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DArkHekRoMaNT

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Posts posted by DArkHekRoMaNT

  1. 29 minutes ago, Sniper Ely said:

    the game understands anything it seems..... you can have the mod be a folder in which you have assets and the mod info and the game recognizes it as a mod so .rar is pretty much the same principle... just a jampacked folder. 

    Rar is an archive. Any archive needs to be unzipped before use, and the game may simply not have an unzipper for non-zip files. For example, you can open a zip archive directly in windows explorer, but you cannot open rar.

    • Like 1
  2. 26 minutes ago, Charlotte Tirman said:

    I'm pretty new to the game so this may be something I haven't encountered yet, but does the cage work to capture animals or something? I hate trying to chase them into pens! 😩

    No. Its only for decorate. 

    I have another mod - CaptureAnimals, but it doesn't work on 1.13 yet :(

    • Like 1
  3. As far as I understood (experimentally), unknown behaviors are ignored. So you can use the CC version without CC. In my mod behaviors for CC and generally all compatibility made through patches. So easy to track and change if necessary.

  4. Spoiler

     

    You can use a similar code for all chests at once.

    
    {
    	ingredientPattern: "WWW,W_W,WWW",
    	ingredients: {
    		"W": { type: "item", code: "game:plank-*", allowedVariants: ["birch", "maple", "pine", "acacia", "kapok", "aged"], name: "type" }
    	},
    	width: 3,
    	height: 3,
    	output: { type: "block", code: "chest-east", attributes: { type: "{type}" }  }
    }

    There was nothing here :D
    Dug in more detail in the code, this is not particularly applicable in this case due to the upgrades of the previous chests. I thought all chests are crafted from regular ones )

  5. Mod adds different variants for existing blocks. 

    Spoiler

    2020-09-27_02-15-44.thumb.png.7d3176ec1d00b12a6fee280971760362.png

    image.thumb.png.34d81a9db22a870caee3f6b1f8b60875.png

    image.thumb.png.733807c3e354fef4c0460f368fba3eed.png


    Warn! Latest stable release: v1.2.1 (texture bug) or v1.2.0 (no animation). On v1.3 you can crash when opening a chest! (See v1.4, I fixed the JRE (hopefully))

    Download: ModDB or GitHub 

    Known issues:

    • Labeleld chests have a vanilla oak chest texture in inventory
       

    Warn! For compatibility with other mods, you need CompatibilityLib. Supported mods:

    Spoiler

    CarryCapacity (carryable)
    ExtraChests (recipes)
    BetterCrates (recipes)
    Necessaries (recipes, trapdoors like ladder)
    Trade-o-Mate (recipes)

    ZEEkea! (recipes)

     

    • Like 6
    • Amazing! 4
    • Thanks 1
  6. 23 minutes ago, Dauron said:

    Thanks for the Russian language file! I tried for hours tinkering with the dropsByType value and I couldn't figure out how to tell it the different types of chests. All of the chests seem to react to the same "code"  which is something like ExtraChests--chest-east. I still don't fully understand the usage of the north, south, west, east types in the file. I couldn't get anything to work in game when I started to remove them so I left them in. I'd like to fix the GUI problem but unfortunately I'm not sure what to do.

    Most likely the problem with the interface cannot be solved at the content level.  You will have to create your own class and change the way the GUI is drawn.

    West, east, ne, etc. are used to rotate the block.  Perhaps this is a "vestige", because currently the chest rotates at an angle and is not limited to 4 positions.

  7. 7 hours ago, Sniper Ely said:

    well, I used "game:"  in the recipe but it still wouldn't work for me... can you take a look. I am confused, I am using exactly what it says in-game after I did ".edi" to see the full names.

    The game does not recognize recipes as recipes, you put them in the wrong place. I wrote before, apparently you did not see :)

    9 hours ago, DArkHekRoMaNT said:

    Recipes do not need to be added to the survival folder, just to /assets/<modid>/recipes. 

  8. Unlike .rar, .zip can be opened everywhere. The .rar has some advantages, but in this case they are not relevant. If you pay attention to the releases, there are all mods in .zip. It's surprising that the game recognized the .rar archive at all).

    You can make a crutch and patch the iron melting point. Or at least make a recipe at bloomery.
    But a relatively realistic recipe for steel, this is a blast furnace, in which cast pig iron is made, from cast pig iron on an anvil get high-carbon steel, and already from it ordinary steel. Chromium is superfluous in steel, this is already an ingredient of stainless steel, if my memory serves me, it has a thin film of chromium oxide that protects iron from interaction with oxygen.

  9. 1. Use .zip, not .rar
    2. Add "game" domen to ingredients and output:

    {
        ingredients: [
            { type: "item", code: "game:ingot-iron", minratio: 0.87, maxratio: 0.9  },
            { type: "item", code: "game:ingot-chromium", minratio: 0.1, maxratio: 0.13  }
                   
        ],
        output: {
            type: "item",
            code: "game:ingot-steel"
        }
    }

    And then you can put the files in /assets/<modid> and not in /assets/game. Recipes do not need to be added to the survival folder, just to /assets/<modid>/recipes. 

    P.S. Although the game is divided into several mods, they all use the "game" domain

  10. New verison 1.2:
      - Fix red torch (mushroom name changed on 1.13)
      - Add Aged Bed, Table and Chair
      - Add Hay (Bamboo)
      - Add Treasure Chests (Owl and Golden)
      - Add Irondoor
      - Add Ornate Spears (Gold and Silver Spears)
      - Change Kapock Planks pickling to Kapock Log pickling (Because on 1.13 there is Aged Log)
      - Add Stalactite/gmite recipe, fix its drops

  11. 1 hour ago, Susanne Dembowski said:
     
    
    Please update for the 1.13 version.
    Many thanks

    Have you tried running on 1.13?  I do not have the opportunity to update mods yet, but this is not Minecraft, theopetically, it can work on 1.13.

    If you have errors at startup, write here or in the Issue on GitHub, this will simplify (and speed up) porting.

  12. Release v1.1
      - Added baits
      - Added baits recipes registration system based on animal attributes (EntityAgent)
      - The size of the Cage entity has been reduced, and the shelvable attribute has been added so that cages can be placed on the shelf (but size is still a problem)
      - Added hover info on cage
      - Cage now do not break when hit in the wall. This error was due to the use of part of the code from EntityTrownStone, Cage’s flight mechanics will be rewritten, as now it is flying weird... as stone :)
      - Cage now have a chance to break if an attempt to catch an animal is unsuccessful ("breakchance" in cage attributes, default - 25%)
      - Animals are now always caught with some "chance" (default without bait: 10%)
      - Animals are caught 100% if their health percentage is lower than "minhealth"  (default without bait: 10%)
      - Patched vanilla animals to add baits:
           - All chicken: any grain, chance: 100%, min health: 100%
           - All rabbits: carrot, chance: 100%, min health: 100%
           - All pigs: turnip, chance: 75%, min health: 50%
           - All sheep: cabbage, chance: 75%, min health: 50%
           - All foxes: raw poultry, chance: 50%, min health: 50%
           - All wolf: any grain, chance: 50%, min health: 50%

    Known Issues:
      - You can't add baits with the same code and different chance and minhealth
      - In the manual you can’t see the recipe for the cell with the bait, because it has custom attributes, but the recipe exists and can be seen through its ingredients

  13. On 6/10/2020 at 7:14 PM, ApacheTech said:

    This.

    Being able to sleep until dawn is essential, and should be a basic component of the game. With the first bed, you can sleep from 5pm when it starts getting too dark to be able to play, until 9pm. Then you just have to stand still and do nothing for the next 10 hours of in-game time. It's ridiculous.

    And what is the problem of taking the torch and walking at night with it (I generally did not sleep playing in VS)? I am not a fan of the "iron man", QoL is always important to me (within reasonable limits). But surviving in vanilla VS is easy. Normal Drifters practically do not cause problems, and they are the only ones to spawn at night. Much more dangerous are hyenas, wolves and other animals. But they are both day and night.

  14. On 6/23/2020 at 3:39 PM, FunnybunnyofDOOM said:

    I cannot replicate that issue on my server. Can I get some more information from you? Are you using single player or multiplayer? I suspect that since this is attached to time and not ticks that a slow loading time might make the fall protections wear off before you're loaded in. 

    Another point that might cause an issue. What is the height your world is set at? Very high worlds may cause you to phase into the mountains, and I'll be working on solving that as well.

    For now I'll add 2 seconds to the fall damage timer and hopefully that helps.

    Maybe reset it when player's field OnGround or FeetInLiquid is true?

    • Like 1
  15. 3 minutes ago, Aledark said:

    I'll try it out. Perhaps hit them with a special weapon that damages them but doesnt kill them too? Like a whip or some other kind to "tame" them...like getting a chicken to 25% hp with a good weapon might be hard and need to hit them with a stick? They have like what 3-4 hp?

    For such weak animals, an additional threshold of less than 3 hp is set now.  In new versions, specialized cages will catch "runaway" animals with any hp.

    • Like 1
  16. 6 minutes ago, Aledark said:

    Pretty cool, thanks for sharing. I'll try it out!

    Idea make having a lure based on the type of animal you want increase chance of getting it? Just idea. Meat for wolf, grains for pigs and chickens, dry grass for sheep, honey or fruits for racoon then you can get them trapped with 50% hp perhaps?

    Good idea, I’ll add different baits :)

  17. For those who are tired of driving hens or sheep for thousands of blocks 😄

    Cage case can be crafted on an anvil using all tool materials, to turn it into an empty cage, add resin. By default, it captures with a 10 to 25% chance. If you hit and could not capture, then the cage will be downgrade to case, or it will break with a 50-5% chance. The chance depends on the material and is written in the cage tooltip.

    You can increase the cage capture chance in two ways:

    1. Decrease the health of the mob. This will give +1% chance for every -2% of the mob's health (50% efficiency). 
    2. Use bait. By default, these types of baits are available in the mod, but you can change, add (or patch with your mod) in config/baits.json, the rest of the cages settings are in the itemtypes/cage.json attributes.

    The first and second methods can be used together. 

    Default baits:

    • All chicken: any grain, capture chance: 100%
    • All rabbits: carrot, capture chance: 100%
    • All pigs: turnip, capture chance: 50%
    • All sheep: cabbage, capture chance: 50%
    • All foxes: raw poultry, capture chance: 25%
    • All wolf: raw redmeat, capture chance: 25%
       

    Below 2.0.0:

    Spoiler

    After that, you can find some animal and catch it (chance to catch 10% or less than 10% hp). When you throw a cage into an animal, it can be captured. But if you luck is not on your side, the cage may break with an 25% chance when it enters an animal and it didn't captured. If hp of the animal is below the limit - 100% chance of capture. You can free the animal if you drop the cage again (consumed). Also, to increase the chance of catching an animal, you can add bait to the cage. By default, the following baits are available:

           - All chicken: any grain, chance: 100%, min health: 100%
           - All rabbits: carrot, chance: 100%, min health: 100%
           - All pigs: turnip, chance: 50%, min health: 50%
           - All sheep: cabbage, chance: 50%, min health: 25%
           - All foxes: raw poultry, chance: 25%, min health: 25%
           - All wolf: raw redmeat, chance: 25%, min health: 25%

    To add bait, simply craft it with cage. Unfortunately, at the moment the manual does not show recipes if the result of the recipe is an item with custom attributes. But you can see the available lures in the "Used for" of any cage.

    Spoiler

    image.thumb.png.13c53e69bbe7bca749d6fdf33940c8c0.png  image.thumb.png.9c02c61b517b93ee41f3f5e3818fecd3.png

    manual.png.aff22ade60a76037379550871ab7a259.png

    Mods compatibility:

    Spoiler

    To add the bait for a new animal, you need to add something like this to the entity (class: EntityAgent) attributes:

    captureanimals: { type: "item", code: "game:grains-*", chance: 0.75, minhealth: 0.5 }

    WARNING! At the moment, adding an bait to the animal with the same code and OTHER chance and minhealth will be ignored, because will cause a duplicate recipe name error. Maybe I will fix it, but I have to rework the display on the cage.

     

    Download: ModDB or GitHub

     

    • Like 7
    • Thanks 1
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