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Xandu

Vintarian
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Everything posted by Xandu

  1. Do you all running the same and current version of the mods (0.5.0-PR3) on the clients and the server? It sounds like a server-client synchronization issue. I could not reproduce this on my test world. I found the issue. It will be fixed with the next update.
  2. It seems like i have to some tests with bombs.
  3. Do you play single player or on a server? Cause sometimes things seems to broke on multiplayer servers and i do not know why this could happen. Just want to know whether this could be one of these things. A blacklist seems a little bit laborious. I try to find another way to fix this.
  4. Can you please tell me which recipe(with ingredients) you mean exactly? Cause i just cooked something with fish and it worked perfectly fine.
  5. I changed the name of X Tool Switch to Xandus Inventory Tweaks and added the ability to change the number of items for some bulk item operations. I also uploaded the mod to the moddb.
  6. Hey, I uploaded a new version. Primarily to a fix a compatibility issue with QPTech. But i also added two new abilities and improved the ability unlearn system a little bit. I also added the abilities and skills guide to the handbook in the game for all languages. API: -Added OnTierChanged method to the Ability class. By default it just calls the OnPlayerAbilityTierChanged delegate if it exists. -Added the StatAbility class which is an easy way to create an ability that modifies a player stat. -You can now add the attribute "unlearnPoints" to every consumable item to make it give unlearnPoints. So you not have to rely on this weird mead stuff. Changes: -Added the sniper ability to the combat skill. -Added the light footed ability to the husbandry skill. -Added a handbook page with some general information for Skills and abilities to all languages. -The 'unlearn button is now localized.' Fixes: -Placing modded firepits will no longer crash the game.
  7. I want to add things like this to the ingame handbook. I am currently working on this.
  8. Hi. I think this is a great idea. But at the moment i do not want to add things to the farming skill, because there will probably some changes to farming with the 1.15 update and i want to look how this tuns out before i add things that do not work anymore with the next game update or are implmented as a vanilla feature.
  9. I think increased accuracy is possible. I already thought about adding something like this. I do not recommend to change any values in the packed mod folder. But the mod creates a bunch of config files where you can configure a lot of values including every exp modifier and every value for every ability. You should take a look at the configuration section of the mod description. For temporal adaptation you gain exp for being in temporal unstable areas. You gain experience for the survival skill over time. But you lose some of this experience when you die.
  10. Thank you. When they add unique gameplay features for this i will probably add skills for these as well. But it will probably take some time to get some ideas and implement them.
  11. Thank you for reporting this issue. I uploaded a small update to fix it. You just need to update xskills.
  12. I uploaded a new version to the mod db and changed the download links to link to the mod db entries of the mods. I probably will upload all future updates to the mod db. I wanted to add some more stuff to this patch but it already has passed some time since the last update and meanwhile i accumulated some bug fixes and some compatibility patches. So i release it as a 0.5.0 pre release with some new abilities. 0.5.0 PR 1: -Api: -Added GetExperienceMultiplier method to the Skill class -Added expLossCooldown configuration -You can now use the command "skill reset config [skill]/all" to reset the configuration of a skill or all skills. The command will delete the current config files and new ones will be created when you start the game the next time. -The ability tooltip now shows the actual required skill level instead of the skill level you need to learn tier 1 of the ability. -Added minLevel configuration for abilities so you can set the skill level that is required to learn an ability. -Changes: -Added default exp modifiers to classes -Added Tool Mastery ability to the combat skill -Added Iron Fist ability to the combat skill -Added an indicator that shows the current experience multiplier for each skill in the skill menu -Added inspiration ability to pottery -Added husbandry skill with 6 abilities -Animals are no longer affected by the looter skill -Bright areas aren't as bright anymore when you use the cat eyes ability. -You get now experience from ores depending on their rarity and their depth. -You can configure both experience bonus modifiers in the mining configuration file. -Added support for the neighbors mod -Or- and and requirement descriptions now have a indentation. -Should now be compatible with the farmlanddropssoil mod. (needs Compatibility Lib v. 1.2.2+) -Fixes: -Fixed: harvesting reed roots not destroying the reeds -Fixed: spawning of empty metal bit stacks -Fixed: luminiferous ability turning some blocks into light sources -Fixed: disabling abilities not working. -Fixed: hopefully (can't test this, so it would be nice if someone could tell me whether it works now): combat abilities in pvp if enabled (was broken due some testings i did) -Fixed: The salvanger ability should now be compatible with mods that add drops to locusts.
  13. I probably need to adjust some code to make it work. I am on it.
  14. Strange. For me it works perfectly.
  15. Do you have the salvager ability and do you use a hammer?
  16. At the moment the mods are not compatible. I try to fix this with the help of the Compatibility Lib mod.
  17. Hey. I tried some things with your mod and the 'dependsOn ' but couldn't get the 'invert' to work. So i looked at the source code of your mod and noticed that in the ModJsonPatchLoaderPatch.cs file the line 108 is: flag = flag && (loaded & !dependence.invert); But doesn't that mean that it will be false whenever loaded ís false? So it is not inverted. Shouldn't it be something like: flag = flag && (loaded ^ dependence.invert); For an exclusive or. Or do I get something wrong and don't understand how it's supposed to work?
  18. Do you use another mod that adds drops to locusts?
  19. Do you have enabled the combat abilities for pvp in the config files?
  20. I'm sorry. This seems to be a bug. For some reason it reset the 'enabled' setting every time back to true. The points or cooldown for unlearning settings work for me. But i look whether i can find any issues there.
  21. I am currently working on an animal husbandry skill. But at the moment i don't have much free time to work on it. You usually get little amounts of experience for this skill. It is more the quantity that matters for this skill. But you should get experience for all soils. Do you have any mod that add new soil's or add behaviors to soil?
  22. I figured out what is going on. Everything works as intended. The wires are resmeltable so you can't profit from the ability since you could create a wire from 0,9 ingot bars and than smelt the wires again to one new ingot which creates an infinite ingot loop. So it triggers an internal check that prohibit that the ability is triggered.
  23. Ok. In this case i have to do some tests by myself.
  24. As long as the author of the other mod uses the BlockToolMold class respectively it's entity class BlockEntityToolMold or inherit from them the molds should work with the ability. Have you already tried to use one of them with the ability?
  25. Well it just adds a random ingredient, so yes it is kind of intentional. It's just bad luck. Maybe i will add a filter or something later.
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