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DArkHekRoMaNT

Vintarian
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Everything posted by DArkHekRoMaNT

  1. v1.1.0 - Updated to 1.16.0-pre.8
  2. v1.4.2 - Allow adding slabs to mining bag - Slabs have a maximum stack size depending on their size (12 for small, 1 for giant) - Rubble storage has a maximum stack size of 1 - Fixed a typo in the name of the tin bronze chisel - Updated to 1.16.0-pre.8 (still works on 1.15.10 and below)
  3. Same crash without mods I think this is fixed in 1.15.10 too: - Fixed: Avoid a crash if the minimap fails to load a map section
  4. 09.11.2021 15:04:19: Very old version crash 09.11.2021 20:59:25: Zeekea crash 09.11.2021 21:02:41: Zeekea crash 05.12.2021 21:35:46: Vanilla crash if blockid is greater than int16, fixed in 1.15.10 (other players crash after your interaction) 06.12.2021 23:20:35 and after: Unknown engine crash in map, most likely not related to SQ? System.NullReferenceException: Ссылка на объект не указывает на экземпляр объекта. в Vintagestory.Client.NoObf.ClientWorldMap.MarkChunkDirty(Int32 cx, Int32 cy, Int32 cz, Boolean priority, Boolean sunRelight, Action OnRetesselated, Boolean fireEvent, Boolean edgeOnly) в Vintagestory.Client.NoObf.ClientWorldMap.loadChunkMT(_vuqORdiworbpFGCEOtzIKpyYFng p, ClientChunk chunk) в Vintagestory.Client.NoObf.ClientWorldMap.<>c__DisplayClass102_0.<LoadChunkFromPacket>b__0() в Vintagestory.Client.NoObf.ClientMain.ExecuteMainThreadTasks(Single deltaTime) в _iZ5rVmV6HXdQR8IP3qeaCA7PDqb._T9YfRFmW6X4ZcWzG7vSwet0Rgrs(Single ) в _2hFm1B1DwOk1Z7yF6DtBdLeBFKaA._5soGXezAcR5oyhhq2pmELCuEn2M(Single ) в _2hFm1B1DwOk1Z7yF6DtBdLeBFKaA._ZzmaNk5IGbtvQ61ssCzCszyBw2n(Single ) в Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(Object sender, FrameEventArgs e) в System.EventHandler`1.Invoke(Object sender, TEventArgs e) в OpenTK.GameWindow.RaiseRenderFrame(Double elapsed, Double& timestamp) в OpenTK.GameWindow.DispatchRenderFrame() в OpenTK.GameWindow.Run(Double updates_per_second, Double frames_per_second) в _LiN8p156auXcqjjOW5aVAZ0QkUc._fwMbTl3XHB2eqbxoLfc3FpMIE00(_CFodeVozKjT5VhVV66Wv4Bd7r3c , String[] ) в _qBF2AKwdIhCkNZsjxBA24g20vlH._fwMbTl3XHB2eqbxoLfc3FpMIE00(ThreadStart )
  5. You are playing with a extremely old version of the mod, as far as I can see from the logs. I think this is one of the first unofficial versions of Quarry Works from the old version of the DirtyBeauty modpack by ZigTheHedge...
  6. Do you love making things out of stone, but hate the process of mining it? This mod is for you! - Ability to create quarries to collect stone slabs. - Slabs can be processed into rock, stones, bricks or polished rock. - Break stone into gravel and gravel into sand inside the rubble storage. - Store and transport stone, gravel and sand. - A way to produce muddy gravel! No more having to go grab it from far away lakes! A practical guide can be found in the handbook Config file (since 1.5.0): - PlugSizes - max size for different plugs (default: 3 - copper, 4 - any bronze, 5 - any iron, 6 - steel) - RubbleStorageMaxSize - max total amount of sand, gravel and stones that can be stored in one rubble storage (default: 512) - SlabInteractionTime - time of interaction with slabs to obtain stone in seconds (default: 0.2, it is desirable that this be a multiple of 0.2) - PlugWorkModifier - modifier of the difficulty (hits number) of hammering plugs (default: 1) Download: ModDB This is the new version (fork) of Quarry Works! for 1.15+ Known issues for 2.0.0-pre: Planned before release 2.0.0:
  7. Simple client mod, currently only adds a health bar above the mob you are looking at. Download: ModDB
  8. I suggest to split structures.json into 1 file - 1 structure or subarray of structures. Now the generation system is not very flexible, especially in terms of deleting / disabling structures. You can only delete a specific id of the array without checking. In addition, if you use a folder, this will also allow mods to simply put the desired structure in assets/modid/worldgen/structures/mystructure.json without any patches at all.
