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DArkHekRoMaNT

Vintarian
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Everything posted by DArkHekRoMaNT

  1. Use remapping. You can add a patch like this: [ { "file": "game:config/remaps.json", "op": "add", "path": "/fixroads:stonepath", "value": ["/bir remapq stonepath-free stonepath force"] } ] On entering the existing world, the player will receive a warning that the world is old with a proposal to fix it.
  2. Are your paths made as variants of the vanilla path? FixRoads is actually rewriting it rather than adding its own. If you are using vanilla path for your variants, this is not good. But If you don't use it, then there shouldn't be any problems. All shapes other than vanilla are in the fixroads domain and do not change vanilla in any way.
  3. If you want to replace all stonepath with snow/free variants, perform a remap (the game will offer when starting in the existing world). If you don't want to, the roads will become "Old stone path". This was primarily added for compatibility. For example, the generated structures will have old paths, because they use the vanilla version of game:stonepath. This only applies to existing paths in the world and inventories. If you craft them, they will be game:stonepath-free, but you also can recraft them into game:stonepath (Old stone path)
  4. v1.3: Updated to 1.14.2 (recompilation required, earlier versions are not supported)
  5. New version v1.2 available! (Still work on 1.13.4+) Returned the vanilla version of the stone path (Old stone path) for compatibility Old stone path can be turned into a stone path (and returned back) Old stone path has a full block shape Old stone path can be chiselled
  6. v1.1.0: Updated to 1.14.2 Overlays moved to mod area (game now supports non-game overlays). Fixed NPE if you dropped an item on the elevator
  7. Can you make a system similar to food? You can stack food with different expiration dates and it will be averaged
  8. I just need to recompile the mod, little API changes
  9. Oh. I need to check, maybe I forgot to add a check that the entity is a player and a NPE is thrown there. Are you playing on 1.14.2? Tyron fixed the overlays, which is probably why top and bottom of the elevators broke)
  10. I know. All chests receive the texture of the first placed chest (Need to add this to the list of known issues)
  11. It would be weird if it worked only on the client. So you can set the height to 100 and walk on the mountain
  12. Send the complete log file, or at least the beginning of errors. As @Dauron correctly said, the problem may be in the first mod, which also broke the rest of the recipes.
  13. *Looks at 2+ full chests of sticks* Use shears. I see no point in a stick recipe.
  14. v1.2: Updated to 1.14.0 (still works on 1.13.4)
  15. Haven't tested but should work. It is very difficult to break this library anyway. This is a very simple code))
  16. First stable version available! Added a "heavy" variant Added "Obtained by" to the handbook No longer applies to freezing player in 1.14 Now available on 1.13.4 too
  17. The language of communication on the forum is English. (Язык общения на форуме - английский)
  18. This is a little more than "Simply" patches I'll add this to my ideas list, there are a couple of options for how this can be implemented. For example, using the containers in which it is cooking (like a crucible for metals), or try to patch the fire roasting system so that it heats all the items at once.
  19. Yes. I made a recipe from coarser dust (Zeekea) to finer dust. I have two elevator types now: Elevator and Temporal Elevator (with gear)
  20. If it is Temporal Elevator, there will be a variant of Temporal Temporal Elevator
  21. If you have v1.1.0, then nothing needs to be updated. I haven't updated the CompatibilityLib itself, it works fine on 1.13 and 1.14
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