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xXx_Ape_xXx

Very supportive Vintarian
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Everything posted by xXx_Ape_xXx

  1. Totally understand the need for something like this, I'm a goldfish and get distracted easily. There's this mod To do list that might help a bit, tho it's not exactly what your idea is. I find it helpful for my use, maybe it will be of use to you too?
  2. Were you guys thinking of something like this?
  3. True to some degree, as I've taken damage from lightning strikes inside my building, but not struck directly. Haven't looked at the code to see what it actually does, but there seem to some kind of spherical damage area where the lightning strikes. Anyho, making a lightning rod and placing it high is recommended around your coops and shelters for animals, to prevent such disasters
  4. Are we no more than a mere hallucination in this world? Some kind of sentient being from long past, floating trough time as a shadow of what once was? I think I need a glass of wine now...
  5. If you think that's weird, try holding a glass pane in your hands and look at yourself in 3'rd person
  6. MapSizeY is found in two separate locations in the serverconfig.json file, make sure to set both to the same value before creating the world.
  7. All I did was change the modinfo.json and the mod worked fine for me, all fuel sources had 5hr burntime. I recommend getting the mod Extra Info for displaying information on timer and such.
  8. Had a look at the mod you're working on, Fast Pitkilns, and there are a few issues with the modinfo.json file that will prevent it from even starting. Change it to: { "Type": "content", "Name": "Fast Pitkilns", "Version": "1.0.0", "ModID": "FastPitkilns", "Description": "Makes Pitkilns Fire Faster.", "Website": "", "Authors": [ "Aureus_Prime" ], "Contributors": [], "Side": "Universal", "RequiredOnClient": true, "RequiredOnServer": true, "Dependencies": {} } And it should load and work just fine on 1.20.12 If you want it to be ready for 1.21, you'll need to add one more patch for the aged wood that have been added as valid fuel for the pit kilns.
  9. Hi and welcome to the forums! I use this mod myself, for checking the results of patches: PatchDebug It's an old mod, but surprisingly, it still works. Just make sure you follow the directions given in the description, and the results should be printed in the "server-debug.log" file. If there are a lot of patches, get ready to sift trough a looong log file If you need further assistance or get stuck, there are several people here ready to take a look at your patch and help resolve issues should they appear.
  10. What do you mean you can't find the textures? Like, they're not in any of the texture directories? Or do you mean it does not render when in game? How are your mod structured? Are the new face expression files in your mods namespace, or added to the game namespace? Have you tried to add game: prefix to the texture paths? "textures": { "seraph": "game:entity/humanoid/seraph-naked" }
  11. @Krougal The mod you're thinking of is either Simple Wind Direction or Pelagus Wind, with the latter actually updated just 5 days ago. Optionally you could just write a mod to replace the wind patterns. They are found in assets/game/config/windpatterns and contain json files for all the various wind speeds and their settings.
  12. Added note, to find the item or block names: /bir list /iir list This will print out all the block and item id's and names in the "server-main.log" file.
  13. Well, it's not as cryptic as one might think, but it does require knowledge of how and where to find the block/item names, optionally their attributes (most things don't have any). First thing would be to turn on Developer Mode in your options, and then enable Extended Debug Info on the Dev tab. To find an item/blocks identification code (which is what we need for the /giveitem command), the easiest way is to hold the mouse over the item/block, and look at the tooltip. The first line is the human readable name, then we have the ID: number and CODE: , optionally there might be a description of the the item/block on the bottom of the tooltip. The part we're interested in, would be what's shown after CODE: , example-> game:leather-normal-blue You'll notice the string after CODE: will start with game: .This is what we call a domain prefix. Everything from vanilla game, will have the game domain prefixed the item/block string. Items or blocks added by mods, will have their domain name prefixed in stead of the game: prefix. Pressing SHIFT while holding the mouse over the item/block, will also show what attributes may be associated with the item/block. Now, if we wanted to give a player named Gandalf, the mentioned blue leather shown in the example above, this would be the command: /giveitem leather-normal-blue 10 Gandalf This would give 10 blue leathers to the player named Gandalf. Note: Playernames must be exactly as they appear in game, case and all. To give yourself the item/block, you don't need to add the name, as it will default giving to the one using the command. Now lets give an item with attributes to the same player. We choose a shield, as those have many attributes for each variety. /giveitem shield-metal{"wood": "generic", "metal": "iron", "color": "pink", "deco": "ornate"} 1 Gandalf This will give the player Gandalf a Pink Ornate Iron Shield If we wanted to give all the online players of a server, the same shield, we would use this command: /giveitem shield-metal{"wood": "generic", "metal": "iron", "color": "pink", "deco": "ornate"} 1 p[] The two characters after the p, are the square brackets [ and ] Hope this helps
  14. @Mladen Mihajlovic He occasionally stream on Twitch, but not very often.
