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DArkHekRoMaNT

Vintarian
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Everything posted by DArkHekRoMaNT

  1. Are you using other wood texture? There is game:block/wood/planks/generic
  2. v1.4.7: Fixed the number of output mossy stones in the recipe (1 -> 8 )
  3. Will the torque also be like a windmill rotor? Perhaps then just add 100kW to make it clear that the wheel power is identical.
  4. Is it possible to sort the tabs like in a creative? At least so that the mods tabs do not mix with vanilla tabs
  5. When I made the mod, the iron door simply didn't have a recipe. Six iron ingots is a perfectly recipe, but since vanilla now has an iron door craft and it is more expensive...
  6. How does the power of your wheel compare to the power of the wind turbine? The same? Twice as much? Twice smaller? Just write the corresponding kW so that it can be understood.
  7. v1.4.6: Completely disabled cheap iron door recipe (typo fixed)
  8. v1.4: Fixed JRE (again completely rewritten chests, removed horizontaloriented variants) Added creative tab Warn! Chests from older versions will break. Known issues: Labeleld chests have a vanilla oak chest texture in inventory
  9. Do you add attributes to animals? My mod patches the attributes of vanilla animals by adding baits there. Some animals do not initially have attributes at all. Maybe are you overwriting my changes?
  10. How many kW does your wheel generate? 100, how is the windmill? It would be nice to point this out in the block help.
  11. Known issue. Latest stable release v1.2.1 (texture bug) or v1.2.0 (no animation). On v1.3 you can crash when opening a chest.
  12. v1.4.5: Cheaper recipe for mossy cobblestone (one wild vine for eight stones) Fixed recipe for lichen cobblestone (crafts two blocks instead of one) Added similar recipes for stone bricks and polished rock
  13. Running on 64 bit Windows with 16 GB RAM Version: v1.14.5 (Stable)1/13/2021 12:34:46 PM: Critical error occurred System.NullReferenceException: Object reference not set to an instance of an object. at VSHUD.FloatyWaypointManagement.Dispose(ClientMain game) at Vintagestory.Client.NoObf.ClientMain.Dispose() at Vintagestory.Client.NoObf.ClientMain.DestroyGameSession(Boolean gotDisconnected) at Vintagestory.Client.NoObf.ClientMain.MainGameLoop(Single deltaTime) at _Vq7Xo4xIdbZDwh8iDcGnovGKH7D._5RNBrkQoxljreqLqfZ3LUVDaIrr(Single ) at _7KGTxxuvfNubJZCLAMEMJZBkPDeA._07k4LSTgxALpYbS1S6K07SItFcH(Single ) at _7KGTxxuvfNubJZCLAMEMJZBkPDeA._aysJzMcCvicDqo8MC3TmjcDsfdZ(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 _4eRDDOqtbaPbgjN2dJ1zzD1FCRy._ExJp6VhLWG4xQoHsVn72tgyNbeG(_bWl72q5sGuTQypu8W8r7cRXUcRF , String[] ) at _XKAWv6MyciUiZmECUonQCwPaCwE._ExJp6VhLWG4xQoHsVn72tgyNbeG(ThreadStart ) Immediately after logging into the server. Re-entry - everything is fine.
  14. v1.1.1: Fixed rename sync It didn't sync at all. All changes were local
  15. The propick recipe is vanilla and does not use ropes or handles. An early recipe for the large handle, which is used to make copper spears, conflicts with the recipe for the regular tool handle.
  16. Use CompatibilityLib . @l33tmaan mods and my mods use shared temporal dust, and it has ZEEkea compatibility.
  17. This was a planned feature that I haven't implemented yet. What kind of magic?
  18. Maybe. It's not interesting to just block, but an error in teleportation.... Hmmmm. I just need to somehow solve the problem with the unloaded chunk in order to test the possibility of teleportation to this random place. Otherwise it can easily teleport into the wall
  19. v1.4.0: Fixed a bug with loss of durability without teleportation Fixed smithing recipe for meteoric iron and steel frames Increased durability of mirrors 1000 times The mirror consumes durability depending on the distance The mirror can be repaired with a temporal gear
  20. v1.1.0: Fixed sync (teleports didn't work on servers). Teleport name is now shown in its block help The system for storing and synchronizing the list of teleports has been completely redesigned. There may be problems in existing worlds, at least all teleports will need to be reactivated (just stand on them). Also using /tpnetconfig on servers requires the world reboot
  21. v1.0.4: Fixed crash when opening teleport dialog Now definitely the last
  22. v1.0.3: Fixed crash when opening rename dialog Improved log Now in creative shows all teleports (including broken ones) No longer shows broken teleports if sharing is on I think this is the last new version for today
  23. I have fixed the main error due to which teleports were not saved, it is not clear what else could be the reason. Apparently I will have to at least use a dedicate server for full debugging of teleports (And they were not saved even in the single, unless they were manually placed. It's strange if this worked.)
  24. v1.0.2: Added hover text with teleport pos Added the ability to rename the teleport (Sneak + RMB on the central teleport block)
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