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Dilan Rona

Vintarian
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Everything posted by Dilan Rona

  1. Chapter 2 was only recently released. Well probably get chapter 3 around 1.24, seeing that 1.23 is the combat update. but i could be wrong. Who knows. Maybe Erel, The Mad Crow will make a comeback, seeing it was never destroyed.
  2. There is also my mod, but I'm not going to self promote, and i dont think its what you had in mind either.
  3. We might get it into vanilla some day, who knows. in the meantime though, try these mods. Yang's Transport Tycoon - Vintage Story Mod DB TentBag-Reworked - Vintage Story Mod DB Cartwright´s Caravan - Vintage Story Mod DB Wapiti Tow Carts - Vintage Story Mod DB (no idea what the Wapiti is, Elk?).
  4. Great looking build.
  5. Works for the persistant bear as well, although I do recommend a 4 deep pit
  6. It happens. and it will happen again. more than once i got snuck on by a pack from behind. no warning.
  7. Mod marked as release. Its as ready as its ever going to be. Hope you guys enjoy it.
  8. Server side of the mod tested, and working. So its all good to go for client and server.
  9. New version is live on moddb. Pads as they stand right now. Left is the teleporter pad. Middle is the turbolift panel. Right is the teleporter return pad. Top row is configured, bottom is unconfigured.
  10. Still bug hunting on my side, found a rather nasty one that needs fixing first before I can upload it
  11. the server edition may need a full reinstall if thats what happened. other than that, strange
  12. Ok, just wanted to clarify that. Will test it today, and will come in very handy with the mod i'm currently testing after a code update.
  13. When you said not validated, does it mean it cant run on linux (yet)?
  14. Busy with version 1.1, locking down the security oversight regarding the transporter pads, and the turbolifts. And adding new features. Teleporter Pad delay bumped to 3 seconds New Transporter Return Pad block (normal use + walk-on emergency return) - Currently emergency return not working, and logic as it is now not quite what was intended Device ownership (Only the player that placed it, or the server operator can configure it) Network ownership (with the ability to hide the network name from other players) Network dropdown autofill in the configure dialog /trekteleport list and /trekteleport remove <type> <networkId> admin commands 20-second shared cooldown across all devices. Configured/unconfigured visual state on all three blocks Cake build script (unchanged from before) Once I am confident about the mod and it works exactly as intened, i'll be uploading the source code to github. Next update to the moddb should be done by monday (busy stress testing the mod locally), I am not too happy with how some of the areas of it is working right now, and need to work on it some more.
  15. files the same on the server?
  16. shouldnt that line be craftsmanship:rawcatmint-dried ? I stand to be corrected though, as I am new to the modding scene myself.
  17. I play on a server in the US, and the networks in South Africa is bad enough that in the evenings, I'm literally hopping between a fiber line, Vodacom, and MTN, looking for a network that's deceit enough that I can play, and not suffer through massive delays in chats, and anything I do.
  18. For me its mostly due to poor connection to server I am on, and on really bad days, i can leave a string of blocks behind me thats floating in mid air after i broke them.
  19. Looks nice. Well done
  20. Moved the topic from released mods, to WIP mods. Maybe I'll get some feedback now (seeing that the mod is still a work in progress). Created a mod to simulate Star Trek turbolifts and teleportation pads (with the use of AI assistance). Looking for players willing to test it. Star Trek Turbolift and Teleport pad - Vintage Story Mod DB. To use the mod, shift-right click the turbolift or teleportation pad block after placing it, set the network name, and the pad name. Then its as easy as right clicking the pad, and selecting what pad you want to go to. Suggestions is welcome. Source code will be published on github, with code verification, once I figure out the code verification aspect. The screenshot shows the two pads the mod uses right now. Both are straight forward, and both does the exact same thing. Will be working to seperate the functionality to make them more distinct, as per what their intended function is supposed to be. The window to set the network, and deck. The network is nothing more than whatever the group name of the pads are. And the window to select what deck (that was set by you) you want to go to. Once tied to a network, it will stay on that network. Ie, any pad that links to the Voyager network of pads will not take you to the Reliant network for example. Cross ship or station transport will be the master group, as defined by the transporter pad group.
  21. Looks great. Question though, does it use the original combat overhaul mod or the fork?
  22. It happens when the connection on the pc to the server isnt too great. Yes, I agree its annoying, but its a known visual bug. Same with dropped items that was picked up, and yet still sitting on the ground. It resolves itself by logging out and in.
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