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DArkHekRoMaNT

Vintarian
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Everything posted by DArkHekRoMaNT

  1. 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.
  2. 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
  3. Depends on who will be in time earlier. If my patch is loaded before the TT patch, then the TT patch overwrites my structures.
  4. v1.4.10: Changed aged table recipe (now need linen) Fixed visibility bamboo hay in handbook Internal improves Moved recipes from forum to repo wiki
  5. @Mr1k3pls, change numbers to - "path": "/structures/25" "path": "/structures/-", Your mod replaces TeleportationNetwork structures. Do not use hardcoded array indexes.
  6. v1.4.9: Added recipes for storage vessel variants (thanks@luette)
  7. iirc, there was a checkbox to not suggest any more
  8. Brigantine is easier to do, it can be poured out, not forged
  9. Don't want to use CompatibilityLib for this? Initially, the library appeared precisely to deal with different versions for different mods UPD: Heh. I was already outstripped
  10. @jakecool19 You grossly underestimate water. You just have to get used to it. Lately a bucket of water is my best friend In order to climb normally, hold W and spin camera horizontaly But the ropes are still cool )
  11. How do you get the reed to make the rope for the first knife?
  12. TpNet uses a vanilla worldgen system. If there are traders or other surface structures, there will be teleporters. However, the vanilla system tries to generate structures correctly. For example, you will not find a merchant on a mountainside. As a result, on rough terrain, teleports and other vanilla structures will not spawn.
  13. Only those wheels that were installed before the update
  14. @Yvette Forty this is a library for mod devs, usually authors indicate if required. All the player needs to do is just add it to the mods folder like a regular mod.
  15. And they have no translation
  16. After the update, old wheels break instantly and cannot be picked up in inventory
  17. Imo, this recipe is too imbalanced. This generally makes bees meaningless and unnecessary.
  18. The ExtendedFood version for PrimitiveSurvival (EF has different versions for compatibility) does this.
  19. I have difficulties with models, especially living creatures and their animations. But I will try to implement something similar
  20. The wheel itself is spinning as you like, sometimes in one direction or the other. Sometimes it even spins right, but in the opposite direction from the angular gear, to which it transfers rotation
  21. The network uses a vanilla generating system like traders. They have a minimum distance between structures from a group of 600 blocks, but a teleports - 4000. At the same time, the chance of spawning is 100 times higher. If a teleport can spawn, it spawns as soon as you move 4000 blocks away from another. And since the first generated chunks are around the spawn, there will always be the first teleport and the first trader nearby.
  22. Your wheels are running... weird... They sometimes spin in the opposite direction or stop when connecting networks. I even had a crazy variant when 3 wheels in the same net stopped. 1 + 1 + 1 = 0 Also, the 85% wheel takes into account the source of water only from one side, if you pour from the other, there will be no effect.
  23. Conflicts with block preview from VSHUD @Novocain
  24. Running on 64 bit Windows with 16 GB RAM Version: v1.14.7 (Stable)1/27/2021 12:23:30 PM: Critical error occurred System.NullReferenceException: Object reference not set to an instance of an object. at stoneworks.src.PlugnFeatherBlock.DoPlaceBlock(IWorldAccessor world, IPlayer byPlayer, BlockSelection blockSel, ItemStack byItemStack) at Vintagestory.API.Common.Block.TryPlaceBlock(IWorldAccessor world, IPlayer byPlayer, ItemStack itemstack, BlockSelection blockSel, String& failureCode) at VSHUD.NewPlacementPreview.Postfix(Block __instance, ItemSlot slot, EntityAgent byEntity) at Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.OnGameTick(Single dt) at Vintagestory.Common.EventManager.TriggerGameTick(Int64 ellapsedMilliseconds, IWorldAccessor world) at Vintagestory.Client.NoObf.ClientMain.MainRenderLoop(Single dt) at Vintagestory.Client.NoObf.ClientMain.MainGameLoop(Single deltaTime) at _XJ8aPSlEBe0PiHYbVJEdfXv1yjvA._Kgao3H1tkjUV97mMFigKazMDiUo(Single ) at _QXfAdKxrJ1KaNtwiV64JU2IvnpC._cl7z8c5uEEaIF1fo0XdijiZbRYk(Single ) at _QXfAdKxrJ1KaNtwiV64JU2IvnpC._peV5mb21IaSJTAYBddj4gA99BDo(Single ) at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(Object sender, FrameEventArgs e) at System.EventHandler`1.Invoke(Object sender, TEventArgs e) at OpenTK.GameWindow.RaiseRenderFrame(Double elapsed, Double& timestamp) at OpenTK.GameWindow.DispatchRenderFrame() at OpenTK.GameWindow.Run(Double updates_per_second, Double frames_per_second) at _03wQBzfCnykaMLiRGgbQzrKOcn3._QN2fpVgRVBDOLs27GIkkdMlxeKf(_a9AJZVMB0wcgfRPD19VvLtZCbaX , String[] ) at _NdjU5BXvKkfOW2d88pNMbEAjE1q._QN2fpVgRVBDOLs27GIkkdMlxeKf(ThreadStart ) When I aim at a block of grass with a plug in my hand
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