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Spear and Fang

Very supportive Vintarian
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Everything posted by Spear and Fang

  1. Bump: Sorry, nothing new. Just a few minor bug fixes and improved compatibility with 1.14.0
  2. I'll have to give it some thought. It might be something for the next release if I can come up with a strategy for implementing it. I might have to dust off my copy of minecraft.
  3. I'm almost certain that stairs can't do that in Vanilla. Is that even a vanilla minecraft thing? It's easy to rotate a stair like that in my code, but I can't wrap my brain around how I'd decide that the block needs to be rotated like that based on your picture.
  4. Ha! I'm not sure if I understand the question - and I barely understand the logic. Maybe this picture helps... Near the end of the logic, I focus on what's already sitting in the two spots closest to you that are adjacent to where you are about to place the block. If there's an upside down regular stair placed FIRST (in either or both of those spots), and the angle between where you're standing and the target spot is even remotely close to 45 degrees) it will put an outside corner next to it (whether you're above or below). You would still have to target the top half of a block to flip the outside corner upside down (like where my crosshairs are pointing). Maybe that's the answer you're looking for?
  5. Exactly. Thanks @DArkHekRoMaNT
  6. Place the relic and go from there...
  7. @Travis Pluid Have you got the lectern? You can't open the book without it (and a couple other things)...it's a jigsaw puzzle of sorts. The bigger question is whether or not you really want to open THAT book.
  8. I made a disturbing amount of changes to the 7 json stair blocks as well. It would be one heck of a patch!
  9. So true about the spirit orbs. Every time I playtest this mod I spend an hour chasing those things around in the dark. Kudos to @Unclesid for that.
  10. Thanks @Devestatio! This was indeed originally posted on Halloween, but sadly, I ended up having to blow up the old post to get it reposted with this shiny new layout/documentation. Maybe there will be some new additions for next Halloween, since it was a lot of fun collaborating with @Tech_Rabbit over on the RabbitTech Server for their big Halloween event.
  11. Minor update released. Bump.
  12. New version on github. Bump! See the original post for download links and more. !
  13. Whew firepits is a little out of my league. This is one for Tyron, so you might add it to #suggestions on the Vintage Story Discord.
  14. Have you found the book yet? There's a clue in the book.
  15. There's a clue in the book. If you and find the book and can figure that part out...
  16. I'm going to say no. I believe this mod got rebranded as "Immersion", but it apparently doesn't work anymore either. Real life got in the way for the dev, so it's on hold.
  17. Good things come to those who bait!
  18. Another new version up on Github. brief description of changes in the original post!
  19. There's quite a bit going on behind the scenes, but nothing related to the things you've mentioned. It's fairly basic but seems to be reliable and predictable game-play wise (which was no small feat, because modding in water presents a lot of unique challenges). The fish traps all have their own unique and random behaviors and considerations, fish can die and rot right in traps (if they don't escape first) and bait can rot too (if it's not stolen first), different fish offer up different amounts of nourishment, and they're pretty tough to process (cook) and manage (inventory wise) since there's many types. Honestly, I made it relatively easy to catch fish because that's only a part of the process. I'm kind of enjoying playing it, but I'm a little biased. I snared my first rabbit not too long ago so there's that too. If you haven't taken it for a spin yet you might hold off until the next release (maybe in a couple of weeks). I've got some basic animation working now for the fishes, which, along with the particles (bubbles) has made things a little more lively.
  20. I've only been at it for a couple of months. Tyron could surely implement this whole thing (but better) in a matter of weeks. Again, my mod is out there and easy enough to find if he's looking for ideas or assets to expedite the process. My code is meh...I mean, every time I refactor it I learn a few new things and want to refactor it again, so there's not much worth harvesting there. I'm going to refine the fishing components a bit more and maybe add some new fish, but at this point I'm mostly leveraging it as a jumping off point to go in a little different direction...
  21. I spend a fair amount of time on Discord but am just seeing that poll for the first time, so thanks! I must admit that my emotions are a little mixed right now. On the one hand I'm extremely happy that fishing seems to be of interest to everyone, but on the other hand I wasn't under that impression at all (until seeing that recent poll). When I decided to build this mod, I had a good look at what was out there for mods, and had a look at this thread wishlist... ...and my feeling was that fishing simply wasn't going to happen any time soon. As much as I love Vintage Story, I felt that the water was a barren wasteland and that digging holes to capture animals was a little...well...weird, so it seemed like I could build this mod and fill those gaps quite nicely for a long time to come. Tyron's been doing a great job and I believe that he prefers to be a one man show, so I'd imagine he'll just tackle fishing himself. If he wants to borrow any of my assets or ideas or whatever, I'd consider it an honor and move on to something else. I'm just learning the ropes and he knows Vintage Story inside and out, so I'm sure he'd do a fabulous job with fishing.
  22. New version up on Github. Updated links in original post.
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