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DArkHekRoMaNT

Vintarian
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Everything posted by DArkHekRoMaNT

  1. v1.5.2 - Changed event from PlayerDeath to EntityDeath as more stable (sometimes the player's inventory was already empty)
  2. v1.8.0-pre.5 (unstable): - Fixed missing textures on server #8 - Added tpimp pasteraw (not replace meta blocks)
  3. v1.8.0-pre.3 (unstable): - Added idle, active and player teleported sounds - Added enity teleported particles (not work correctly on long distance teleports) - Improved other particles - Removed progress ring - Fixed seal renderer during temporal effect - Fixed .tpdlg target teleport position - Fixed stability consumption not affected by StabilityTeleportMode - Improved teleport cancel check - Save config after edit v1.8.0-pre.4 (unstable): - Fixed shader crash
  4. v1.8.0-pre.2 (unstable): - Added map marker for teleport - Added check for teleport exists on load - Added restore stability command (/rst or /rst [player]) - Added new config system (check /cfg and .cfg), old configs will be reset to default - Added import to WorldEdit command (/tpimp import) - Removed update min teleport distance on client
  5. v1.8.0-pre.1 (unstable): - New simplify server-oriented teleport manager - UI refactoring - Teleport glowing - Improved teleport particles - Broken teleport not render seal now - Removed obsolete config command - Subnetwork not working now (in progress)
  6. v1.5.1 - Updated corpse compas: - New model by @Farkoth - Can work passively in off hand - Can be stored on racks, shelves, ground storages - Added uk translation by @burunduk - Changed death system execute order, may fix CarryCapacity issue #11
  7. v1.7.0: - Finished wormhole mirror (player to player teleport) - Updated textures and shapes, added reflective effect, enchanced particles - Separated mirror recipes by group - Fixed wrong durability when repairing mirror - Rework teleport behavior, fixed #2 - Fixed mirror mold are still cooked in fireplace #1 - Fixed pdb (now shows line on crash)
  8. There in the description there was a file with a mod recompiled under 1.17.9, this fixed the problem. I am also not very active now, and not ready to take on the full support of CarryCapacity. If anyone is interested - the working version without crash after the player death remained in PR
  9. Tested now. It works fine in new world (1.17.9) with ACA 1.0.8 and SQ 2.0.0-rc.4
  10. I changed the mod back to a dll instead of the source code. It may also fix weird ItemPlayerCorpse and compilation issues. Also, the mod now uses not a custom behavior added to the player, but an event. So corpse spawning should be more reliable and not easily broken by another mod. Please report again if they stay. It's hard for me to check this, because I can't repeat these problems
  11. v1.5.0 - Replace EntityBehavior with Event - Force update corpse interaction time on server, should fix extra delay on overloaded servers - Added floor search for corpse spawn pos (less dancing corpses) - Now again dll mod to fix any compilation issues - [DEV] Changed project template
  12. v1.7.1 - Fixed saving teleport in singleplayer - Fixed reset teleports on load
  13. v2.3.0 - Added new default baits - Fixed cage third person transform - Custom render props for cages instead of changing transform - Small cage model improvement
  14. Lol. Magic flying cage. I will need to fix this
  15. Shift + RMB, afair. It should have a tooltip when you change slot in the hotbar.
  16. v1.7.0 - Updated to 1.17 - Fixed pdb files (should show line number now) - Disabled SubNetworks config option by default (needs improvement)
  17. v2.0.0-rc.3 - Fixed RockManager crash in some worlds
  18. v1.4.3 - Fixed corpse disappearing if TemporalMirror or some other my mods were installed #7
  19. What do you mean? What version the user has? Check the attributes of VintageStory.exe
  20. More info? Adding to Rubble Storage and creating Stone Slabs (using plugs) works fine for me. There were only problems placing Stone Slabs
  21. v2.0.0-rc.2 - Fixed empty stone slabs after placing
  22. 2.0.0-rc.1: - Updated to 1.17 2.0.0-pre changes: - Updated models - Updated guides - Fixed plug preview - Fixed tool durability modifier in world settings does not affect mod tools - Fixed rubble storage selection boxes - Dynamic rock textures for RubbleStorage - Removed ItemSlabTool class - Rubble hammer can turn rock into gravel and gravel into sand in the world (left-click on block) - Added a separate common system for checking rock variants (stone, sand, gravel, bricks, etc) with wildcard support - Fixed admin hammer lang - Added creative-only admin plugs (128x128x128) - Fixed Stone Slabs stack merging with different content stacksize #9 - Added additional world interactions for stone slabs in creative - Fixed Rubble Storage world interactions - Fixed Rubble Storage block info - Fixed Rubble Storage desync when adding resources - Fixed Rubble Storage particles - Fixed Rubble Storage buttons world interactions order - Added Rubble Storage correct pick block way - Enabled latest CSharp features - Fixed drops and particles always only on core block - Fixed broken interaction with stone slab core block #8 - Updated lang files #10 - Fixed quantum entangled slabs #7 (slabs placed from the same stack synced all changes) - Fixed loss of items in placed stone slab after re-entering the world - Added more accurate visualization of stone slab contents (multiple stones based on quantity) - Slab in inventory now looks like in the world - Removed rock variants for stone slabs (added remap for old worlds) - [WIP] Slabs rewritten from MonolithicSmall to Modular, this should fix particle and drop issues later - Multiblocks rewritten to vanilla way (IMultiBlockMonolithicSmall) - Visual amount of rubble storage contents, correct collision - Slone slabs with multiple rocks - Completely rewritten hell in plugs. Easier, faster, more readable, fewer bugs. Now the plug will actually dig out the cube inside its maximum size. Only 3x3x3 on copper, no 5x3x3, 5x4x4 and other errors - Changed the system for adding new stones for stone slabs and rubble storages. Stone slabs will dig not only stones, but also ore (WIP). And the stones of other mods too. I removed the hard-coded dependency on game:rock-, game:sand, etc. - Land claim checking (reinforcement later) #5 - Most of the code has been rewritten
  23. There's nothing worse than bugs that can't be reproduced, meh
  24. But if it's a like Farkoth's problem. That is, the corpses sometimes disappear, and sometimes it work fine and this will not be fixed in the latest version, then I also need logs
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