  15. There seem to be two places needing the value for the desired height in the serverconfig.json file. One for the server, and one for the world itself. #1 MapSizeY #2 MapSizeY Have you tried to change both of these, before starting a new world?
  16. For future reference, in case anyone needs to find what sounds are currently playing, this command will help: .debug sound list (note the . in-front of debug) This will print out a list of all the sounds currently played on the client, in the "client-main.log" file. 31.7.2025 16:10:12 [Notification] Active sounds: IsPlaying | Location | Sound path False | | sounds/effect/rift.ogg False | | sounds/effect/rift.ogg False | | sounds/effect/rift.ogg False | | sounds/effect/rift.ogg False | | sounds/effect/ropestretch.ogg False | | sounds/environment/wind.ogg False | | sounds/environment/underwater.ogg False | x=0, y=0, z=0 | sounds/weather/tracks/verylowtremble.ogg False | x=0, y=0, z=0 | sounds/weather/tracks/hail.ogg False | x=0, y=0, z=0 | sounds/weather/tracks/rain-leafless.ogg False | x=0, y=0, z=0 | sounds/weather/tracks/rain-leafy.ogg False | x=0, y=0, z=0 | sounds/weather/wind-leafy.ogg False | x=0, y=0, z=0 | sounds/weather/wind-leafless.ogg False | | sounds/raft-moving.ogg False | | sounds/raft-idle.ogg False | x=0, y=0, z=0 | sounds/tick.ogg
  17. Make sure the namespace in all your C# files are the same, right now they are all over the place.
  18. A quick read on this page will explain most of what makes a mod client or server only, or universal. Modding: Asset System
  19. Fish! You guys are the best!
  20. @PanzerOfTheLake Here you go: Disable Classes Msg me if you have any trouble or need help getting it working.
  21. @PanzerOfTheLake Did you find a solution to your needs? If not, I've got an unreleased mod that lets you disable any of the vanilla classes via a config file, or trough in-game settings. Let me know if that would be of interest, and I can try to finish it asap.
  22. Hi and welcome to the forum! First off, jumping on a release candidate for a long time world may not be the best choice, as it's usually not recommended for anything else than testing. And going back to 1.20.12 will not be a pleasant experience, as there are significant differences between the two versions, both in assets and code. Upgrading is supported, but downgrading is not as far as I know. Second, hares only eat from small troughs, as stated in the release notes for 1.21.0-rc1: Tweak: Only foxes, raccoons, chickens, and hares can eat out of the small trough, while all other larger animals can only eat out of the large trough Regarding carburization to make steel, that process takes up to 5 in game days, and have to be refuelled several times to keep the process going. Don't worry if it goes out, the timer will continue where it left off until the steel is done. Once done, the tool tip on the coffin will tell you it's ready and can be broken to get the blistersteel ingots.
  23. I'm more curious as to what browser you use? Incognito mode? Clear cookies every time you close the browser? Never had to do more than 1 captcha on the download page when I log in there, so not sure what's going on for you..
  24. There seem to be no sorting of the results as of now, as the results are all jumbled together with the search term appearing either in title, description or on the mods page text. Imho resulting names of mods, should be shown before anything else that match the search term.
  25. Looked into this, and this is for the 1.21 codebase, the Enabled boolean is not present in the 1.20.12 version, so this will not work. // Token: 0x02000378 RID: 888 public class CharacterClass { // Token: 0x04000F59 RID: 3929 public string Code; // Token: 0x04000F5A RID: 3930 public string[] Traits; // Token: 0x04000F5B RID: 3931 public JsonItemStack[] Gear; }
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