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Mr1k3

Very Important Vintarian
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Mr1k3 last won the day on August 24 2021

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  1. Released v 1.2.5 to fix the copper pan issue, I am still planning out the next update but so far It looks like I will mostly be doing a balance pass on traits for the blacksmith since armor repairing is now part of the base game.
  2. Released a hotfix- Fix for broken electric sword recipe, this is just a small change so the mod works on 1.17. I wanted to put out this patch since I wanted this mod to be updated for the current version, but work is still underway on the next major update-( the 2.4.0 update), but progress is slow due to various issues I've ran into, as well as the potential 1.18 "lore" update could threaten some of the work I have already implemented, optimally I'd wait for that version to release, but I have no clue when that will be. Work will still continue but I will have to keep a close eye on the 1.18 additions and changes so my effort is not wasted. Anyways, thanks for all the support!
  3. I guess I worded that a bit poorly, for the gamma pack I just plan on refreshing the bow models, perhaps the arrow models, and add ground storage, as well as update the handbook guide. I have not been able to take over the ItemBow class unlike the melee weapon item class so I am unable to change much of anything on the bows other than damage and durability, arrows are in the same boat but at least I can modify their air drag, gravity, and size on top of their normal stats. So, until I can figure out how to take over the bow class the amount of bows and arrows will likely stay the same for now. No current ETA, as I am working on the massive temporal tinkerer update next, but I also work all over the place so there's a chance I might work on it before . The changes to AWP are similar to what is getting changed in that update, plus more. So, yeah it's basically a new mod at this point... only catch is that it is gonna be a while before that update comes out because I am still only in the modeling stage for it right now.
  4. I did send a small update to get the gamma pack to work on 1.17 out a couple days ago, just so it worked while I work on its next update, nothing changed that majorly in the releases up to 1.17.3 so it should be working fine. Currently I have plans to improve the bow models and also add in ground storage support in that next update similar to the changes in the alpha pack.
  5. I essentially remade the entire ALPHA mod for this update, the 9 new weapons is now 24 and all weapon models have been updated now that I have a bit more modeling experience under my belt. This update includes the new feature of swing speeds, so now different weapon types will have faster or slower swing speeds, and they also have custom swing delays so the sword combat feels far more responsive since the delay is set to 0. Also this update addresses PVP and includes ways to deal with armored players, but that usually comes at a cost. Throwing weapons have been overhauled, in addition to two new types- the mambele and chakri, and stone age weaponry has been expanded on. Also beta weaponpack is obsolete as of 1.17 so I need to figure out what I'm gonna do with it.
  6. No, but that is a good idea for a future addition, there are already textures for suevite/obsidian bricks in the game textures so it would be easy enough to implement with a patch or two. Thanks for the feedback!
  7. It's working fine on 1.16 even into 1.17 release candidates and should remain so when that gets released.
  8. Thanks! I do have some leftover ideas that didn't make the release and one was new smoke/particle emitting blocks, but those will need quite a bit of work to implement, and I already spent so much time on the current stuff, I wanted to get it out so I can gather some feedback for it while I focus my efforts on updating/content additions to my other mods.
  9. Builders blocks is a building additions mod that adds over 790 new blocks to build with, many of which provide new building themes and overal greater flexibilty with your builds. It also provides some functional additions such as climbing scaffold, door options, new light sources, walls, and cairns which can be used as primitive landmarks. Heres my patreon if you'd like to support me: Patreon Current additions include: Decorational- Scaffold blocks in metal and wood variants, as well as hollow and soild versions of those. Non-climbing version. Support braces in 4 versions and in all wood variants. Pylons/Pylon pipes- octagonal supports or hollow pipe versions available in all wood and metal types. Bark blocks- blocks with the bark texture on all sides. Stripped wood- Like planks but without the lines in them. Small/Large leaf blocks- Survival avaiable leaf blocks that can be crafted and picked up when broken. Grave markers in 3 versions and all stone types. Cairns- stone piles used either for decoration or navigational land markers, also has a glowing version for the tip so you can see them at night, available in all stone types, 4 different size variations. Glowstone blocks- glowing blocks that can be chiseled, provides as much light as a normal lantern and can be grown in a barrel in a slightly involved process. Essentally made from suevite rock. Oil lamp chandelier- brighter oil lamp that can be hung from the ceiling. Cage lights in every metal type. Framed metal blocks. Solid metal blocks. Mineral blocks- many many blocks with many textures, can be chiseled or used as condensed storage blocks, includes nugget blocks, bone blocks, lapis blocks ect. Rust blocks- rust iron blocks in a brine barrel to have rusty textures. Transparent solid blocks- with framed version, can be chiseled. Terrariums! Available in 65 different versions including snow, water, desert, mushroom, and grass. Functional- 4 New door types in all wood variants. 2 new "trapdoor" like blocks. Stone pile fences in every stone type. Climbing rocks in every stone type Metal fences in every metal type. Metal ladders in every metal type. 4 versions of climbable scaffold blocks, large stacks can be fell with an axe at the stack base. Made in version 1.17, should still work in 1.16 versions. Download Link: https://mods.vintagestory.at/buildersblocks
  10. Could you provide me with a crashlog, or the server-main log? Small oversight in the recipe, the quarter logs annoyingly have a different Id structure. Will be fixed in the next update.
  11. Added weponpack variants- beta and gamma. Two new individual mods that add additional content in regards to combat. Beta is focused on the defensive side of combat Gamma is focused on ranged combat
  12. Plate armor takes 6 uses of the kit to repair, so the basic kit is too weak to repair it. The handbook entry lists the repair costs for armor, I guess I should also put it in the toolkit description to make that clearer.
  13. I've just tested with and without this mod installed and I've never seen anything like that, this mod does not touch anything related to chests so its likely another mod doing that. Yes, its entirely possible to do so. You can look in the traits json in the config to see what each stat does. Now adding classes or more traits will need you to do a little more work, especially in adding entries to the lang and defining your additions in there.
  14. The position 9 that the patch is targeting I think is a specific line in the json that handles drops, if it wasn't specified it might think it was patching one of the AI behavior lines.
  15. That's odd, I always ran both at the same time and never had an issue. Json patches have always been a little finicky in regards to some magical load order thing I don't understand. I've noticed that most of my patches as of 1.16 give an error in the debug log about "This asset is usually only loaded Server side" but the patch still works fine. I think its getting an error because I use the one of two locations where you can patch from in a mod- the game domain, and your mod domain, I've always noticed I had fewer compatibility issues with patching through the mod domain but for some reason the modmaker3000 always makes patches under the game domain. I've had for example 3 patches targeting a different area of the armor.json, and using a game domain patch for all 3, I've noticed some of them randomly don't get loaded, so that probably the same thing happening here. Anyways I'll play around with the patch locations to see If I can figure something out.
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