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copygirl

Very supportive Vintarian
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Everything posted by copygirl

  1. That's weird. When you click the new issue button you should see them:
  2. @Aira Labels can only be changed by those with access to the repository (as in, the team / developers). In general it's best to go with one of the templates I provided for now as a base, they come with default labels, and I usually go and adjust them if needed. "Bug report" for anything that seems unintentional and "Feature request" for suggestions, enhancements, even feedback I suppose. The developers generally look at any place you leave feedback, so I don't think there's a best place to do so necessarily. I personally prefer the GitHub issue tracker, but to each their own! If an issue ever appears to get overlooked, you can always bump the thread / issue or poke the team directly on Discord.
  3. Alright, version 0.4.6 is out to fix this and a couple of other issues, such as being able to place (but not pick up) blocks inside claimed areas, and animations breaking when trying to do so. I also made it so carrying blocks on your back doesn't slow you down quite as much. I'm still wondering whether the in-hand slowdown is too much, considering you already can't sprint anyway. But it feels immersive.
  4. That is indeed funny. I wonder if that's because they somehow (accidentally?) made it so the (now obsolete) walk speed modifier is added instead of multiplying it? Hopefully I'll get around to fixing this, tomorrow.
  5. What about doing something similar to food regarding the stacking, to follow up on @Tyron's post? Picking up a farmland block with lower than full nutrients will store its nutrients on the item itself. If the nutrients are similar enough to an existent stack in your inventory, they automatically stack. If not, you can still forcefully stack them, like food with varying amounts of freshness. Either way, the nutrients will be averaged.
  6. That would be confusing for players who don't know about this rule, and frustrating in general. And doesn't make much sense, in my opinion, to drop nothing when you dig up farmland.
  7. Do you see the world interaction hint ( ) when hovering over the block? If not, I'd guess the mod is not properly installed / loaded and you should check if there's any errors in the log. If it does show up, make sure you aren't holding anything in your off-hand slot.
  8. Version 0.4.5 has been released! You can now carry loot and storage vessels - even on your back! Barrels got the same treatment. (Blame Aira!) (Unfortunately, since you don't pick up loot vessels as an item, you can't use them with traders.) The first person renderer looks a little bit more fancy as well. Wiggle wiggle! As you can see, you can now keep your ponytail well-hydrated even on longer travels~
  9. If you actually make the soil items remember their state, then they won't stack anymore. I still like my idea best
  10. Farmland Drops Soil changes the behavior of farmland to drop soil when broken, depending on the nutrients available. This is for those people that got frustrated by losing their precious Terra Preta when wanting to move their farms to a better, fancier place or even their entire base. Well, you can't! Except with the amazing Farmland Drops Soil mod. When you break a farmland block, it will have a chance to drop their respective soil block, depending on the nutrients available. If you wait for the nutrients to fully recover, you always get your soil back. Otherwise, it will pick the lowest nutrient, and adjust the drop chance based on it. For example, a Terra Preta farmland with N=80, P=60, K=40 has a 50% chance to drop the soil block (40 / 80 = 0.5). [ VSModDB ] [ GitHub Releases ] Source code is available on GitHub as well.
  11. Released version 0.4.4 to fix a crash caused by binary incompatibility when trying to pick up or place down blocks, so you should be able to use CarryCapacity with the 1.10 pre-releases (and beyond).
  12. Yes, I didn't see. I've only played a few hours of the mod with friends, and this never occurred to us as fair as I know. I couldn't find The Neolithic Mod's implementation for "drop this carcass as a block" - it looks like this might actually handled by the game itself. So possibly a thing to report to the game developers. Are you able to reproduce this more consistently if you do certain things? I wonder if it can't be placed if both the animal and the player are in the same block space, for example.
  13. It depends on how @Tyron wants to handle this. The game could simply issue a warning for behaviors it can't find instead of refusing to start the game, basically making all behaviors optional; or it could offer a way to mark specific behaviors as optional so the game just doesn't load those behaviors if they could not be found. I've tried my hand at implementing this change a long time ago, but it wasn't a simple surface change and I don't know the codebase as well, so I gave up. The API itself would not have to be changed. All it would need is an { optional: true } field where the behavior is used in an asset. For example: behaviors: [ { name: "Container" }, // Required behavior. { name: "Carryable", optional: true, properties: { ... } }, ] I did small things here and there for the game. I think the most useful change was rewriting the mod loading system, which I'm still very proud of, and hope will be useful going into the future. But to be honest, besides CarryCapacity and the recording sessions with HelDM and crew my attention is currently on other things.
  14. Sorry for the slow response. I looked into making it possible to carry the cupboards, and write the required patches to allow for this. I could include this in CarryCapacity, but I feel like it would make more sense to include in BVcupboard. Unfortunately, due to the way behaviors work, it would create a hard dependency on my mod. Behaviors can't be optional, at the moment. The game refuses to load if a behavior isn't found.
  15. 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
  16. @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.
  17. 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.
  18. 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.
  19. 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!
  20. I would've loved to hear some thoughts of the people who are in favor of CurseForge officially hosting our mods.
  21. 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?
  22. 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.
  23. 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.
  24. @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.
  25. 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!
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