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Everything posted by DArkHekRoMaNT
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Try running PlayerCorpse without other mods. Most likely, some kind of mod rudely edit player.json (for example, overwrites it). How it was with VSMovementsMod before
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Check the new version, if it doesn't work, then send the logs (client-main and server-main). I still can't reproduce the problem with disappearing corpses
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v1.4.2 - Fixed ru lang - Fixed data location (manually move saved corpse data files from ModDataworldid to ModData/worldid if you need it) - Less dancing corpses - Update to 1.17.3 (may fix corpse disappering)
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v1.3.0: - Updated to 1.17 - Now it's a source code mod (better stability when API changes) DEV: - Changed IDE from VSCode to Visual Studio - Embedded version of SharedUtils
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- quality of life
- helve hammer
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Do corpses still disappear in 1.4.1?
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v1.4.1 - Fixed loss of corpse contents after re-entering world - Config loading refactoring, may fix null-config issue
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v1.4.0 - Updated to 1.17.0-rc.4 (may fix disappearing corpses) - Lowered default corpse collection time from 3 sec to 1 sec - Added portugues translation by @xCoiotex - Changed the mod type from dll to source code, for greater stability when changing the game API - Refactoring
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Does the .tpdlg command in the creative mode also show an empty list? Unfortunately there is no way to delete/restore the list of teleporters. Reloading a chunk of each teleporter or manually replacing them in the creative can help
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- teleport
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v1.6.0: - Completely rewritten teleport network system - Improved render and particles - Fixed /tpimp command - Added claim check for rename dialog - Added legacy data loader for old worlds (but it is recommended to make a backup before loading) Dev - Changed IDE from VSCode to VisualStudio - Enabled new csharp features - Refactoring New SubNetwork behavior Activated teleporters now create subnets. That is you cannot just tp from one teleport to another if there are no other teleports (activated by you) between. By default, when a teleport is activated, its neighbors are detected at Manhattan distance of 10k blocks (may be change in the config). In the future, it is planned to add visualization of networks on the map and change the teleports world gen. Experimental feature, can be disabled in the config by setting SubNetworks: false (true by default)
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- teleport
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Try place it above/below this block. If a new one appears, then you did not hit to it. Teleports are stored in a dictionary with a unique key - the position of the block. They must not be duplicated And you cannot change it manually, because it is stored in save
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- teleport
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v2.0.0-pre.5: - 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)
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You can use .tpdlg in creative, teleport to unnecessary points and place-break a teleport block there
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What block did you aim at before? Crash says you're looking at some multiblock and clicking (with shift) on it, which causes a crash.
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Meh. Maybe I should remove delaying altogether? (at least by default) It's not clear how this can be fixed if the server just doesn't tick on time and you have to wait for the next tick to get things. And this greatly reduces the dynamics if your weapon is left in the corpse, for example
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There may be a problem with tick delays on the server. Do not release the button, even if the ring is full, wait until you receive your items
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99% of mods work with the current version of the game without changes. Look at 1.16, not 1.16.5 Also you can check comments on moddb or forum if in doubt. A lot of people play with mods, if something stops working, they usually write about it
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Okay, I'll add
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As far as I know, Steam has price limits when selling on other services. You can't just sell for more there
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And yes, now the game is also available in HumbleBundle and itch.io (but they don't work in Russia either)
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Now the main problem is to buy the game in the ru-region, for obvious reasons. As far as I know GoG, Ebay, Amazon and many other services are also not available or only partially available. Steam somehow works, but I doubt that is really a good reason why the game should be there
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@Cyraxancheck pre.4, if the problem with adding a stone remains - write, I'll try to figure it out
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I think this is the last pre version of StoneQuarry2. Critical planned systems have already been implemented, it remains only to fix bugs and update models
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v2.0.0-pre.4: - 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) ### Stone Slabs - Fixed stack merging with different content stacksize #9 - Added additional world interactions for stone slabs in creative ### Rubble Storage - Fixed world interactions - Fixed block info - Fixed desync when adding resources - Fixed particles - Fixed buttons world interactions order - Added correct pick block way ### Dev - Enabled latest CSharp features
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{ "op":"replace", "path":"width", <-- "/width" "value": 2, "file": "stonequarry:recipes/grid/tool/finishingchisel.json" }
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Hm. No. I thought something changed in SQ2, but the tool recipes have not changed since December