  9. @QPTECHCorrect "dependencies" and "authors": ["WQP"], your modinfo does not work correctly, mod can be loaded without api
  10. By default, you do not drop armor and clothing. Also, as far as I remember, you can customize the individual categories of saved items. For example, you can save everything except the hotbar.
  11. I got simular problem on the 1.15.7 server with more teleports too. It is strange and very difficult to track down bug. I think I will rewrite the mod with a custom spawn system instead of a vanilla one soon.
  12. A parameter in the game settings that allows you to hide non-public data from the game screen. First of all, this concerns the IP of the server when connecting to it.
  13. @RomainP You don't need to provide the full path. Relative to the asset category only - game:block/leather (blocks is typo/old name). Also I have updated this wiki page for VS 1.15
  14. No, I use the Harvester locust. The Apiary locusts for squeezing honey out of honeycombs, at least as it is written in the guide.
  15. v1.4.2: - Fixed breakable teleport - Fixed unstable text shuffling - Improved unstable teleport behavior - Fixed modinfo
  16. @Vintagebob if you upload the sources to github, you usually upload the files themselves, not the zip archive. This also allows you (and other people) to track changes, use search, etc. For the completed mod file, you can use releases, or just upload it only on moddb
  17. Collecting honey and bushes does not work. Do you add items to diet but don't process it? Raccoons have the AI task: { code: "seekfoodandeat", movespeed: 0.010, priority: 1.6, animationSpeed: 1.75, eatTime: 2, eatLooseItems: true, eatItemCategories: ["Fruit"], eatItemCodes: ["honeycomb"], animation: "Walk", eatAnimation: "gather", eatAnimationLooseItems: "eat", mincooldownHours: 6, maxcooldownHours: 12, },
  18. In order for the mod to work normally in zip form, you need to compress not the folder itself, but go into it, select all the files and compress. Otherwise, you have a folder with the name of the mod inside the mod zip file, and the mod itself is already in it, this should not be
  19. Only while the player is offline. My PlayerCorpse had such a problem, so I now additionally store the player name for output, not just the UID. PlayerByUID also returns only online players on client side, since this is a wrapper over api.World.AllPlayers.
  20. Locusts lose their owner if player offline. Do you take api.World.AllPlayers information on the client side? It only returns players online
  21. I think with the increase in the number of mods, we will also come to something similar. Initially, mc has only one macerator by IndustrialCraft
  22. I like the division of mods by subject and the Quark method (config for everything). But I also find it important to split the mod into vanilla extensions / new content, if applicable. I think many players may opt out of mod with additional content (new mobs), because they adhere to the principle of minimally expanding the game through mods (or they just don't like these mobs). Generally speaking, splited mod has its pros and cons: + It is easier for players to find the right mods + Each mod individually is more stable - Many mods are harder to maintain - Mods are easier to lose / forget, etc. On the other hand, utilitarian (kitchen sink) mods also have their pros and cons: + No need to look for a bunch of mods, great recognition + You can make a configuration for fine tuning (but keep in mind that most players will not use this) + Easier to maintain - One part of the mod can break the whole mod when updating the game - It can alienate players due to unnecessary / unwanted content (new mobs), but the same Quark partially solves this with controversial parts such as pipes turned off by default There are also thematically mods, they are devoid of some of the shortcomings of utilitarian mods and they use a config much more often, because removing 1 in 10 things is more attractive than cutting the mod to remove 9 out of 10 (elevators from OpenBlocks). TL;DR: Hard to find the perfect option - to split mod or not? But specifically on the account of improving drifters + new mobs - I would split it
  23. Can you split the recipe with and without the rengineer trait into different pages in the handbook? Now they are very uncomfortable to watch
  24. v1.1.7: - Fixed using the player who used the command instead of fromPlayer
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