Jump to content

DArkHekRoMaNT

Vintarian
  • Posts

    573
  • Joined

  • Last visited

  • Days Won

    18

Everything posted by DArkHekRoMaNT

  1. It's strange, the mod runs on the server. What anvil are you using?
  2. @Hamish BlackCheck the latest version, like everything is fixed
  3. v1.0.1: Fixed corpse with health enabled Fixed remove items if create corpse disabled Moved parts to SharedUtils
  4. v1.1.3: Added new rare quartz variant by @twistr_game Rewrited to SharedUtils
  5. By default, stairs are always slower, even if they have the same speed. The actual distance that you walk the stairs is not 1 meter, but sqrt (2) ~ 1.4 meters (diagonal).
  6. Whoa. At the very least, my unworkable patch for anvil don't work. I'm patching the anvil block itself (which is not smithing at all), not the parts. So right now it should work with anvil o_O
  7. The walking speed on the stairs is strange. Less for vanilla, but higher for new stairs.
  8. The minimum version of the game in modinfo. This change does not affect anything.
  9. The number of coins will not affect inflation in any way. It will only cause inconvenience. The value of one coin out of 1 ingot is identical to the value of 4 coins out of 1 ingot. But you can't buy something for half a coin...
  10. If only the author of XSkills is trying to force the loading of assets, I don't know why it might be needed in this case. @XanduAs far as I can see, your mod has no open source, so it's quicker to ask this Do you do something with aasets? All the Compatibility Lib does is change the path to the asset from api.Asset.AllAssets. Perhaps forcing an asset to reload while playing might break this, are you doing something like that?
  11. @Kiava As far as I can see you have other mods as well. What mods do you have? What happens if you remove both mods or each separately? Have you put mods on shaders or something similar?
  12. ^ @Niker323 I think you need to recompile the mod for 1.14.2+
  13. Add "moldrackable": true and "onmoldrackTransform": { rotation: { z: 90 } } into attributes.
  14. @ZigTheHedge It would be nice to bring mold names to the new unified format "Raw icepick mold"/"Icepick mold" and new ru format too: "Форма для ледоруба (необож.)"/"Форма для ледоруба"
  15. The game does not support multiple food categories for common items. For pot food only.
  16. You can fix the ropes with remapping https://wiki.vintagestory.at/index.php?title=Modding:The_Remapper
  17. Works. But the mod is abandoned, the author has not appeared on the forum since March 2020
  18. v1.4.11: Added fern tree drops v1.4.12: Added recipes for flower pot and planter variants (thanks @luette)
  19. A good idea. And there will be no special problems with delivery either, you can always disassemble the stone slabs on the spot and take the finished material
  20. It would be nice. Most of the variants are identical, so you can just copy the recipe. But at least some flower pots are unique.
  21. The Helve hammer can now forge more than just plates and ingots Mod support: To make the hammer support (or not support) custom items, it is enough to add attributes/helvehammerworkable: true or false to the output item. By default, the absence of such an attribute is considered true (changing in config) Config: AllWorkable - will this work for any items (default - false) DefaultWorkable - default attribute (default - true) AnvilTier - minimum anvil tier (default - 3, iron) Vanilla items are patched, by default you can do everything except the anvil. Download: ModDB or GitHub
  22. Depends on who will be in time earlier. If my patch is loaded before the TT patch, then the TT patch overwrites my structures.
×
×
  • 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.