Xandu
Vintarian-
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Everything posted by Xandu
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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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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.
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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
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Modded weapons get bonuses from abilities as long as their tool attribute is set to 'bow', 'sword' or 'spear'.
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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.
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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?
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Do you have any additional information when this occurs? Cause from the bug report alone i cannot reproduce the error.
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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
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Can you give some additional information about when this happened?
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