Xandu
Vintarian-
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Everything posted by Xandu
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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.
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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.
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Thank you for reporting this issue. I uploaded a small update to fix it. You just need to update xskills.
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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.
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I probably need to adjust some code to make it work. I am on it.
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Strange. For me it works perfectly.
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Do you have the salvager ability and do you use a hammer?
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At the moment the mods are not compatible. I try to fix this with the help of the Compatibility Lib mod.
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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?
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Do you use another mod that adds drops to locusts?
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Do you have enabled the combat abilities for pvp in the config files?
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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.
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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?
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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.
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Ok. In this case i have to do some tests by myself.
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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?
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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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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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