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Digitalr

Very Important Vintarian
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Everything posted by Digitalr

  1. For singleplayer it is good solution. But i cant do that for other players on server
  2. Another issue... If any mod change stack size to greater value, then, after player take few stacks of items with new stacksize from container, server start to throw huge list of exception. Not sure, but, i believe, exceptions are generated after item despawn timeout ended.
  3. Sad. But... I can change commoner pack to be "unworthy for selection-skip exploiting". So, it is not a big issue.
  4. You need to define domain of blocks or items in recipe. Just add game: before any items/blocks from vanilla VS, and realisticlogsandfirewood: before items/blocks from your mod: But, i believe, you need to disable vanilla recipe for firewood first, or change shape in your recipe, to avoid possible conflicts.
  5. Player can receive commoner starter packages until class selection confirmed. I mean: Login... Skip class selection dialog... Receive starterpack.... Logout... Repeat until inventory full
  6. Suggestion: Option to despawn corpse after some time passed. This feature can allow vanilla-like on-death drops despawn times (i.e. 10min), while other drops despawns fast (i.e. 30 sec).
  7. Can i suggest addition to farming skills? Somewhat like "Extensive farming" allowing multiblock 3x3 soil to farmland conversion with hoe, seed placing and fertilizing
  8. May i ask You to move part, implementing ranged attack and other entity AI mechanics, to external "AI" mod-library? I believe, many modders, server owners and players can use this great option, but, unfortunately, not all of them can use Caelum terras "as is", because of world generation incompatible with existing old worlds Thank You.
  9. Is there any way to truncate world? We have big unpopulated zones to north and south from world spawn, and it will be great, if all this zones can be purged from save file. I believe, it can compact database minimum 4...5 times.
  10. [IMHO] I see post about "no automation" in this topic before posting my suggestion. And, according to this opinion, i suggest only speeding-up copy process. Not make it fully automatic. Just less time spent for copy one block. Because, even without automation, i can put something heavy over RMB, go drink cup of tea e.t.c., and have result as "automated" copy. For balance, some kind of fuel, copy-cartridges filled with temporal dust and rare material powders mix, or any other consumables can be added to powered workbench. Just like in real devices. [/IMHO]
  11. Bug? You can't put crock with food to container. But if you put empty crock, then you can put filled crocks. Crocks can be retrieved from container in LIFO order Also, some flowers on container's label still "alive" and affected by wind
  12. Feature suggestion: Speed-up block copy process, If mechanical power source connected. (Not fully automated copy, but less time for copy one block, compared to fully "manual" mode.
  13. 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 to geologist ability?
  14. Chiseling with luminiferous ability also turn chiseled block to light source. But reconnecting remove all this fake lights.
  15. 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
  16. 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.
  17. 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.
  18. Russian translation (xskills_v0.4.9.zip\assets\xskills\lang) ru.json
  19. 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.
  20. 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.
  21. 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
  22. There is no any errors in server-main ATM, but, here it is: https://www.dropbox.com/s/57xgk6qf41bjp12/server-main.txt?dl=0
  23. 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?
  24. 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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