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DArkHekRoMaNT

Vintarian
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Everything posted by DArkHekRoMaNT

  1. Rar is an archive. Any archive needs to be unzipped before use, and the game may simply not have an unzipper for non-zip files. For example, you can open a zip archive directly in windows explorer, but you cannot open rar.
  2. No. Its only for decorate. I have another mod - CaptureAnimals, but it doesn't work on 1.13 yet
  3. 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.
  4. 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 )
  5. 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
  6. New verison 1.3: - Add Seaweed drop - Add Saguaro cactus drop
  7. 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:
  8. The wall has a hitbox like a full block. Try looking at the fence json to implement the correct hitbox.
  9. 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.
  10. 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
  11. The game does not recognize recipes as recipes, you put them in the wrong place. I wrote before, apparently you did not see
  12. Most likely, you will need a code mod to add crafting to Bloomery. As with crafting in Quern.
  13. Unlike .rar, .zip can be opened everywhere. The .rar has some advantages, but in this case they are not relevant. If you pay attention to the releases, there are all mods in .zip. It's surprising that the game recognized the .rar archive at all). You can make a crutch and patch the iron melting point. Or at least make a recipe at bloomery. But a relatively realistic recipe for steel, this is a blast furnace, in which cast pig iron is made, from cast pig iron on an anvil get high-carbon steel, and already from it ordinary steel. Chromium is superfluous in steel, this is already an ingredient of stainless steel, if my memory serves me, it has a thin film of chromium oxide that protects iron from interaction with oxygen.
  14. A small question, how and where to find chromium? And is it mined with an iron pickaxe? I don’t remember exactly, but there were ores requiring steel and higher Also iron cannot be melted at the moment. It has a melting point higher than that of any fuel.
  15. 1. Use .zip, not .rar 2. Add "game" domen to ingredients and output: { ingredients: [ { type: "item", code: "game:ingot-iron", minratio: 0.87, maxratio: 0.9 }, { type: "item", code: "game:ingot-chromium", minratio: 0.1, maxratio: 0.13 } ], output: { type: "item", code: "game:ingot-steel" } } And then you can put the files in /assets/<modid> and not in /assets/game. Recipes do not need to be added to the survival folder, just to /assets/<modid>/recipes. P.S. Although the game is divided into several mods, they all use the "game" domain
  16. 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
  17. 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.
  18. You can use helve hammer and mechanical power for automatic craft plates
  19. 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
  20. @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
  21. 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.
  22. Maybe reset it when player's field OnGround or FeetInLiquid is true?
  23. 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.
  24. Good idea, I’ll add different baits
  25. 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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