-
Posts
294 -
Joined
-
Last visited
-
Days Won
11
Content Type
Profiles
Forums
Blogs
News
Store
Everything posted by xXx_Ape_xXx
-
I'm disappointed by the bottom and top roof shapes
xXx_Ape_xXx replied to Johnny Blood's topic in Questions
It didn't require rocket science to make that mod, that's for sure Why it isn't vanilla, only the devs can answer.. -
Paying for help with new item models and .json for my mod.
xXx_Ape_xXx replied to Velynicus's topic in Discussion
Drop me a DM, I might be able to help you out. -
I agree, I liked the new rounded moon. It was still clearly pixelated, so I think it fit perfectly with the rest of the aesthetics of the game.
-
Mod Idea: A Dynamic Manure & Fertilizer System
xXx_Ape_xXx replied to Jakub Essa's topic in [Legacy] Mods & Mod Development
Maybe not 100% what you suggested, but it's fairly close. Here you go: Natural Fertilizer Now get out there and clean them pens, cause the animals be messy little buggers- 1 reply
-
- 1
-
-
Have you contacted support with a ticket, to have them look into your problem? If not, you can do so here: Create support ticket!
-
Already a mod for this: Prospect Together
-
When in creative, hit the | key to open world-edit, and adjust the fog to your liking in the provided menus.
-
Need help identifying source of CTDs
xXx_Ape_xXx replied to ProfessorFluffytail's topic in [Legacy] Mods & Mod Development
Hi and welcome to the forums First of all, you got several versions of some mods: 16.9.2025 08:45:03 [Warning] Multiple mods share the mod ID 'xlibrabite' ('xlib_v0.8.20', 'xlib_v0.8.20.zip'). Will only load the highest version one - v0.8.20. 16.9.2025 08:45:03 [Warning] Multiple mods share the mod ID 'xskillgildedpatch' ('xSkillGildedpatch', 'xSkillGildedpatch.zip'). Will only load the highest version one - v1.1.1. 16.9.2025 08:45:03 [Warning] Multiple mods share the mod ID 'xskillsrabite' ('xskills_v0.8.23', 'xskills_v0.8.23.zip'). Will only load the highest version one - v0.8.23. 16.9.2025 08:45:14 [Warning] Multiple mods share the mod ID 'armory' ('armory_0.2.4.zip', 'armory_1.1.1.zip'). Will only load the highest version one - v1.1.1. 16.9.2025 08:45:14 [Warning] Multiple mods share the mod ID 'battletowers' ('battletowers_1.0.6.zip', 'battletowers_1.0.7.zip'). Will only load the highest version one - v1.0.7. 16.9.2025 08:45:14 [Warning] Multiple mods share the mod ID 'combatoverhaul' ('combatoverhaul_0.3.10.zip', 'combatoverhaul_0.7.1.zip', 'combatoverhaul_0.9.3.zip'). Will only load the highest version one - v0.9.3. 16.9.2025 08:45:14 [Warning] Multiple mods share the mod ID 'exoskeletons' ('exoskeletons_0.3.0.zip', 'exoskeletons_0.4.2.zip'). Will only load the highest version one - v0.4.2. 16.9.2025 08:45:14 [Warning] Multiple mods share the mod ID 'facop' ('FA CO_Compatibility_Eldred_1.2.0.zip', 'FA+CO_Compatibility_Eldred_1.0.0.zip'). Will only load the highest version one - v1.2.0. 16.9.2025 08:45:14 [Warning] Multiple mods share the mod ID 'rivers' ('rivers_4.1.0.zip', 'rivers_4.7.2.zip'). Will only load the highest version one - v4.7.2. 16.9.2025 08:45:14 [Warning] Multiple mods share the mod ID 'spawnersapi' ('spawnersapi_1.1.3.zip', 'spawnersapi_1.1.4.zip'). Will only load the highest version one - v1.1.4. 16.9.2025 08:45:14 [Warning] Multiple mods share the mod ID 'xinvtweaks' ('xinvtweaks_1.8.1.zip', 'xinvtweaks_v1.8.1.zip'). Will only load the highest version one - v1.8.1. 16.9.2025 08:45:14 [Warning] Multiple mods share the mod ID 'xlibrabite' ('xlib_v0.8.20', 'xlib_v0.8.20.zip'). Will only load the highest version one - v0.8.20. 16.9.2025 08:45:14 [Warning] Multiple mods share the mod ID 'xskillgildedpatch' ('xSkillGildedpatch', 'xSkillGildedpatch.zip'). Will only load the highest version one - v1.1.1. 16.9.2025 08:45:14 [Warning] Multiple mods share the mod ID 'xskillsrabite' ('xskills_v0.8.23', 'xskills_v0.8.23.zip'). Will only load the highest version one - v0.8.23. You either have the same mods in two different directories, or you have more than one version of the same mod in one. If this is also the server, it might cause issues for sure. Regarding the error, you did not include any crash log, so what ever caused the crash is very hard to figure out from what we got here. -
Variants for grass overlays
xXx_Ape_xXx replied to Slye_Fox's topic in [Legacy] Mods & Mod Development
Just made a quick test, and yes, you can use variants for the grass textures. [ { "enabled": true, "side": "universal", "file": "game:blocktypes/plant/tallgrass.json", "op": "addmerge", "path": "/texturesByType/*-free/north", "value": { "alternates": [ { "base": "block/plant/tallgrass/{cover}/{tallgrass}1-north" } ] } }, { "enabled": true, "side": "universal", "file": "game:blocktypes/plant/tallgrass.json", "op": "addmerge", "path": "/texturesByType/*-free/south", "value": { "alternates": [ { "base": "block/plant/tallgrass/{cover}/{tallgrass}1-south" } ] } } ] This will patch the vanilla tallgrass.json, and insert alternative textures for each variant. Just make the textures and place them inside "assets/game/textures/block/plant/free/" inside your mod. Remember to also make textures for snow cowered versions. Have the above patch inside "assets/your-mod-id/patches/" and you should be golden. Hope that helps -
Add handbook title and text?
