-
Posts
573 -
Joined
-
Last visited
-
Days Won
18
Content Type
Profiles
Forums
News
Store
Posts posted by DArkHekRoMaNT
-
-
Please change your modid (in modinfo and other places) from Katana to katana. Modid must be lowercase, your mod does not work on Linux/macOS now
-
14 hours ago, Soumagnei said:
Hello
We have tried out change in mod config
I does not work- it returns back to false, as soon as the game launched
What can cause this?Are you changing Val? Also are you doing edit -> save -> close editor -> load world?
HasHealth: { Comment: "Has 100 hp, can be broken by another player", Default: false, Val: false -> true }
-
6 minutes ago, Kiava said:
where i had to config the mod?
%appadata%/VintagestoryData/ModConfig/helvehammerextensions.json (created after the first load of the world)
-
3 hours ago, Jesse Caron said:
I'm not sure what you mean about plant torches and lack of mineral dyes. I'm just talking about replacing the plants with mineral nuggets, again, as with the green torch using malachite. The only drawback - and perhaps this is what you meant, is that all colors may not have correlate minerals found in-game(I haven't researched them yet).
That said, I've tried to make a green torch - with the torch in the bottom left corner, and the malachite next to it on the left(bottom center), but it's not crafting for some reason.Not enough mineral dyes.
Everything works. Perhaps there is a conflict with some other mod or the mod did not load at all? Do other crafts work?
https://imgur.com/OGZKo4O
And why did you reply to my post in Grave Mod topic? -
18 minutes ago, Soumagnei said:
How can I enable looting of the corpses by all players on the server? (default: false)
VintagestoryData/ModConfig/playercorpse.json
-
v1.4.13:
- Fixed rime planter recipe (@luette)
- Added painting recipes and enabled small pelt recipe
- Added fern tree disassemble recipe
- Added wallpaper recipes
-
v1.0.2:
- Fixed waypoints at world border
-
v1.2.2:
- Fixed invert
- 1
-
Thanks, fixed. Apparently I broke it when I was fixing patches that didn't work at all
-
-
17 minutes ago, luette said:
Meh. Dot and comma. I think it culture decimal separator problem. I'll just round the numbers, I think this will help.
-
@Kai Effelsberg @luette Try this version (added additional log and possibly fixed the problem with waypoints)
-
1 hour ago, LocoMiner said:
did making the iron anvil work? I tried making one and put three iron on my anvil before I realized the hammer wasn't changing anything
You should have loose pieces. Considering that the maximum is 3 ingots in height, anvil crafting will be strange
-
v1.0.2:
- Fixed helve hammer workable anvil parts by default
-
Also, now releases require a unique modid/version combination, Tyron in Discord #moddb said that some of the mod releases are now invalid, including cobbandits (I don't know what your discord nickname is )
-
@Kai Effelsberg Typo? ModDB link is https://mods.vintagestory.at/show/mod/162
-
On 2/22/2021 at 3:06 AM, Taska Raine said:
the number is just too large to fit in an integer or double
Use long for miliseconds. But any way, double has very large max number ~e300 (with a loss of precision).
-
4 hours ago, Jesse Caron said:
This is really cool.
However, I think the torches should all be using mineral ingredients like the green one(using malachite), since that's a bit more realistic than plant matter. They might not all be able to have real-world counterparts, but at least the general idea would have some parallel.
Also, I'm assuming some of the items aren't functional - i.e., the cage doesn't open, but what of the crate, mining bag, and quiver, for instance? Do they have item slots/are they actual?Basically, the mod only adds recipes (or drops, as a way to get a block). The only exceptions are crates that have an inventory added. The quiver, mining bag and storage vessels have slots initially.
A problem with plant torches is the lack of such mineral dyes ¯\_(ツ)_/¯ -
2 hours ago, Sniper Ely said:
I know... i used the .edi ( i think that's the command ) but the text actually overflows the box and gets cut off. (making the hud bigger/smalled doesn't help) ... Or you mean another way?
Try look at its itemtype json (variantgroups property)- 1
-
On 2/20/2021 at 11:33 PM, Sniper Ely said:
I didn't find a place that tells me the actual code for it like a wiki.
You can look at it in game.
Settings -> Dev -> Enable Debug -> Enable Show Debug Info
-
On 2/20/2021 at 5:07 AM, Ben Hailer said:
I get a consistent crash when trying to place down the Rubble Storage Crate from the works mod.
Running on 64 bit Windows with 0 GB RAM
Version: v1.14.8-rc.1 (Unstable)2/19/2021 8:53:56 AM: Critical error occurred
System.NullReferenceException: Object reference not set to an instance of an object.
at stoneworks.src.GenericStoneStorage.DoPlaceBlock(IWorldAccessor world, IPlayer byPlayer, BlockSelection blockSel, ItemStack byItemStack)
at stoneworks.src.RubbleStorage.DoPlaceBlock(IWorldAccessor world, IPlayer byPlayer, BlockSelection blockSel, ItemStack byItemStack)
at Vintagestory.API.Common.Block.TryPlaceBlock(IWorldAccessor world, IPlayer byPlayer, ItemStack itemstack, BlockSelection blockSel, String& failureCode)
at VSHUD.NewPlacementPreview.Postfix(Block __instance, ItemSlot slot, EntityAgent byEntity)
at Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.OnGameTick(Single dt)
at Vintagestory.Common.EventManager.TriggerGameTick(Int64 ellapsedMilliseconds, IWorldAccessor world)
at Vintagestory.Client.NoObf.ClientMain.MainRenderLoop(Single dt)
at Vintagestory.Client.NoObf.ClientMain.MainGameLoop(Single deltaTime)
at _ipdCTRGfCLl4yfQcpbyWZPZzBMZ._6C2asSglREPHjhx4NLj6jpKXKpH(Single )
at _yWbPNPMmCoSseGoOZRcjfcIN4XC._OmZfb14mkw8Un0aM6Go5rdXofbC(Single )
at _yWbPNPMmCoSseGoOZRcjfcIN4XC._3fRWFqXCqVOAQhIDfL6UaZGgx2o(Single )
at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(Object sender, FrameEventArgs e)
at System.EventHandler`1.Invoke(Object sender, TEventArgs e)
at OpenTK.GameWindow.RaiseRenderFrame(Double elapsed, Double& timestamp)
at OpenTK.GameWindow.DispatchRenderFrame()
at OpenTK.GameWindow.Run(Double updates_per_second, Double frames_per_second)
at _KWsZWkZAuZolPgdae7el5tHBTClA._q6fsrB8CmVl3iiVwe0lNTjMFm0(_Pz3UPCq6dLufqfMv42T2mvIRCDn , String[] )
at _45bJKQetuLcXXKsD9ELwUG90ErH._q6fsrB8CmVl3iiVwe0lNTjMFm0(ThreadStart )
-------------------------------Disable preview: .pconfig enabled false
-
v1.2.1:
- Fixed inverted skip and skip by default
-
v1.2.0:
- Added Harmony patch for use dependsOn in json-patches (see readme or first post for more info)
- 1
-
1 minute ago, MrFlibble said:
No changed both client and server config.
You changed AnvilTier. Did you change this in the mod config on the server, or only on the client?
It looks like you only changed this on the client. Therefore, you have a visual part but the item is not actually created.
Player Corpse
in Mod Releases
Posted
It is very strange. The error happens here
api.World.AllPlayers.FirstOrDefault(p => p.PlayerName.ToLower() == args[0].ToLower());
No players on the server? Can I have more context?