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DArkHekRoMaNT

Vintarian
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Everything posted by DArkHekRoMaNT

  1. Just place it in assets/game/<full-vanilla-path> of your mod. It will replace the vanilla asset.
  2. I changed the codes of the chests. In any case, this is no longer relevant
  3. It would be strange to check each asset for availability if you explicitly added it The author's way of disabling mobs is very clumsy. I think the best way would be to modify the AI to make the mobs passive by default.
  4. IIRC, does the mod have to be on the server for the storm? And this practically does not affect anything. Information is shown at most a few seconds before the text in the chat
  5. @jakecool19 we are experiencing a severe drop in performance on our server with many animals starving and trying to get through the wall for food. Could you solve this somehow? I think it will be difficult to implement an obstacle check, but at least an increase cooldown before a new search for food, if it is impossible to access it for a long time? Gloves also work very buggy, especially if the animal is hungry. Perhaps you should look at an implementation like CarryCapacity? Mountable is actually not fully implemented and is used only by a static block - a bed.
  6. The bell is just trying to spawn entities that don't exist (because NoMonsters turned them off)
  7. They also know how to climb walls This is just vanilla "unstuck" mechanics for the entity
  8. O_o Strange. Does this happen on the server and always? Tested on my test server - everything is fine. Perhaps you have some mod that changes /waypoint addati? Or they are not my waypoints at all (by default it is crimson bee)
  9. O_o Strange. Does this happen on the server and always? I'll see what I can do about it
  10. It's strange. Have you been using version 1.1.1? I tested this in a test multiplayer and on the server where I am currently playing. Everything works fine. I also checked unbreakable - it works. Have you rebooted the world after using the command?
  11. v1.1.2: Fixed NRE on exit Added text shuffle on temporal low stability / storm
  12. v1.5.0: Removed chests P.S. Will be moved to a separate mod in the future. I don't want to move MoreVariants into code, but vanilla GenericTypedContainer and LabeledChest work very strange after adding animation.
  13. v1.4.8: Fixed quartz ornate/pillar output quantity
  14. The reimagined grave system. After the death of the player, the player's corpse will spawn in its place (at the moment it is a regular humanoud skeleton). You can go to it and collect things (by holding RMB), by default only its owner or a player in a creative can collect a corpse. Not despawning. In addition, a waypoint will be created at the place of death. By default, it will try to resolve conflicts with known mods, for example supports StreamDC. Since the game is an unpredictable thing, this mod also adds the ability to restore items lost at the last death using the /returnthings command. By default, the last 10 deaths are stored for each player. You can also configure some things in the config: CanFired - the corpse will be destroyed if it burns for more than 15 seconds (default: false) HasHealth - a corpse has 100 hp and can be broken by other players (default: false) CreateCorpse - whether corpses will be created at all (default: true) SaveInventoryTypes - what types of inventory will be saved NeedPrivilegeForReturnThings - what privileges are needed to return things (default: gamemode) MaxDeathContentSavedPerPlayer - the number of recent deaths that are saved per player (default: 10) CreateWaypoint - whether to create a waypoint at all upon death (default: auto; automated turn it off if there is another well-known mod adding waypoints). And also various settings for waypoints. FreeCorpseAfterTime - makes corpses available to everyone after N in-game hours (default: 240, 10 days) CorpseCollectionTime - corpse collection time in seconds (default: 1) CorpseCompassEnabled - enable craftable compass to search for corpses nearby (default: true) Download: ModDB or GitHub
  15. @Capsup api.World.Seed is not unique to every world. There is api.World.SavegameIdentifier. Moreover, it also makes it easy to get the world seed, which is not desirable on servers.
  16. @Digitalrfixed. Added a flag to check that this is not a point saving.
  17. v1.4.1: Fixed lost durability when saving point Deleted unnecessary chat log from the mirror Dev: Updated mod structure Changed modid to temporalmirror Work on wormhole mirror
  18. v1.2.1: Fixed spaces in /tell Fixed only first word in /replay
  19. No way. The translocator has not interface. Only the creative teleporter has it.
  20. Tier 2 blackguard armor has no durability and breaks with 1 hit
  21. Maybe then output the corresponding power? It would help a lot. It's hard to compare a water wheel to a windmill now.
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