xXx_Ape_xXx replied to Frepo's topic in [Legacy] Mods & Mod Development
Very useful info @DavidLokison, thank you for figuring this one out. I've been tearing my hair out (what's left of it) many times, trying to find out why my text isn't showing up in the handbook. Hope the PR gets accepted and implemented! -
No, that will not work, as the "half" variant is not defined in the root tree of the clutteredbookshelf, but is assigned via attributes using "variant": "half" Clutter use an attribute driven generation of its variations, while most regular blocks/items use "variantGroups" to define various variations of the block/item. Even tho "variantsGroups" is used in the file, it is nested inside the "attributes": tree, and not in the root, and can not be called like we would do with regular blocks. These attributes are then parsed by C# code to make all the variations. I know it's confusing, it took me a long time to get a somewhat grip of what it all does too.
-
You can use these in recipes like this (generally for any clutter): { "ingredientPattern": "B", "ingredients": { "B": { "type": "block", "code": "game:clutteredbookshelf", "attributes": { "type": "bookshelves/bookshelf-ruined-empty1", "variant": "half" } } }, "width": 1, "height": 1, "output": { "type": "block", "code": "my-amazing-block" } } Hope that helps
-
Simple answer: Use at your own risk! It might break, it might not, and no guarantees are given either way.
-
This issue have been resolved: #6682
-
A command line tool to scale your models quickly
xXx_Ape_xXx replied to genovefa's topic in [Legacy] Mods & Mod Development
Silt Striders -
Share your blocktype json and we can take a look, it's hard to guess without knowing what we're searching for. Might be shape missing, texture not referenced properly or a number of other things that can cause this. Note: Asking on Discord generally gets you faster answers, and more eyes on your issue, than the forum
-
You might want to take a look at this mod: Alternative Map Icon Renderer Continued
-
I have 32gb myself and have it turned off, as I saw microstutters when it was enabled. Test it and see what your results are, as every system is different, there is no definite answer to this.
-
Torches do not emit enough light to keep a room of that size safe from spawns. The entire section along each wall, including the corners, are too dark to prevent spawns. In this particular case where you have a shiver spawned, they require a lightlevel of 7 or lower to spawn. The lightlevel along your walls are as low as 3-4. You can check the lightlevel by turning on the extended debug overlay, by pressing ctrl+F3 Then you look for the values on the far right side, following Block V: at the end in the marked area in my picture: As you can see in the bottom picture, the values are way bellow the values needed to prevent spawns of any unfriendly mobs. And yes, I recreated your room You can keep this size room safe by either placing more torches along the walls, or by placing a lantern in each end of your room, where you now have the torches Hope that helps!
-
Check your "VSync Mode" I had the same issues after the update, but they disappeared after I change the setting to Off Another thing to consider, since you have 64gb ram, is to turn off Ram Optimization in the config file Find "optimizeRamMode" and set it to 0 in you clientsettings.json file
-
It already exists: VS Launcher
-
Not sure where the misconception comes from, but the nests do NOT spawn the locusts! However, among the nests you will find 1-2 sometimes 3, cage-like cubes, and those are the actual spawners. They can be among a group of nests, or all on their own, often in the ceiling somewhere, and they have a set limit of locusts they spawn, before needing time to fill up for another "batch" of locusts ready to be spawned. Agitation of this cage, eg. trying to destroy it, will activate spawning and dump the amount of locusts it has ready. Player proximity will also trigger spawning, but not as rapid as trying to destroy it. Good luck on your endeavours in the depth!
-
Well, in case anyone wanted to store arrows in barrels, you now can: Arrow Barrels