
Digitalr
Vintarian-
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12 GoodAbout Digitalr
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Copper Caster
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Please, add separate download, with source versions of patched files for skill experience levels. At this moment there is only pure/medium/rich/bountiful/ungraded experience grades, but, as example, brown coal are very common, bituminous much rarer, and anthracite is very rare, but all of them give same experience. Same things with metals: copper are very common. Tin are rare. IMHO, rare version of ores must give more experience. I can try to restore unpatched versions from patched, but, i believe, it can be useful not only for me. Also... Is there any way to exclude or add ores
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Chiseling with luminiferous ability also turn chiseled block to light source. But reconnecting remove all this fake lights.
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Looks like mushroom harvesting skill allow infinite farming of cattails root. Instead of breaking, it drops root, but leave plant lower part intact. So... Break, take, repeat... Until inventory full
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Yes, but it is little annoying, when you throw them away, while in your home. Anyway, i have improved version of this idea You can define, which items are move to void on pickup. Something like strongback inventory, but acting like filter. So, if, as example, i blast quartz vein with ore bombs, and put quartz chunk and clear quartz chunk in this "filter" inventory, i dont need to throw tons of quartz to far corner at regular basis. It just removes from existance.
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And yet another idea for survival branch: "Void" ability - personal trashcan inventory (all items, put in this inventory, are removed from existance). May be, realisation similar to trashcan from Neccessarities mod.
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Russian translation (xskills_v0.4.9.zip\assets\xskills\lang) ru.json
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And some feedback: Drifters throw rock with exceptional accuracy and range (impossible for player, even with boosted ranged attacks). They can shot you from ladder 30+ cubes above with easy. Almost without miss. Only unpredictable movement patterns can help. IMHO, range or accuracy need to be reduced.
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Found a little bug. With this mod, vanilla coordinate hud switches from relative coordinates to absolute, after i set my spawnpoint using temporal gear. Not sure, is restart needed, or not. It is not a problem, really. But bigger numbers not so easy to remember or check.
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With new version all works as intended - most chunks are removed. If i fall back to previous release, world generated again without gaps. Link to server-main: https://www.dropbox.com/s/57xgk6qf41bjp12/server-main.txt?dl=0
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Yes, fresh world, default settings
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There is no any errors in server-main ATM, but, here it is: https://www.dropbox.com/s/57xgk6qf41bjp12/server-main.txt?dl=0
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Really strange. I try with different world settings (from default to heavily modified), both, localhost server or singleplayer. I cannot find gaps in terrain Can this issue be related to differences with locale comma separator?
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Another suggestion for Survival skills branch: As far, as i can remember, entity (player too) can have property LightHSV - ability to emit light. So, i believe, it is possible to create something like "luminiferous" skill. Each rank allow player to emit more and more light. Ideal for cave exploring, IMHO
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Its strange, but when i create new world, i have all chunks generated. No empty chunks - all looks like just as in vanilla. Game version 1.14.7. No another world-generation-change mods. But there is error report in console: 29.1.2021 18:52:12 [Error] System.Exception: Invalid spawn coordinates found в Vintagestory.Server.ServerMain.EntityPosFromSpawnPos(PlayerSpawnPos playerSpawn) в Vintagestory.Server.ServerMain.GetSpawnPosition(String playerUID, Boolean onlyGlobalDefaultSpawn) в Vintagestory.Server.ServerMain.FinalizePlayerIdentification(_icpJQCjhVYa6ZAMDaGe5Bb2g5fd pa
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Happens again. May be triggered when travelled via translocator. UPD: No, translocating, teleporting, or just run far away just increase value of consumed durability when i set return point. UPD2: it is triggered definitely after i repair translocator and travel to other side. When i stay exact at point, where i use mirror to mark return point first time\ durability not consumed. Value of consumed durability exact as distance between first marked point and next marked point. Just as when i travel, using mirror to its destination. -------------------------------------------------