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Xandu

Vintarian
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Everything posted by Xandu

  1. Hey. This are great ideas. But i don't know if i would make this default features. But maybe i will implement it as optional.
  2. Hi I uploaded a small patch, you just need to update XSkills for this one. I mainly addressed some of the feedback of the last days. So this should be fixed now. It was caused by an case that is only relevant on multiplayer servers and not in single player worlds. And this is one of the things i sometimes forget. Sorry but i just can't make sure that the version runs on multiple game versions. It would just be to much work. But most mods that work on the 1.14.5 verion should also run on the 1.14.7 version. I looked at the maths for this and everything looks fine. I just manipulate the drop Quantity Muliplier of the base game. So if the result is weird it is probably an issue in the base game. But there looks also eveything alright. So i think it is just randomness or impression. Thank you for your feedback. So since multiple people noticed that the experience gain for the combat skill is to low, i lowered the default needed experience by 50%. So let me know if this is a better pace now or wheter it is to low or to still to high. Reeds should be originally be affacted by this ability. But back then it was not possible to implement it due to the way reeds are implemented in the game. But since the implementation of the harmony lib it was now possible. I just havn't done it until now. Adding grass to this ability is good idea. So i implemented it, too. Reeds are also now affacted by the careful hands ability. Yes a wanted to add a Husbandry skill for animal stuff. But at the moment there is no progress at all. I fixed this. When i reworked the beemaster ability, i removed the ability accidently by removing to much source code. Thank you for reporting the translations errors. I fixed this. Writing these translations always takes some time and it is not very funny. So there are probably more errors. Here are the short patch notes: 0.4.7: -Balance: -reduced the default experience you need to level up combat by 50% -Changes: -harvesting skeps with the beemaster ability now gives experience -the abilities careful hands and gatherer now also affect reeds -the ability gatherer now also affect tall grass -Fixes: -fixed a client side crash in multiplayer games caused by helve hammers -fixed: breaking beehives now should be affected by the beekeeper ability and should give experience for the farming skill again
  3. Modded weapons get bonuses from abilities as long as their tool attribute is set to 'bow', 'sword' or 'spear'.
  4. This would be great. As mentioned before, from the given informations i can't figure out what is going wrong there. I think it could be a mixture of different mods. I increased the experience you received from killing drifters in one of the latest patches. Maybe i will further increase it. I would need to do some more testing to decide this. But at the moment I don't have much time to play the game and as you have already done you can also adjust it yourself as you desire. I will not add integration for server exclusive mods. Ask the creator of this mod to add compatibility. You can also add it by yourself with a small JSON-Patch, that can look something like this: { "file": "game:entities/land/wolf-male", "op": "add", "path": "/client/behaviors/-", "value": { "code": "XSkillsEntity", "xp": 1.0 } }, { "file": "game:entities/land/wolf-male", "op": "add", "path": "/server/behaviors/-", "value": { "code": "XSkillsEntity", "xp": 1.0 } }, This one is obviously for male wolves. Important is to add the 'XSkillsEntity' behavior to the behaviors of the entity and set a value for the experience. I fixed this with the last patch. I always compile the mod with the latest game version. Maybe it could even work with older game versions. But i generly can not provide new mod versions for older game versions. You should update your game instead.
  5. I made a few tests and tried to cause this crash even with metal recovery enabled, but wasn't able to. Are you sure you have no other mods that alter the anvil? You mentioned 'hitting some specific bits'. What bits do you mean? I would assume it would caused by bits at the very edge. Is this correct? Does this happen with every recipe or only with specific ones? Does anybody else encounter this issue?
  6. Do you have any additional information when this occurs? Cause from the bug report alone i cannot reproduce the error.
  7. Hi, i uploaded a new update for the game version 1.14.7. It mainly adds some functionality to the level command and fixes some bugs. At least my tests do not show any health flickering. If anybody still expereince this or finds any other issue, pleases contact me again. -Changes: -reworked the level command -setting a level now sets the experience to zero -you can now set the player and the skill to 'all' to affect all players or skills -you can now use a 'skill' command as a synonym for the 'level' command -Note that 'all' statements can cause some lag especially on populated servers -if you use the reset command with a level it will also set the skill level to this level -so the command 'level reset all all 1' will reset all skills of all players and sets all level to 1 -Warning: this cannot be reversed -the long life ability uses now the stats system of the game instead of the maxhealth modifiers of the health behavior. -i hope this will fix the life bar flickering -You can no longer get better soil from the recycler ability than originally used. -Fixes: -fixed a crash when you run xlib without xskills or any other mod that actually adds skills -improved the stability of some cooking related functions. I hope that will prevent crashes. -fixed: the photosynthesis skill skyrocketing your health into the infinity -shift left clicking items into cooking pots should now work better with the cooking skill
  8. Can you give some additional information about when this happened?
  9. I tested it with both mods and had no issues at all. Vinegar is only an asset mod and it shouldn't affect this. But i tested it nevertheless. So i don't know why your game crashes. Make sure to use the newest version of the game and of the mods you use like @AstralVoid mentioned. When i upload a new version i always compile it with the newest version of the game. So it can cause issues with older game versions.
  10. Hey, for me everything seems to work fine. Do you have any other mods installed that maybe change how the bucket works or add other liquids or something like that? Cause the bug report is not very helpful unfortunately. The crash doesn't seem to happen in one of my functions. I know mead is a little bit weird. I wanted to created a way to 'forget' abilities and this is the one i came up with.
