Jump to content

P3t3rix

Vintarian
  • Content Count

    20
  • Joined

  • Last visited

  • Days Won

    1

P3t3rix last won the day on April 19

P3t3rix had the most liked content!

Community Reputation

17 Good

About P3t3rix

  • Rank
    Stone Age Settler

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. @DasPrinzip A similar issue was reported by @Julius van Vern but we could never reproduce it. A clean server with the same world did fix the issue at the time. If it still happens on a fresh installed server could you post logs and maybe your world, so i can try to reproduce it ?
  2. drifter ? maybe all they want is to get you 5 ft under
  3. Should be fixed with 2.1.1 Thanks for reporting
  4. Had the same reaction. I then followed copygirls tutorial for .netcore and created a template https://github.com/p3t3rix/VsModDotnetTemplate The modtools are more targeted towards new programmers that may not have much experience with c#/programming in general. But i agree it's pretty ugly to have lowercase assembly names.
  5. @Keena How did you install the mod ? On the client and the server ? If you want you can PM me on Discord. Edit: just tried it again on a dedicated server, it should work if you install it on the client and the server.
  6. As Melchior mentioned a precompiled dll would have the disadvantage that you have a problem if the library updates and breaks the contract (for example a refactoring that changes some namespaces around) and suddenly you have to update your mod because the standard library changed or otherwise you force people to choose either your mod or newer mods that use a newer version of the standard library (because you cannot load them side by side as far as i know). So by basically just having a set of .cs files that get copied to your mod your mod does not depend on the standard library mod. This of course is only true as long as you don't want to distribute stuff like a behavior that other people would reference, but only helper methods, extension methods, stuff that would not be referenced outside your project. If there is need for example for a set of behavior that should be shared among other mods (for example a energy storage api, an interface that marks a block as carryable, etc.) this would in my opinion be an extra mod (an API mod, which needs to be on the server anyway) and would not land in the STL. Because you wanted to know what i would like in the STL. Basically everything the normal API does not cover but a modder could need and that could possibly be integrated into the official API. For example, the official API has a method for saving and loading of config files, but you need a wrapper to ensure the file gets generated. Using the Logger without the logger using string.Format on the string (this causes problems if you for example log an exception which contains the marker '{0}', etc).Another example would be saving of client data on a per world/server basis. At least i need these examples for nearly all my mods. So basically my vote is, bundle of source files to copy and paste for functionality that doesn't get out of the mod (this would in my opinion be the STL). And dll's for functionality that gets out of the mod, like interfaces, etc.
  7. The container may be accessible only until late game but the inventory one not (basically stock up on food you want to keep before logging out). The main question is, do players get enjoyment from the decay mechanic. Minecraft for example has no concept of decaying, so it doesn't have to deal with this and maybe a switch to deactivate the decay mechanic completely (currently you can extend the duration by 10x which would result in some foods be available for months before going bad) would end in the same results => player not having to worry about decaying food. As i see it it is a question of difficulty and ease of play instead of a mechanically one. This could theoretically even be handled as a mod. As a sidenote: I personally don't like the way it is handled in minecraft, because if you go exploring and coming back to your base, your crops are still seeds although you were away for days.
  8. As i tried using a separate .dll. As a standard library it only causes conflicts, that may partially be solved by 1.13 but in the end you will still end up with different versions which may result in version conflicts at runtime. I tried embedding files with git submodules and just dedicate a folder to these files and at the moment it looks quite good. Updating can happen via a normal git pull, followed by a commit in the mod repo. As long as not every mod gets separate app-domains so different libraries don't clash i would favor separate files embedded via git (or copy pasted if you don't like progress ). As much as i hate code duplication, because this is a modding environment and i don't see separate app-domains as a reasonable approach (performance, cost of rewriting, etc.), i see a embedded dll as the good-enough solution. For examples how i embedded it for my mods look at https://github.com/p3t3rix/VsFoundation
  9. Now should work even if the server does not have the foundation mod. I embedded it to avoid unnecessary conflicts.
  10. Because currently library mods do not work independent where deployed. I decided to embed the dependencies to make the mod standalone again.
  11. I think it is quite inconsistent to make this behavior dependent on the last person who touched the container. I am not sure how spoilage is currently implemented for the player inventory, but i would think that stuff in your inventory should/could be preserved with the offline time, because the player itself vanishes from the world. Everything else is in the world and ticks as it does when player are on the server. However back to the mechanic of items not ticking when the player is offline, there could be a container that freezes when the player is offline (lore background: some magic bound to the player) that allows these mechanics. Is the problem this timestamp (and the changes for food spoilage) should be introduced only the edge case of new players/players with less time to avoid food spoilage or are there other use-cases that would benefit from this ?
  12. Adds a tooltip to the map for regions that you have prospected. This mod is clientside only, no need to install it on the server. Add files to mod folder -> done! Now when you prospected a region the latest info gets displayed on the map ("M"). SourceCode: https://github.com/p3t3rix/VsProspectorInfo 1.0: initial release 1.1: embedded dependency to allow mod to work even if the library mod is not installed on the server. ProspectorInfo-1.1.0.zip
  13. No it is not possible as far as i know because it adds an additional block to the game. as well as an recipe. @Julius van Vern
  14. Version 1.0.1 released: Small bugfix
  15. Yeah figured this out by looking at VSHud. Should be fixed now.
×
×
  • Create New...

Important Information

We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue.