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DArkHekRoMaNT

Vintarian
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Posts posted by DArkHekRoMaNT

  1. 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 :(

  2. 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)

     

  3. 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 

  4. 5 hours ago, BavarianViking said:

    "game: resource-drygrass"

    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 }
    ]

     

  5. 4 hours ago, Thalius said:

    An ability to set a player's corpse to despawn after a certain number of minutes or even days would be nice to have.

    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)

    • Like 1
  6. 4 hours ago, Thalius said:

    Also, if the max number of corpses a player can save on death is reached, does the oldest unclaimed corpse despawn?
    Sorry if this has been answered somewhere already. I scanned the forum conversation but did not spot this question being asked.

    This only affects death data files that are used by the /returnthings command.

  7. On 8/27/2021 at 10:03 PM, Thomas said:

    Nice Mod, but buggy, The teleporters are mostly unevenly distributed and there is usually an area with 40 to 100 teleporters next to each other.

    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?

  8. 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

  9. 1 hour ago, breeze108 said:

    Thanks for answering so quickly.  Sorry, wasn't sure about how to post. 

    what does "non-working function" mean?  It doesn't seem to affect health or anything. But because it makes all entities do that phasing thing ( not sure what to call it) it's a bit strange. If I get killed the it goes back to normal until I use the TP again too.   I don't remember it doing this on the server that had the TpNet, but that was quite a while back.

    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.

    • Like 1
  10. 15 hours ago, breeze108 said:

    Hi, I'm using this mod on single player with several more mods. I was on a server that had this mod and loved it so I put it on my single player world I started last week.  After I use the Teleportation network the visual for all entities, me, traders and all animals, sort of phases in and out like drifters during a temporal storm. It doesn't seem to bother game play at all. Any ideas why?  I have temporal storms turned of on my single player world. Not sure it that makes a difference or not.  Does this mod have a conflict with any others?

    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 :(

  11. 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

    • Like 1
  12. 22 minutes ago, Sukotto82 said:

    I was wondering is there a way to update your mod data. 

    everytime there is an update say from 1.13.xx to 1.14.xx and from 1.14.xx to 1.15.xx every time it breaks everything I had working before and I don't know how to update it because I'm not sure what's breaking it all the time when they worked prior to the updates. 

    I basically need to restart them from scratch everytime.

    is this why a lot of mods don't get updated for most games like the capsule mod for an example for minecraft it's open source so you can update it yourself if you know how I like that mod but it doesn't work in current windows 10 version of minecraft.

    are problems like this why lots of mods take so long to get up to date and why they usually only updated every few updates rather than every update?

     

    I do know that it's a game that is still in development and it will continue changing. I would just like to know of a way to keep my mods up to date instead of remaking them from scratch every time there is an update I can spend more time working on things I haven't finished rather than redoing everything that was previously done and working in the previous version.

    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).

    • Like 2
  13. 38 minutes ago, Robert Milligan said:

    I was using 1.15.3 but will be trying 1.15.4 now. Still testing in 1.15.3. I have not installed 1.15.4 yet.

     

    I was trying to have the helve hammer create some tools. The only thing that I can get the hammer to do is to process iron blooms and make plates.

     

    Two days ago I did a fresh Windows 7 install. I haven't tried the mod since my reinstall.

     

    Okay I heated up an iron ingot. Placed it on the Tin Bronze anvil and chose to create a Pickaxe. The hammer is just pounding away on it but having no effect on it whatever.

    JUST went and re-downloaded the mod and placed it in the 1.15.3 Mod folder.

    Here is the exact folder where I have placed your mod:

    C:\Users\Robert\AppData\Roaming\Vintagestory 1.15.3\Mods

    Started VS. Clicked on: Mod Manager. It shows v1.1.0. Now I will try it again.

    Loaded my world and tried again. Still no effect. I have placed the mod in that particular folder because I have had several VS versions installed at the same time. I moved the mods to the version folder to avoid incorrect versions from being loaded. This is a technique that has been successful before. I'd be happy to upload log files it that would help or screenshot too.

     

    Thanks

    What's in VintagestoryData/Logs/client-main.txt ?

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