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Posts posted by DArkHekRoMaNT
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33 minutes ago, MrFlibble said:
Is it possible to make this mod work on a server?
I tested it in single player and it works flawlessly (this feature really should be in the vanilla game IMO). On my family server however the helve hammer creates the shape, you see voxels move and get removed but the completed item never pops off the anvil.
Tried the pickaxe & shears.
I would love it if it could be made to be server side it would be a great addition.
Thanks for your hard work
It's strange, the mod runs on the server. What anvil are you using?
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@Hamish BlackCheck the latest version, like everything is fixed
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v1.0.1:
- Fixed corpse with health enabled
- Fixed remove items if create corpse disabled
- Moved parts to SharedUtils
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v1.1.3:
- Added new rare quartz variant by @twistr_game
- Rewrited to SharedUtils
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6 hours ago, Jobediah Timberman said:
I had forgotten I was playing with the stair speed when I first made this months ago, so I've updated them all to the same speed. I like the idea that the higher quality stairs give you the same speed as the flat blocks.
By default, stairs are always slower, even if they have the same speed. The actual distance that you walk the stairs is not 1 meter, but sqrt (2) ~ 1.4 meters (diagonal).
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Whoa. At the very least, my unworkable patch for anvil don't work. I'm patching the anvil block itself (which is not smithing at all), not the parts. So right now it should work with anvil o_O
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16 hours ago, LocoMiner said:
The resource blocks may have to be chiseled
No. Only unchiseled.
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The walking speed on the stairs is strange. Less for vanilla, but higher for new stairs.
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On 2/14/2021 at 4:42 PM, 34y6 said:
instructions for those who do not work with the mod. 1) download the mod. 2) open the installed ".zip " file. 3) find the file "modinfo.json" . 4) open it. (I used " notepad++") 5) in the line "version" and "game", write "1.14.7" or a newer version. 6) save and close everything. 7) check that "your" mod is in the folder. Open and check for items in the game. It helped me. I hope you do too.And sorry for the incorrect translation. А теперь тоже самое на русском( прошу позволить): инструкция для тех у кого не работает мод. 1) скачать мод. 2) открыть установленный файл ".zip". 3) найти там файл "modinfo.json" . 4) открыть его. (я использовал "notepad++") 5) в строчке "version" и "game" пропишите "1.14.7" или более новую версию. 6) сохранить и закрыть всё. 7) проверить что "ваш" мод в папке. 8. открыть и проверить наличие предметов в игре. Мне это помогло. Надеюсь вам тоже. А и извините за некорректный перевод. thanks to the author for the mod.
The minimum version of the game in modinfo. This change does not affect anything.
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On 2/14/2021 at 12:40 AM, Ardos said:
Понизь количество монет при выплавке, если переходить на такую валюту, то она быстро потеряет свою цену, то есть инфлянция)
The number of coins will not affect inflation in any way. It will only cause inconvenience. The value of one coin out of 1 ingot is identical to the value of 4 coins out of 1 ingot. But you can't buy something for half a coin...
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v1.0.1:
- Fixed sync
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16 hours ago, l33tmaan said:
@DArkHekRoMaNT Do you think this could be related to the compatibility library?
If only the author of XSkills is trying to force the loading of assets, I don't know why it might be needed in this case.
@XanduAs far as I can see, your mod has no open source, so it's quicker to ask this Do you do something with aasets? All the Compatibility Lib does is change the path to the asset from api.Asset.AllAssets. Perhaps forcing an asset to reload while playing might break this, are you doing something like that?
21 hours ago, ThePionier said:There are problems with bushmeat. I can only cook bushmeat stew if I put 6x6 in it, but if I put in more than 6 pieces due to the cooking skill, the saucepan no longer registers it.There seems to be no problem after all, restarting the server helped and now it works as it should.
I seem to have narrowed the problem down! If you restart the server it works until you leave the server as a player. If you then join the running server again, it works again with only 6 ingredients. Until you restart the server again, more than 6 ingredients would work. -
@Kiava As far as I can see you have other mods as well. What mods do you have? What happens if you remove both mods or each separately? Have you put mods on shaders or something similar?
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^ @Niker323 I think you need to recompile the mod for 1.14.2+
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12 hours ago, Wraithhunter said:
They should already be working. The molds I added all use the vanilla mold class so they should work with any vanilla interactions that other molds have. As far as I'm aware though you can't put unfired molds in the mold rack.
Add "moldrackable": true and "onmoldrackTransform": { rotation: { z: 90 } } into attributes.
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@ZigTheHedge It would be nice to bring mold names to the new unified format "Raw icepick mold"/"Icepick mold" and new ru format too: "Форма для ледоруба (необож.)"/"Форма для ледоруба"
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29 minutes ago, ThePionier said:
What I just noticed is that bread with fruit only gives a grain bonus. Shouldn't they be giving grain and fruit?
The game does not support multiple food categories for common items. For pot food only.
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16 hours ago, jakecool19 said:
Due to popular demand, this mod no longer has the climbing rope, but instead I have added it to my new mod Useful Stuff. Make sure to get your rope back if you have any ropes deployed as they will be lost if they are deployed when updating to any new version from this point on!
You can fix the ropes with remapping
https://wiki.vintagestory.at/index.php?title=Modding:The_Remapper
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1 hour ago, Avos Cast said:
It works with v1.14?
Works. But the mod is abandoned, the author has not appeared on the forum since March 2020
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v1.4.11: Added fern tree drops
v1.4.12: Added recipes for flower pot and planter variants (thanks @luette) -
14 hours ago, Monahven said:
I had an idea that might slow the whole process down at least a little bit: make it so that the stone slabs don't go into the inventory when picked up but have to be carried in a bag slot (like skeps) and also slow the character down. Or even have it work like CarryWeight, carrying the slab in hands + slower walk speed. Although without carts or other transportation methods it would be a pain to carry slabs from a farther away region with different rocks...
Either way, it would only be a minor change but it would add a little bit more realism.A good idea. And there will be no special problems with delivery either, you can always disassemble the stone slabs on the spot and take the finished material
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20 hours ago, luette said:
If u want, I can modify the recipies for the vessels to get matching ones for flower pots & planters?
It would be nice. Most of the variants are identical, so you can just copy the recipe. But at least some flower pots are unique.
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The Helve hammer can now forge more than just plates and ingots
Mod support:
To make the hammer support (or not support) custom items, it is enough to add attributes/helvehammerworkable: true or false to the output item. By default, the absence of such an attribute is considered true (changing in config)Config:
- AllWorkable - will this work for any items (default - false)
- DefaultWorkable - default attribute (default - true)
- AnvilTier - minimum anvil tier (default - 3, iron)
Vanilla items are patched, by default you can do everything except the anvil.
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34 minutes ago, Hrafn Rune said:
To what extent does it do so? I use both mods and I've seen Teleportation structures but also the new ruins from this mod.
Depends on who will be in time earlier. If my patch is loaded before the TT patch, then the TT patch overwrites my structures.
Helve Hammer Extensions
in Mod Releases
Posted
Did you only change this on the client?