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Everything posted by DArkHekRoMaNT
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1.14.5 [ABANDONED] More Variants v1.5 - chests removed
DArkHekRoMaNT replied to DArkHekRoMaNT's topic in Mod Releases
CarryCapacity, ExtraChests and BetterCrates compatibility will be added in the next release. Are the pressure plates working or not working? If they working it is strange- 90 replies
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- new blocks
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No. Its only for decorate. I have another mod - CaptureAnimals, but it doesn't work on 1.13 yet
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As far as I understood (experimentally), unknown behaviors are ignored. So you can use the CC version without CC. In my mod behaviors for CC and generally all compatibility made through patches. So easy to track and change if necessary.
- 56 replies
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- storage
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There was nothing here :D Dug in more detail in the code, this is not particularly applicable in this case due to the upgrades of the previous chests. I thought all chests are crafted from regular ones )
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Thanks for your work! (Minus one point in my todo ) Maybe add a different textures for the different bronzes? P.S. Made a lang file for Russian. ru.json
- 56 replies
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- storage
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New verison 1.3: - Add Seaweed drop - Add Saguaro cactus drop
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Mod adds different variants for existing blocks. Warn! Latest stable release: v1.2.1 (texture bug) or v1.2.0 (no animation). On v1.3 you can crash when opening a chest! (See v1.4, I fixed the JRE (hopefully)) Download: ModDB or GitHub Known issues: Labeleld chests have a vanilla oak chest texture in inventory Warn! For compatibility with other mods, you need CompatibilityLib. Supported mods:
- 90 replies
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Most likely the problem with the interface cannot be solved at the content level. You will have to create your own class and change the way the GUI is drawn. West, east, ne, etc. are used to rotate the block. Perhaps this is a "vestige", because currently the chest rotates at an angle and is not limited to 4 positions.
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Good job! As I understand it, the idea with dropByType from #modding-help didn't work? P.S. Made a lang file for Russian. ru.json
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New verison 1.2: - Fix red torch (mushroom name changed on 1.13) - Add Aged Bed, Table and Chair - Add Hay (Bamboo) - Add Treasure Chests (Owl and Golden) - Add Irondoor - Add Ornate Spears (Gold and Silver Spears) - Change Kapock Planks pickling to Kapock Log pickling (Because on 1.13 there is Aged Log) - Add Stalactite/gmite recipe, fix its drops
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Have you tried running on 1.13? I do not have the opportunity to update mods yet, but this is not Minecraft, theopetically, it can work on 1.13. If you have errors at startup, write here or in the Issue on GitHub, this will simplify (and speed up) porting.
- 80 replies
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Release v1.1 - Added baits - Added baits recipes registration system based on animal attributes (EntityAgent) - The size of the Cage entity has been reduced, and the shelvable attribute has been added so that cages can be placed on the shelf (but size is still a problem) - Added hover info on cage - Cage now do not break when hit in the wall. This error was due to the use of part of the code from EntityTrownStone, Cage’s flight mechanics will be rewritten, as now it is flying weird... as stone - Cage now have a chance to break if an attempt to catch an animal is unsuccessful ("breakchance" in cage attributes, default - 25%) - Animals are now always caught with some "chance" (default without bait: 10%) - Animals are caught 100% if their health percentage is lower than "minhealth" (default without bait: 10%) - Patched vanilla animals to add baits: - All chicken: any grain, chance: 100%, min health: 100% - All rabbits: carrot, chance: 100%, min health: 100% - All pigs: turnip, chance: 75%, min health: 50% - All sheep: cabbage, chance: 75%, min health: 50% - All foxes: raw poultry, chance: 50%, min health: 50% - All wolf: any grain, chance: 50%, min health: 50% Known Issues: - You can't add baits with the same code and different chance and minhealth - In the manual you can’t see the recipe for the cell with the bait, because it has custom attributes, but the recipe exists and can be seen through its ingredients
- 80 replies
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@ApacheTech If it’s still relevant and you don’t like the impossibility of missing the night. This simple mod (from one json patch) increases the sleep time on beds by 2 times. Up to 10, 13 and 15 hours, respectively extendsbedtime-1.0.0.zip
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And what is the problem of taking the torch and walking at night with it (I generally did not sleep playing in VS)? I am not a fan of the "iron man", QoL is always important to me (within reasonable limits). But surviving in vanilla VS is easy. Normal Drifters practically do not cause problems, and they are the only ones to spawn at night. Much more dangerous are hyenas, wolves and other animals. But they are both day and night.
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For such weak animals, an additional threshold of less than 3 hp is set now. In new versions, specialized cages will catch "runaway" animals with any hp.
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Good idea, I’ll add different baits
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For those who are tired of driving hens or sheep for thousands of blocks Cage case can be crafted on an anvil using all tool materials, to turn it into an empty cage, add resin. By default, it captures with a 10 to 25% chance. If you hit and could not capture, then the cage will be downgrade to case, or it will break with a 50-5% chance. The chance depends on the material and is written in the cage tooltip. You can increase the cage capture chance in two ways: Decrease the health of the mob. This will give +1% chance for every -2% of the mob's health (50% efficiency). Use bait. By default, these types of baits are available in the mod, but you can change, add (or patch with your mod) in config/baits.json, the rest of the cages settings are in the itemtypes/cage.json attributes. The first and second methods can be used together. Default baits: All chicken: any grain, capture chance: 100% All rabbits: carrot, capture chance: 100% All pigs: turnip, capture chance: 50% All sheep: cabbage, capture chance: 50% All foxes: raw poultry, capture chance: 25% All wolf: raw redmeat, capture chance: 25% Below 2.0.0: Download: ModDB or GitHub
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New verison 1.1: - Add recipe for stove - Add images with recipes to the topic
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The idea is based on the magical mirror from Terraria. And mirror as a mystical object associated with the otherside dimension has been used for a long time. But I can’t imagine how the temporal compass works. In the new versions will use temporal gear powder. Destabilized matter
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New verison 1.2.1: - Added mirrors from different materials - Added mirror frames - Added mirror frame mold - Durability is now material dependent
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New verison 1.1: - Added lang for heldhelp - Created a repository on GitHub - Durability changed from 10 to 5 uses
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This mod adds Temporal Mirror, you can save a point (Sneak + RMB on the block) and return to this point (Hold RMB). The mirror is crafted from a frame and temporary gear and can teleport up to 1k-15k blocks (depending on the material). Can be repaired. The frame is made on anvil or using metal casting. A wooden frame require any wooden plank and chisel. P.S. The plans add a second mirror, for teleportation to the players (Terraria forever!). And improve the model, but most likely it will already be in 1.13, when VS will support regular .obj models. P.P.S. In very distant plans, to return to the original idea of the mod and add teleportation blocks. Or put it in a separate mod. Wacky love of modularity, feel like a TE author. (There is a mod for creative teleports by McJty) Download: ModDB or GitHub
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The mod only adds recipes to existing blocks. Primarily for construction and decoration
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My luck. Who can tell me why I managed to write recipes in the title of the topic SO? UPD: I figured out that it is possible to rename the topic. Good :)
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Have you ever been tired of looking for an iron fence, crates, a quiver or a chandelier in dungeons? Especially if you need ten of them in your mansion? Have you ever been surprised by the strange lack of recipes for a vines basket, omok or colored torches? Why can't lining be added to an already finished lantern? Why can’t the plates cover the floor, although it is written on them? This and much more adds my More Recipes mod. If you have suggestions for recipes for other items or changes to current recipes - suggest it :) Recipes and other info: Wiki Download: ModDB or GitHub