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Everything posted by Ikana
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Underground music no longer triggering inside player built structures
Ikana replied to Ikana's topic in Suggestions
This would only count if the light source is placed not held -
I like building underground parts of my house but Its really off-putting to walk 10 blocks underground to your cellar and the cheery music suddenly stops and is replaced with the creepy music. Right now there doesnt seem to be a solution for this, so I think changing the way underground music starts playing would be nice Ideas for potential changes to fix this: If an area underground reaches a certain light level the creepy music wont play and will instead play the normal surface theme If enough player-placed blocks are in an area the music wont play A special lining you could put in your lanterns to ward off the dark and prevent the music from playing A special block that overrides the area and prevents the underground music from playing lowering the depth required for the music to start playing (last ditch option if all of the other solutions are too hard to implement) its probably not at the top of the priority list for things that need to be changed but it would be a nice quality of life update that I think many people want even if they dont say it
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How does one make a mod that changes what the forge accepts as fuel?
Ikana replied to NastyFlytrap's topic in Questions
I was messing around with making a monkey patch a little bit but I didn't really know what I was doing. Tomorrow Ill take another crack at it and see if I can something working -
How does one make a mod that changes what the forge accepts as fuel?
Ikana replied to NastyFlytrap's topic in Questions
You and me both lol. Maybe sometime this week Ill sit down and watch some c# tutorials but for now im just gonna hope someone with actual coding experience can help us -
How does one make a mod that changes what the forge accepts as fuel?
Ikana replied to NastyFlytrap's topic in Questions
I was able to find this code by using dnSpy and opening the VSSurvival.dll file. From there you can go through these files to find all the blocks and most items in the game: The forge is kinda hard to spot so you can just use the search function and double click the first entry that pops up when you search forge and it will bring you to the code for the forge Scroll down a tiny bit in the center code panel and you'll find the code that I believe controls its fuel selection. From my own research I think you would need to make a transpile harmony patch in visual studio, but that's way out of my depth right now unfortunately. For all I know, I could be completely wrong about this value controlling what you can use as fuel, so take what I say with a grain of salt, this is just the conclusion I came to from spending the whole day looking around at the wiki and digging inside the code. Hopefully this is more helpful than throwing ingots and coal in a pit and cheating your iron tools in with creative -
How does one make a mod that changes what the forge accepts as fuel?
Ikana replied to NastyFlytrap's topic in Questions
After some experimenting I've found that the forge bases what fuel it allows by checking if its burn temperature is above 1000 degrees I just need to learn how to make a mod that patches the code to accept fuels that are 900 degrees -
How does one make a mod that changes what the forge accepts as fuel?
Ikana replied to NastyFlytrap's topic in Questions
I've read this entire discussion multiple times, alternatives are nice but its not whats being asked. Since you probably will have to open up code, (which im fully willing to do) a pointer to which file or where the code for blocks is stored would be more helpful than wisecracks. -
How does one make a mod that changes what the forge accepts as fuel?
Ikana replied to NastyFlytrap's topic in Questions
I'm trying to do the same thing as OP and make a mod for this, but out of the two pages of replies there wasn't one actual answer that was helpful. No disrespect Thorfinn but if you cant answer the original question being asked then dont reply. As for the mod I dug around the JSON files a ton but I couldn't find anything relating to how the forge handles fuel, there's no value for forge fuel or whatever in the charcoal or the forge files itself, which leads me to believe that you would have to crack open actual code (which would suck cuz JSON modding is already confusing enough). -
Been looking at the json files for the forge and for charcoal for an hour now and I cant figure out how the forge determines what to use as fuel and what to reject. Im starting to think I might only be able to change this by altering actual code, not just a json file. If anyone could help me out it would be much appreciated Edit: I've found the code that affects what fuel can be used in the forge, now I just need help making a code mod that changes this number
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Found this video for voxel engine optimization...
Ikana replied to BigBadBeef's topic in Suggestions
The game seems pretty well optimized already imo. Unless you're running the game at max settings with a thousand block render distance I've noticed no frame rate issues -
The game talks about there being something deep underground, but most of the time there really isnt anything there except some stronger drifters and old ruins. I think it would be cool if there was a new biome at the bottom of the world that would be big and open and full of strange new enemies and plant life. It would be like the hell biome in terraria when you dig to the bottom of the world. This would definitly require the bottom of the world height to be increased though, so you dont fall into it from the first cave you find. Much like the hell biome in terraria, this new biome would also stretch across the entire underground, making it very vast and more fun to explore because you wouldnt just be mining through rocks the whole time to reach a small pocket of the biome. This area would be very dangerous, and it would encourage the player to make steel armour to actually explore it. This can be where you find new blueprints in old remenents of civillization that have sunken to the bottom of the earth. These new blueprints could be recipes for a reusable bloomery or a faster way to smelt steel. Something that would incentivise the player to actually explore this place. The biome would be a big cavern with big mushrooms that glow blue that keep the cavern dimly lit, along with glow worms and other new plants that would light the place up. The ground would be covered in a moss or some type of plant that would almost seem like grass. The biome would look like the overworld but twisted. There would be completely new enemies that you can only find in this biome that would do lots of damage, making steel plate armour actually useful instead of just overkill against a pack of wolves. This is just an idea i had while playing the game. It could be genius and it'll get added in someway or this will just get buried in the forums. Either way I hope the devs at least look at this and consider adding something like this, as right now the game could certantly use more areas to explore