. And it prefers to stay in water all the time. Doesn't like to be chased, so, it's kinda challenge to catch one if you urgently want to eat something unusual.
Parameters:
Height: 0.4
Width: 0.8
Health points: 30
Glowshroom:
This mushroom glows in a darkness, emitting blueish particles and making strange sounds. Effects beside this is currently unknown.
Ampel:
The only being, which appear with its family. Ampel females are larger than males and more aggressive. Children however are calm and friendly most of time as long as you're leaving them alone. Ampels are natural enemies to wolves, so if you're lucky enough, you can watch that deadly battle and stay alive... before winner decide to pursue his next victim.
Parameters (male/female/child):
Height: 1.3/1.5/0.9
Width: 0.9/1.0/0.6
Health points: 40/50/20
And a something special for collectors
That's it for now. Keep your eyes open not to miss any updates on this! And I didn't reveal all the secrets
Latest release (1.15.2):
https://mods.vintagestory.at/download?fileid=1996
(forum doesn't allow me to upload this version directly, so, it's located at my website for now)
(1.14.0+):
theneighbours_v1.14.0-0.4.8.zip
Changelog:
0.4.10:
- Possibly fixed the crash when touching Glowshrooms
Spoiler0.4.9:
- Compatibility fixes for 1.15-pre.1
- Fixed incorrect texturing of Ampels
0.4.8:
- Added Ampel family with corresponding rare drop (and a usage for it
- Added Mob Pedestals for all vanilla "monsters" and all the Neighbours as well. Chance to get one is really tiny (1%).
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)
0.4.5-B:
- Added config file which allows to disable certain mod content
- Sound radius of Glowshrooms has been lowered at half (now 16 blocks).
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0.8.4-B changelog:
- Fixed Lead vessel's various misbehaviors https://content.invisioncic.com/r268468/emoticons/biggrin.png
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1.4.4-B:
- Fixed crash when placing tree sapling in any container if there are potted sapling nearby (Whooosh! That was a pain in ass to fix!)
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Hey, @Malicante! Unfortunately, this crash isn’t related to Necessaries mod. That’s why it doesn’t happen in singleplayer. Can you provide a list of mods in your modpack?
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Okay. Let’s start from the beginning:
1. Your block, which you put in a door segment, should be of exact thickness. So, you have to cut it using Chisel. Make it 2, 3, 4 or 5 voxels thick (to match door variant).
2. Second inserted block acts as a static part of the door. You can make non-rectangular doors with it.
3. Doors can be one or two blocks wide and 16 blocks tall.
4. If you turn ingame help on (using “N” key), you’ll see context-sensitive help when hovering mouse cursor on door.
5. To remove each panel, use sneak-right-click with an empty hand.
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@LocoMiner, doors come in four variants: 2, 3, 4 and 5-wide. That number is a thickness of chiseled block which door expects. You can install any, but only defined thickness will result in a smooth door operation )
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Hi, @Volphox!
Does your game freezes a bit when you clicking of right-clicking trade’o’rug? Can you load a game, place trade’o’rug in world, make a single right-click and exit, afterwards upload your client-main.txt and server-main.txt here?
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Yep, that’s pure vanilla I’ll think about possible solution. Until then, I can only advise you to use @ prefix to search by mod )
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Even if I make nightstands and ore boxes compatible with CC, I won’t do it for the Tall Locker. Just because it’s size and weight ) C’mon! You are not able to grab a grandma’s wadrobe alone with your bare hands
As of MoreVariants - mods were compatible in 1.13.4 versions. Has something changed? What isn’t compatible?
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1.0.4-B:
- hinges now become hidden if facade is installed
- doors now retain heat in the room
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1 hour ago, Nozarati said:
but any chance for compatibility with this Weapon Pack?
I've added the information about compatibility with other mods. In two words: yes, that's possible, but mod author should add special information to his tools to make them sharpen-able.
0.8.3-B changelog:
8. Sulfuric Acid and Glue!
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3 minutes ago, l33tmaan said:
I think the game could use more machines that interact with mechanical power.
Absolutely
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19 minutes ago, l33tmaan said:
All mechanical power is cheaty.
Not exactly. It should take effort to build a system which is capable of doing (almost) free tool repairs automatically. And this system must be expensive enough to negate the "cheaty" part. That's why I told that THIS system won't be automatable. But I'll create a more complex one for this purpose.
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Knock-knock! Who's there? The Neighbours! [0.4.10]
in Mod Releases
Posted
Per requests of @Kai Effelsberg and @Hrafn Rune:
0.4.5-B:
- Added config file which allows to disable certain mod content.
- Sound radius of Glowshrooms has been lowered at half (now 16 blocks).