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DArkHekRoMaNT

Vintarian
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Posts posted by DArkHekRoMaNT

  1. Use remapping. You can add a patch like this:

    [
      {
        "file": "game:config/remaps.json",
        "op": "add",
        "path": "/fixroads:stonepath",
        "value": ["/bir remapq stonepath-free stonepath force"]
      }
    ]

    On entering the existing world, the player will receive a warning that the world is old with a proposal to fix it.

    • Thanks 1
  2. Are your paths made as variants of the vanilla path? FixRoads is actually rewriting it rather than adding its own. If you are using vanilla path for your variants, this is not good. But If you don't use it, then there shouldn't be any problems. All shapes other than vanilla are in the fixroads domain and do not change vanilla in any way.

  3. 49 minutes ago, l33tmaan said:

    That's very interesting. Let's say I wanted to split my own roads into snow/free variants without destroying all the existing ones. Would that be possible?

    If you want to replace all stonepath with snow/free variants, perform a remap (the game will offer when starting in the existing world). If you don't want to, the roads will become "Old stone path". This was primarily added for compatibility. For example, the generated structures will have old paths, because they use the vanilla version of game:stonepath.

    This only applies to existing paths in the world and inventories. If you craft them, they will be game:stonepath-free, but you also can recraft them into game:stonepath (Old stone path)

  4. New version v1.2 available! (Still work on 1.13.4+)

    • Returned the vanilla version of the stone path (Old stone path) for compatibility
    • Old stone path can be turned into a stone path (and returned back)
    • Old stone path has a full block shape
    • Old stone path can be chiselled :P
  5. On 9/27/2019 at 9:20 AM, copygirl said:

    If you actually make the soil items remember their state, then they won't stack anymore. I still like my idea best 😛

    Can you make a system similar to food? You can stack food with different expiration dates and it will be averaged

  6. 4 hours ago, Reina said:

    I'm not sure why, but this mod crashes for me 😧 I'm using copper cages and trying to catch chickens.
    Here's the log:
     



    Is there anything I could do to test it and try to figure out what's happening?

    I just need to recompile the mod, little API changes :)

  7. 3 hours ago, Fluffems said:

    Found the cause of what was happening as I was building around the elevator an item entity dropped onto the elevator It dose not cause a crash but it forces you out of the game and you cannot load into it unless you do what I stated by unloading the mod then breaking the elevators. before loading back up with the mod. 

    Oh. I need to check, maybe I forgot to add a check that the entity is a player and a NPE is thrown there.

    Are you playing on 1.14.2? Tyron fixed the overlays, which is probably why top and bottom of the elevators broke)

  8. 9 minutes ago, Maize said:

    Is anyone else having a problem with the chest variants in 1.14? When I place a chest the texture is Birch, except for the oak (vanilla) chest. I tried MoreVariants_v1.14.0-rc.4_v1.2.1 with a new world and no other mods installed...I'm so confused?!?😖

    2020-12-10_12-24-24.png

    I know. All chests receive the texture of the first placed chest 😥 

    (Need to add this to the list of known issues)

  9. 13 hours ago, copygirl said:

    It could very well be that the step height is a property that's synchronized from the server to client. I think I might have to turn this into a code mod, after all.

    It would be weird if it worked only on the client.  So you can set the height to 100 and walk on the mountain 😅

  10. 9 hours ago, dragoness_ said:

    I ran into a problem when I tried loading this onto my 1.14 server.. it works just fine in single player tho. I love how they look. 

    https://gyazo.com/0f4f32189c632648efe21c0568c47e19

    Did I do something wrong with the file? I encountered a few other Mods that had errors, but not all of the Mods I have been using. 

    I know a few of my friends on the server would love to open a bakery.

     

    Send the complete log file, or at least the beginning of errors.  As @Dauron correctly said, the problem may be in the first mod, which also broke the rest of the recipes.

  11. 19 minutes ago, dragoness_ said:

    Can I make a request for a sticks recipe?

    My server tends to run low on sticks quite often, we do a lot of crafting. And with sticks becoming popular for a building option now, there might be more demand.

    I was thinking maybe with bamboo only (Simple to do IRL) with two bamboo bottom & middle with a knife on top to produce 6-8 sticks?

    *Looks at 2+ full chests of sticks*
    Use shears. I see no point in a stick recipe.

  12. 42 minutes ago, xXxemoul said:

    Привет! А есть возможность обновить мод до версии 1.14.0?

    The language of communication on the forum is English.
    (Язык общения на форуме - английский)

  13. 12 minutes ago, Devilofether said:

    Its fine for meals, but resources like quicklime and shingles need to be more efficient, waiting in front of a fire for an entire stack of items to cook isn't fun, especially when they aren't the final product. Ideally the furnace leftover from earlier updates could be used to cook multiple items at once in trade for a longer cooking time (this probably wouldn't work for the cooking pot and crucible because they have their own inventories). Actually I have a potentially easier way to do this (in terms of programming at least) make a "bulk" Item that has a reduced cooking time compared to individuals, use crafting to convert them both ways in both (cooked and uncooked) states. Just a suggestion for my preference, I am not really a hardcore survivalist.

    This is a little more than "Simply" patches 😅 I'll add this to my ideas list, there are a couple of options for how this can be implemented. For example, using the containers in which it is cooking (like a crucible for metals), or try to patch the fire roasting system so that it heats all the items at once.

  14. 11 hours ago, l33tmaan said:

    Good point, but couldn't you just change the en.json so they all just say Temporal Elevator or something?

    EDIT: Hey, I just tried out the game.zip you linked and threw it into my roads mod. I can grind the Zeekea dust into yours, but not vice versa? Is that intentional?

    Yes. I made a recipe from coarser dust (Zeekea) to finer dust.

    I have two elevator types now: Elevator and Temporal Elevator (with gear)

    • Thanks 1
  15. 3 minutes ago, l33tmaan said:

    Cool, thanks.

    Maybe this is a bit nitpicky, but could you just call this a teleporter or something? It's... not really an elevator. Or at least call it a magic or temporal elevator, I dunno.

    If it is Temporal Elevator, there will be a variant of Temporal Temporal Elevator 😅

  16. Just now, l33tmaan said:

    Thank you! Do I need to update CompatibilityLib if I already had it?

    If you have v1.1.0, then nothing needs to be updated. I haven't updated the CompatibilityLib itself, it works fine on 1.13 and 1.14

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