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copygirl

Very Important Vintarian
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Everything posted by copygirl

  1. This should be resolved by letting the update dialog do its thing. But if for some reason it doesn't show up anymore, you can temporarily go into creative mode by typing "/gamemode creative" into chat and back to survival one you're done in the same way.
  2. Updated the mod so it comes as a .zip file. I didn't realize that, as a .dll, it would cause issues with Windows or anti-virus complaining about it being dangerous and you have to jump through hoops to even get it downloaded to your computer. The install process is the same, however - just place it in your Mods folder.
  3. Updated the repo. With the help of my friend Nikky we found out an easy way to create a release .zip when building the project in release configuration. We also switched from copying the mod .dll to the mods folder to just telling the game to directly load the mod from the output folder - less clean up when you're done modding!
  4. No. Discord does not offer such an API. edit: I looked into it a little more more. It looks like it used to be possible with "GameBridge" but that API has been deprecated and the new "Discord GameSDK" does not support anything of that sort anymore. You can vote on and respond to feedback posts such as Feature Request - Positional audio and also Built in Positional Audio for video games to show your interest in that as a feature.
  5. Yeah, in that case, the server-main.txt file would be helpful. One way to get to it would be to go to the Mod Manager in the main menu, to one folder up, and into the Logs folder.
  6. It's unlikely that the game installation is broken, but world corruption can happen in some specific circumstances. What issues are you running into, still?
  7. Yes. If I remember correctly, the world will automatically restart when it's done? When you open the world selection screen, you can click the pencil to find more options, such as the Run in Repair mode button. Which version are you on, now? Perhaps you messed up with switching between version and the game got confused and doesn't offer to show the update dialog anymore?
  8. Open? You just place it in your mods folder. edit: I will add some information to the first post for anyone who doesn't know what to do with the file.
  9. Someone mentioned this in the issue tracker (issue #726) and we found out this is likely simply due to the update requiring a remapping. When you're playing in singleplayer, you just have to follow the instructions in the dialog box that shows up after the update. On a server, you have to run "/fixmapping applyall" to apply these changes.
  10. MumbleLink enables positional audio support in the voice chat program Mumble, allowing anyone using the mod in multiplayer and in the same voice channel to hear one another spatially in 3D - meaning you can make out their direction relative to you and, if so configured, hear them quieter depending on how far away they are. The mod is completely client-side, so you can use it on any server you wish. [ VSModDB ] [ GitHub Releases ] Source code and information on how to set it up are also available on GitHub.
  11. Released version 0.5.3 which fixed an issue with 1.14.3 where no blocks could be equipped on the back (due to block behavior properties not syncing properly - thanks@Gamer62for reporting the bug) and I've made a change to the placement logic that removes the need for you to aim at a "solid" block when wanting to place carried blocks back down. Place it anywhere: Slabs, fences, chiseled blocks, other chests - the possibilities are limitless!! (Thanks to Dario on Discord for reminding me this is something I needed to do.)
  12. To be fair I've never had that happen to me. CarryCapacity does not touch inventories in any way other than when they're picked up or placed down. It could be a in issue that somehow comes about through an interaction with another mod..? Is there anything suspicious in the server-main.txt log file, in particular any exceptions?
  13. Does the mod show up in the Mod Manager ingame? Anything suspicious in your client-main.txt log file?
  14. Stuff carried in-hand is dropped when you take damage. Not sure about the running thing.
  15. It would require the item and soil block to store this additional information. Turning soil blocks into block entities is a no-go.
  16. I think this is what I tried doing one time by modifying the movement code directly. With it, stepping up becomes instant, and only the camera lags behind a little. The idea would be to slow down the player a little bit when stepping up and recover the speed over time. It would not exactly be linear but from my tests it could still feel fine. Unfortunately it was only a cobbled together WIP thing and I did not feel knowledgeable enough with the codebase to rip out the current ladder-like step-up code that it replaced.
  17. Updated the mod to something more sophisticated and balanced. - Farmland no longer always drops the soil block, it depends on the nutrients at the time of breaking it. (See first post.) - It now is once more a mod that's required on both server and client, due to a block behavior being added.
  18. Disable the mod in the mod manager? Or just delete it from the mods folder. It's client-side only, now.
  19. I do! Well, anyway. I just changed it so it's a code mod (in a single source file, check it out!) that overrides the step height when spawning and verified it by hopping on the official test server. All should be fine now.... hopefully.
  20. It could very well be that the step height is a property that's synchronized from the server to client. I think I might have to turn this into a code mod, after all.
  21. Done. I haven't looked into mod configuration yet. Should do that at some point. Disabling mods is pretty easy so since this is a single-feature mod I don't think that's necessary. It would only complicate things unnecessarily.
  22. I did the same mistake as Farmland Drops Soil and did not think about that until after I had already released it, making it required on client and server. The behavior exists on both, so I patched the step height on both sides, but I'm not sure if it has much of an effect on the server. It could be turned into a client-only mod without much worry, as I don't think it provides any benefit. Unlike Minecraft I don't think jumping itself uses up satiety.
  23. I'm a big fan of the Smart Moving mod in Minecraft, but that would be a much more involved change and I'd have to dig into the movement internals of the game, so I doubt it.
  24. This is just a very simple mod that doubles the step height of players (from 0.6 to 1.2) so they can walk up blocks without having to jump. Built for 1.14 but might be compatible with other versions. (As long as the existing order of behaviors isn't changed.) Download StepUp-v1.2.0.cs [ VSModDB ] To install the mod, simply place the .cs file into your Mods folder. You can get there by going to the Mod Manager in the main menu and clicking Open Mods Folder. Changelog v1.2.0 - Now actually works just on client (and comes as a single .cs file!) v1.1.0 - Now works if just installed on the client (not required on server) v1.0.0 - Initial release
  25. There must have been a tiny change to the signature of that API method. I rebuilt the mod and tested to make sure it works. The crash should be fixed in version 0.5.2.
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