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Posts posted by 6nop6nop
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thanks for letting me know, i guess the way macos compresses files is borked, i will repackage it in windows when i get the chance
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i haven't tested this in multiplayer so please tell me if there are any bugs
changelog: fixed the zip file- 3
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make it so that when you craft a torch with borax powder it makes a green torch because it does this in real life.
lime would make orange because calcium
pink would be ground potash
sodium chloride burns yellow but there is no yellow torch
copper salts burn blue green, but the blue torch is deep blue
as for red, i am unaware of any of the minerals in the game containing lithium, so cinnabar will have to do- 1
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12 hours ago, 6nop6nop said:
so i added cubes to the seraph model, however when in game it causes the player model to spin instead of animating properly. none of the player model files seem to have any sort of keyframe animations, the entity file lists a bunch of things called element weights and i think it has something to with these, however its not intuitive and i can't seem to find any documentation for this.
nvm i screwed up with seraph-faceless.json
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so i added cubes to the seraph model, however when in game it causes the player model to spin instead of animating properly. none of the player model files seem to have any sort of keyframe animations, the entity file lists a bunch of things called element weights and i think it has something to with these, however its not intuitive and i can't seem to find any documentation for this.
Player progression skills ect..= Bad!!
in Discussion
Posted
maybe it will just be like skyrim where it means your weapons do 20% more damage