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copygirl

Very Important Vintarian
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Everything posted by copygirl

  1. Looking at the clay.json asset file, the only difference I can see is triesPerChunk, which is 0.05 for blue clay, and 0.016 for fire clay. It simply appears to be a little more than 3 times as rare and otherwise identical when it comes to world generation.
  2. This might also be something for the Modding And API related tracking issue. I was thinking the big Mod update would be 2.0.0 - where we start properly using SemVer. Using behaviors more for functionality sounds very good.
  3. copygirl

    Armor mod

    If you're talking about the "Basic Armour Mod", then please ask your question in its thread.
  4. I released version 0.4.0 proper now, only difference from rc.2 was me fixing being able to pick up blocks inside claimed areas. If there's any bugs I will attempt to fix them. But for now I see CarryCapacity as being complete enough to leave in the state it is, and focus on other work. In the future, I'm planning on rewriting everything once again so you can also pick up entities - like chickens and boars, though only once you tamed them - as well as being able to open others' containers in their hands or on their back. Perhaps I'll make a little backpack mod as well - a proper one, not like in Vanilla where you can carry 4 at once
  5. @Hexalan Sorry for the late reply, I could only test now, and see what might have caused this. Looks like it's on Neolithic Mod's side. However, I can pick up chests and baskets just fine. Are you holding anything in your off-hand? Both your hands need to be empty.
  6. After over 7 months, and lots of nagging Tyron to add the right hooks and events, finally another version of CarryCapacity has been released! Many apologies for skipping a version. An important, somewhat minor change I made to the engine hasn't made it into 1.8. And now, with the addition of entity action events in 1.9.3 and 1.9.4, I could round out a few more flaws to the point I'm happy with another (pre-)release! Additions, Changes and Fixes since CarryCapacity 0.3.4: Allow carrying blocks in both hands and on back! Added a shoulder slot for The Neolithic Mod to use. Allow carrying additional blocks: Labeled chests, crates, barrels, planters and anvils. Add world interaction hints when looking at blocks that can be carried. Lock current hotbar and off-hand slot while carrying blocks in-hand. Prevent sprinting while carrying blocks in-hand. Drop held blocks on the ground when taking damage.
  7. They can be found in loot chests inside ruins. In previous versions I've only found those kind of ruins underground, not sure if we have above-ground ones with chests rather than just loot vessels now.
  8. I'd say I agree with Erik's assessment of the game's shortcomings. I don't think being "less like Minecraft" is necessarily what's important, but rather "more like a proper game". Minecraft has set a bunch of standards for sandbox bloxel games, some of which are simply not good game design. It would be worth revisiting the basics to create an experience that is more concise and immersive. (I really do like the term "immersive".) I'm looking forward to people from the community writing mods to explore these aspects. I've been thinking, perhaps Tyron might be interested in taking over these ideas if they're indeed successful and implementing them into the game proper, or suggesting these mods as enhancing the default Vanilla play-style. The night is still young!
  9. I would've loved to hear some thoughts of the people who are in favor of CurseForge officially hosting our mods.
  10. I have sort of a personal grudge against Curse and CurseForge. For taking over the Minecraft forums (breaking them in the process for who knows how long) and wiki, FTB and then getting bought by Twitch. I also heard they have a track record for inserting themselves into modding communities in general and not really putting any effort into providing anything meaningful. But I couldn't find anything from a quick search, so that might just be hearsay. The only real value they add is a way to search and browse mods, which only works well if they're the main source of mods everyone is encouraged to upload their mods to. Perhaps look into mod.io as a future possibility?
  11. I tried it real quick myself and for me it's still working. How is it not, for you? If it's crashing please upload the crash log and link it to me. Otherwise just make sure you still have the mod correctly installed and all.
  12. Very much yes! The original plan was to implement the ability to carry things with your hands (preventing you from using other items), and then on top of that be able to put some things on your back like chests and backpacks. Unfortunately I haven't been able to really put the effort into seeing how this would be possible. It might require changes to how the game handles hotbar slots.
  13. @Quentin Preik Yes, thank you for taking the time! Two tips for next time you report something: Check if another recent issue already has a similar error message or describes a similar issue. If you enclose the error message with triple backticks (```) on a separate line before and after, it will put it in a code-block. This way, it won't look all strange from GitHub trying to format the contents of the error message. Other people also miss this.
  14. Might it be possible for you to put the document into one or more posts on the forum? This way you might entice more people to read it and give feedback. Personally I'm afraid I can't really say much about your ideas as this is not my area of expertise.
  15. After a couple of pre-release versions, I finally got around to making an official 0.3.2 version of the mod. Pretty much just updated to Vintage Story 1.6 and a couple of bug fixes. Something that's actually pretty cool though is that @tony Liberatto's The Neolithic Mod added support for CarryCapacity to carry its animal corpses on your shoulder!
  16. Distro / Kernel release : Arch Linux Mono / .NET package version : mono (5.12.0) Graphics driver version : mesa (18.0.4) Works for client, mp server or both : Both (* only tested server once) Installation method used : vintagestory AUR package (* client only) Hacks (if needed) : None?
  17. As for me, while not directly game related, it would definitely be "not require 2 (extra) accounts to play the game". Definitely make it possible to play the game with just a Steam account. Also integrate with the Steam API so you can join the same server a friend is in and invite them and such.
  18. I think the reason the blocks are not available in-game is not because of that warning (not an error), but because Earthworks has the same mod ID as MarcTehk. There should be an error elsewhere complaining about that.
  19. @tony Liberatto This was somewhat my fault. Mods without a modinfo.json file defaulted to being code mods, which only make sense when they contain .cs or .dll files. I feel like the fix should've made it into 1.5.5 already but I guess I'm misremembering something..?
  20. Releasing new version 0.3.0 of CarryCapacity to not only update to the new Vintage Story changes, but also making the mod client-side optional! edit: Nevermind the client-side optional thing. I forgot that missing block behaviors crash the game ?
  21. By the way, someone pointed out the fact that the Creative Commons licenses (safe for CC0) are not recommended for code, in an unrelated discussion, so I thought I'd mention this here as well.
  22. Thanks for the update. Two issues I noticed: The chisel doesn't appear to be craftable. Breaking a "half" path blocks drops the half block, but placing it will place a full block.
  23. After like I said not being able to reproduce the issue with the inventory randomly, it happened to me in my survial world. So I added the one line I felt like would make a difference, it seems to do it, and released version 0.2.5 now.
  24. I already asked the devs if we can modify hotbar slots or add custom ones. I would appreciate it if I could add 2 of my own. One for carrying things with your hands and one on your back. Unfortunately beyond basic hotbar modifications there's additional features missing that would be either required or improve ease of coding, stability and interoperability with other mods at the moment. I wanted to add slowdown when carrying things, but I'd like to wait with that until I can implement a carryable container (proper placeable backpack?!) that doesn't slow you down when worn on the back. I'd rather slow players down any significant amount of they carry something with their hands, which is not something I've been able to implement yet, either To @Elwood and others: On another note, @Tyron and I have not been able to attribute the issue with items disappearing after carrying chests. We could both reproduce it, and then suddenly not anymore. I have a slight suspicion that it happens immediately after you load a world from an older version, but other than that.. can't do much, unfortunately. I've used the mod just fine in my own world for many play sessions without an issue. Not sure if this helps.
  25. Thanks for pointing this out to me. I've attributed it to a change / likely bug in the game and told Tyron about it. Might be fixed with 1.5.2.6. In the case it's intentional, I will fix it on my end.
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