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DArkHekRoMaNT

Vintarian
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Posts posted by DArkHekRoMaNT

  1. v1.5.0:
    - Updated to 1.15
    - Replaced lichen and mossy stones to lichen and moss decor recipes (work as new wallpapers)
    - Color torches use dye now (recipes in barrel)
    - Added recipes for new wagon weels
    - Added recipe for generic wood
    - Added recipe for altar
    - Removed termite mound drops, you can use vanilla way (all sides without blocks)
    - Removed henbox recipes (now in vanilla)
    - Removed Hay (Bamboo) recipe (removed in vanilla)
    - Fixed aged bed recipe (changed bamboo hay to stacked bamboo)
    - Other small fixes

    • Like 2
    1.  ̶I̶s̶s̶u̶e̶s̶ ̶l̶i̶n̶k̶,̶ ̶s̶u̶c̶h̶ ̶a̶s̶ ̶h̶o̶m̶e̶p̶a̶g̶e̶ ̶a̶n̶d̶ ̶s̶o̶u̶r̶c̶e̶ ̶l̶i̶n̶k̶s̶ (done)
    2. Ability to add the mod to bookmarks
    3. Filter mods on sides (server/client/both) or/and Indicate only client/server mods on it card
    4. Automatically add game version tags from the minimum modinfo game version to the latest game version. Maybe clear it if the author is editing version tags.
    5. Screenshot size error is shown separately (sometimes ratio, sometimes size) and cropped
    6. The ability to subscribe to the mod to be notified of new versions and comments
    • Like 3
  2. @jakecool19I updated CaptureAnimals to 1.15 and change the bait system, now a separate file captureanimals:config/baits.json is used for this, which stores information about the bait and suitable entities. Also the CompatibilityLib is built into the game and is no longer required.

    • Thanks 1
  3. v2.0.0-a:
    Warning! 2.0.0+ is not compatible with older versions, you will lose all your cages.

    - Updated to 1.15 and net461
    - Changed the cage-with-bait recipe system to the GUI
    - Baits is now loaded from config/baits.json
    - New cage parameters
    - New cage model with animation
    - Changed cage item codes, removed non-typically materials, added a creative variant
    - Rewriten a lot of other code
    - Added SharedUtils submodule

    • Like 1
  4. 1 hour ago, Sengorn_Leopard said:

    The current idea of planting 4 tree in the air and building the trunk when they grow results in very ugly artificial trees. I love large pines, but if anyone came near my base and chopped it down for wood, the damage is done. I can't replant it. I would love to see a mechanic to grow larger trees, or let us obtain the leaf block item to build completely custom trees. 

    If you don't mind mods, then Necessaries allows you to make branch cutters for collecting leaves

  5. 1 hour ago, Thalius said:

    Is the “returnthings” feature configurable? We want to add the mod to The Wilderlands server, but the option to simply “return” your items to yourself via a command is not an option for a server that aims to be more immersive and challenging.

     

    By default, this is only available to players with creative rights. 

    You can change the required rights to any others in the config. This command gives things from a saved file. It works like a backup, not a game function.

    • Like 1
  6. 34 minutes ago, Pluffy said:

    "Can now disable wind affected player and creature movement via /worldconfigcreate bool windAffectedEntityMovement false"

     

    This may not be exactly what you want, but this was posted recently.

    The mechanics are good, but it seems to me that it can be improved. I know that you can turn it off. But, for example, I cannot turn it off on TOPTS ¯\_(ツ)_/¯

  7. It is very inconvenient to build something high in windy regions. It is impossible to move with Shift, because the same wind effect is applied to the player with Shift as the player without Shift. The same problem exists when moving in heavy armor. You are heavier, but you fly away like a feather 😦 Can you do something about it? For example, the effect of the wind may depend on the player's speed.

    • Like 6
  8. After 1.15.0pre.4 CompatibilityLib is not required because is now embedded in vanilla. If someone had it in dependency, just remove this line from modinfo.json

     

    This is not on your list, but I think a lot of people will now start upgrading to 1.15 ;)

    PlayerCorpse and TeleportationNetwork may not work, someone wrote to me about crashes in them. Since a fairly stable version is now out, I think I will update them in the next couple of days.

    MoreRecipes and MoreVariants should work, but need some rework due to changes in vanilla.

  9. On 3/23/2021 at 12:30 AM, Digitalr said:

    Suggestion:

    Option to despawn corpse after some time passed.

    This feature can allow vanilla-like on-death drops despawn times (i.e. 10min), while other drops despawns fast (i.e. 30 sec).

    Added to the planned features, thanks :)

  10. 3 hours ago, AngryOscar said:

    Tired this with 1.15 pre2... When I died I spawned with all my gear and no death marker

    I haven't updated mods to 1.15 yet, so they may not work properly. I will deal with this soon.

    • Like 1
  11. On 3/31/2021 at 2:48 PM, Andrii Olearchyk said:

    Столкнулся с багом. Если труп спавнится на месте прошлой гибели, то он заменяет собой прошлый с полным уничтожением предыдущего.

    Faced a bug. If a corpse spawns at the place of its previous death, then it replaces the previous one with the complete destruction of the previous one.

    Strange. Corpse is entity. I'll try to reproduce it, but maybe the new corpse has move higher or lower and you didn't notice it?  If it's not difficult, can you send me the logs if they remained or if you do it again?

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