  11. You can reset all players by simply delete the save file, since the mod uses its own save files. You should find it here: "VintagestoryData\Saves\XLeveling\[World Name]" I will investigate this. The cooking skill only applies to meals. You will only get experience from cooking meals and the abilities only affect meals. So the simple cooking recipes are currently not affected. The reason for this is that the meals are technically implemented than the other cooking recipes.
  12. I will probably expand the existing commands to enable that.
  13. This is more a vanilla api question than related to the mod. But you should be able to get the worn armor with something like this: InventoryCharacter inv = byPlayer.InventoryManager.GetOwnInventory("character") as InventoryCharacter; ItemWearable head = inv[12].Itemstack?.Item as ItemWearable; ItemWearable body = inv[13].Itemstack?.Item as ItemWearable; ItemWearable legs = inv[14].Itemstack?.Item as ItemWearable;
  14. Uploaded Version 0.4.5. Seems i messed up a few things with my latest smithing optimizations. This patch should fix it and a few other thngs. And finally after 10.000 years i uploaded a small guide on how to create your own skills. Changes: -Added xml-documentation file for IntelliSense support to xlib. -You can now get metalworking experience from helve hammers, but you get a 75%[configurable] penalty on the experience. -Items now count as helve hammered when there were hammered once with a helve hammer. This is to prevent players from letting a helve hammer do 99% of the work and then smith the last few voxels for gaining experience and other bonuses. -Added the automated smithing ability to metalworking. Fixes: -Finally fixed the vanishing Requirements bug. Hopefully. (Apparently the compiler does something weird, while optimizations, so that the bug only appeared on the optimized release versions. So it was very difficult to track down.) -Helve Hammers can now profit from your Metal recovery ability, if you also have the machine learning ability. -Fixed Master Smith ability not working.
  15. Hey. I updated XToolsSwitch to version 1.1. XToolSwitch can now also switch other things than tools. It can switch various items and blocks. I added a config file where you can configure what item switches you want to enable. Let me know if you think i missed something importend that you want to be switched arround, too.
  16. It seems like this mod is not compatible with the current game version.
  17. This sounds like a good idea. I thought that XSkills would be compatible with this mod after 0.4.4 update. But i took a quick lock at his source code and noticed that it should be compatible with most abilities exept of the "Machine Learning" ability. Unfortly there is nothing i can do about it.
  18. No, i considered to make this a separate ability. But i thought it would make the whole smithing system obsolete and therefore would be a little bit over powered. I could limit it to a few recipes. But which one should i choose? So maybe this is one thing for the future.
  19. Hi, it should affect following abilities: "finishing touch", "heating hits", "duplicator" and "metal recovery".
  20. For some reason the requirements seems to be not loaded sometimes randomly. I really don´t know why this happens and at this point i am very frustrated about it.
  21. Hi, i uploaded Version 0.4.4 to be compatible with the newest 1.14.3 Version of the game. I primily changed the way how the metalworking skill is implemented to be more compatible with other mods that change how anvils work (like metal recovery) and hope that everything still works. And since i was already working on the skill i also made some performance improvements to smithing. -the metalworking skill should now be compatible with other anvil altering mods -optimized performance of smithing on an anvil(noticed that a 'performance heavy method' was called multiple times which i thought has no performance cost at all) -also improved the worst case performance of this vanilla method (Previously its runtime depended on the number of rotations of the smithing work. The runtime cost should now be constant.) -if you have the mod metal recovery activated you should no longer be able to pick the metal recovery ability -fixed: some interactions with held items weren't possible
  22. Until now i thought t is technically not possible or at least quite laborious. But i think i found a way to make it compatible with most anvil altering things. So i try to make it compatible. Thanks for the report. It should only spawn the animations but should have no other effect. This will be patched with the next update. Ok. Maybe it has. I will look into this.
  23. Hi, Apparently the game does not have a configuration for the death punishment if you do not set it explicit. I would assume that it has at least a default value. At the moment you can fix this by setting it to "drop" in your game.(command: "/worldconfig deathPunishment drop") and than reload your game. I will fix this with the next update.
  24. Hey, i just added a small mod here.
  25. Thank you for your suggestion. I have implemented it. Thank you for this detailed report. I think i found the issue and i hope i fixed it. But i can´t test this at the moment. So it would be great if somebody could tell me whether it works now. I made a few changes to the experience gain for this skill. Here are the patch notes for 0.4.3: API: -expanded the effect trigger system (which is not used currently) -effects can now be triggered from consuming specific items (which is not used currently) -effects can be cured now from consuming specific items (which is not used currently) -added a new secret effect type(which, who could have guessed this, is not used currently) -so i prepared some stuff for future stuff Changes: -added Soulbound Bag ability to survival skill -you should now get combat experience from killing bells and corrupt sawblade locust Balance: -increased experience gain for casting tool molds by 50% for the metalworking skill -slightly increased the experience gain for working an item on an anvil for the metalworking skill -slightly increased combat experience gain for killing locusts -slightly increased combat experience gain for killing wolfs -doubled combat experience gain for killing drifters -you do not gain combat experience anymore by killing most animals, but they are still affected by your abilities -migrated the remaining hard coded requirements to json files Fixed: -hopefully fixed a crash related to the machine learning ability in multiplayer -Fixed an issue where locusts could be harvested with knives
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