Xandu
Vintarian-
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Everything posted by Xandu
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Hi. The mold still says 100 but if you actually cast metal into it you should only need 90. This works not for ingot molds, since then you could create an infinite metal loop. The way it works is that you will get 1 extra liquid metal for every 9 liquid metal you will put into the mold.
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Yes there is a "geologistBlacklist" in the mining configuration file. Just add something like "nativecopper" there to exclude copper. I will probably work on the ore experience distribution.
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I found the glowing placed block issue. It's now on my top 100 weird unexpected bugs list. Do you still have all your skill levels and abilities? And the abilities just do not work?
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Yes, i do things with assets. But i doubt that it has something to with the issue. I add an asset category for the skill requirements so that they can be better customized. And i actually force a reload when the mod starts and they seem to be not correctly loaded (so this only happens before anyone joins the server). And this shouldn't affect the cooking behavior.
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This is great. I have to look into this.
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The way it works is: the darker the block you are standing on, the more you start to glow. So you do not need to press a button. Are you sure you have skilled the luminiferous ability? Do you have any other mods active? Are you playing single player or on a server?
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As long as things like torches or lanterns work the luminiferous ability should also work. I have done a quick test with the shader and for me it worked.
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This is the reason why i mentioned it as a experimental ability and why there is a warning in the ability description. It will be more adjusted in the next update.
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Do you use another mod that do things with the anvil? Like Metal recovery? Happens this with helve hammers or when you smith by yourself? If you have place in your inventory they shouldn't even spawn in the world. Found and fixed the issue. It happened when the stack size was zero and it tried to spawn empty stacks.
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Thanks to your reply I noticed that it wasn't possible to set the minimum required skill level in the config files. I changed that for the next patch so that you can set the minimum skill level how you like.
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This is strange. I do this all the time and never had this problem. I made some changes so it shouldn't crash anymore, but i don't know why this happens in the first place.
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Did this happen in specific locations? E.G. If you fly very deep or high? Or did this occur just randomly?
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That sounds like an interesting idea. But I think it would be more fitting to be its own mod. Thank you for report. It will be fixed with the next update. It was a wrong bracket.
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Hi. Thank you for your report. In this case it is not a bug but intentional. It is a feature i think i nowhere mentioned until know. But i want to add some ingame info to the mod. So hopefully i will add this there too. Basically you need to have a skill level to learn an ability that is the minimum skill level for the ability plus the current tier of the ability. So to learn tier 2 of an ability that requires a minimum skill level of 7 you need the skill to be at level 7+1= 8. So you can not save points and wait until you can learn an ability and then put in all ability points you have.
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Sorry, i forgot to put it in. Here it is. xlib.xml
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I have implemented this but have no idea how to name this ability. So does anyone have a good idea? I don't know if this is really necessary, since you already can throw items away and just let them despawn.
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I once tried to add a knock back effect for hammers, but failed. Maybe i get a stun to work. This sounds like a fun idea.
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Thank you for your ideas. I maybe will adopt some of them. I probably will do this in the future. It depends on what i add to hammers. More damage for example is pretty simple, but also boring.
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Yes except there are other factors that can negate this effect.
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Yes. This should work. But you should not put in values lower than -1.0 there. This could result in weird behavior.
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I haven't written any default values for these class specific boni yet. Maybe i will add some later. Since classes are easily identifiable through its name, it should be no prblem to put in modded classes there as long as they work as the vanilla ones.
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Uploaded a Verion 0.4.9: -fixed crash when breaking block under cattail -fixed a typo in the composting ability -added ClassExpMultipliers to skill configuration files -you can add classes and floats here to increase the experience a player with a specific class receives for this skill. e.g: "ClassExpMultipliers": { "commoner": 0.1, "blackguard": 0.1 } will increase the experience commoner and blackguards receive for a skill by 10% Added two abilities that should make it easier to see in darker areas. As suggested by @Digitalr i added an ability that will let the player glow in the dark. Which is ideal for exploring caves. The other one uses a shader to increase the darkness of dark areas and is a more experimental feature. I would suggest it more for overworld exploration in the dark.
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I know. I want to upload a patch later that day. I never broke blocks with cattail on them. So i wondering why so many people are noticing this issue.
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Hi. I already uploaded 0.4.8 to fix this.
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Should be fixed now.
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