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Everything posted by DArkHekRoMaNT
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[POLL] How fragmented should mods be?
DArkHekRoMaNT replied to Mr1k3's topic in [Legacy] Mods & Mod Development
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 -
Can you split the recipe with and without the rengineer trait into different pages in the handbook? Now they are very uncomfortable to watch
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v1.1.7: - Fixed using the player who used the command instead of fromPlayer
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18.10.2021 07:22:14 [Warning] Did not find required shape medievalexpansion:shapes/item/liquid.json anywhere. (defined in Shape for item medievalexpansion:oil) Looks like WIP, I don’t remember this in mod. But please try not to leave errors / warnings and checking them. I currently have hundreds lines in the errorreporter on the current modpack. It is very difficult to track down actual errors
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18.10.2021 07:22:12 [Warning] Did not find required shape game:shapes/block/stone/cube.json anywhere. (defined in Shape for block workbenchexpansion:chiselplasterplain-plain) Maybe basic/cube.json instead of stone/cube.json ?
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18.10.2021 07:22:12 [Warning] Did not find required shape moreroads:shapes/block/roads/temproads.json anywhere. (defined in Shape for block moreroads:stoneroad3-andesite-free) 18.10.2021 07:22:12 [Warning] Did not find required shape moreroads:shapes/block/roads/temproads-snow.json anywhere. (defined in Shape for block moreroads:stoneroad3-andesite-snow)
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v1.1.6: - Fixed /returnthings behavior (instead of toPlayer, the player who runs the command was used)
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v1.1.5 - Added a log for the destruction / collection of a corpse - Added EntityId to corpse creation log - Added DebugMode config value to enable chat log An additional log should also help track down an error with missing corpses
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It won't work, it needs an item code and there is no such item. Do you do this via a patch / manual file change? How does it look completely? You can also add any number of entities to one item, wildcards are supported and the entities field itself is an array. You can use something like this: "entities": [ { "code": "game:hare-*", "capturechance": 1 }, { "code": "othermodid:rabbit-*", "capturechance": 0.9 }, { "code": "othermodid:bigrabbit-red", "capturechance": 0.2 } ]
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I’ll think about it. Someone has even suggested something like this before. I am rewriting a lot in mod now, so I won't add anything new)
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This only affects death data files that are used by the /returnthings command.
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How do you do it? I saw screenshots of this in the discord, but I don't understand how it happened. I sometimes reduce the minimum distance between teleports for debugging, but I even checked the last one and a couple of versions before it - everything is fine with the settings. Which version did you use?
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- teleport
- quality of life
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v1.4.0: - Fixed killing behavior of rndtp command - Added stability consumption (default 10%) for teleport - Added unstable teleport behavior if there is a temporal storm or low player stability - Added a global cooldown for teleporting a player (default 5 seconds). - Improved lang strings - Moved block broken behavior from BE class to block class
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Teleport takes about 10 or 20% of the temporal stability (gear in the center) for teleport. But due to synchronization problems or something else, this value is immediately returned back. I still haven't finished this feature, but the mobs "phasing" should be associated with it.
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It's weird that you wrote this as a separate topic, but okay. TpNet has a non-working function of consuming stability when teleporting. Perhaps I should remove it altogether
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v1.3.2: - Fixed world generation crash v1.3.1 don't work correctly, "crash when teleport loaded from schematic" fix causes a new crash when generating the structure in new chunks
- 96 replies
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v1.3.1: - Fixed crash when teleport loaded from schematic - Fixed interact help for change frame (showed Shift instead of Ctrl) - Fixed frame top texture
- 96 replies
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v1.3.0: - New teleport model - You can be change the teleport frame (base texture) to any block with DrawingType is Cube (RMB + Shift with a block) - Fixed animation glitch (more animation frames and EraseIn/OutSpeed) - Using remainingResistance = 1 instead of 9999 durability to prevent break in unbrekable mode - A few more simple changes and refactoring
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For most mods, the update is only required between major versions (1.14 -> 1.15), because there is a lot of new content. Increases the chance of breaking vanilla asset patches (if something changes in them), code mod, greatly increases the use of Harmony (including between minor versions). It can also be related to changes in the API (indicated in the changelog). Compared to mc, where sometimes a mod needs to be completely rewritten, support for mods on VS is not difficult. In any case, as long as the game is constantly evolving and changing, mods will break. Also, additional problems are caused by the excessive use of the game domain for the mod's assets or the use of replacing the file along the same path instead of the patch (exclude shapes, lang).
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v1.1.4: - Fixed crash (removed new log) - Fixed interaction ring only works on one corpse, if there are several (v1.1.3)
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v1.2.1: - Fixed teleport GUI scrollbar - Added new rare teleport structure (with trader) - Added roads structures
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@Robert MilliganThis is written in the first post and moddb description. In the vanilla anvil description its tier is indicated, this is 1 - copper, 2 - bronze, 3 - iron
- 31 replies
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- quality of life
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What's in VintagestoryData/Logs/client-main.txt ?
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- quality of life
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1.5.0: - Updated to VS 1.15, net461 - New mirror shape - Added SharedUtils 1.5.1: - Improved new shape
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