Rhonen
Very supportive Vintarian-
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Everything posted by Rhonen
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Thanks @DArkHekRoMaNT i think it will be created with Iron (the first variant). May be other variants, which are planned with more components / required blocks schematas may be contain steel. Thanks
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First tests successfull.
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Thank you, about the progress: basicalliy work is done. now have to detect floating water. It's a two-component block. 2020-12-22 23-34-30.mov a test network 2020-12-23 18-02-52.mov Also created a simple lamp post, also 2 component block. 2020-12-17 20-49-20.mov remove lantern optinal 2020-12-17 20-50-34.mov or drops it when remove the block. 2020-12-17 21-10-59.mov I hope you like it. Merry Chrismas to all.
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your custom wood types of your mod will not be working on the drawbridges
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it is referenced by wood as variant.
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did some benchmark tests. in 120 seconds had only 1 drop. i beleive your words, but seems not a direct problem of the mod - but as confirmed, yes it's rerendering some elements of the hud.
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hmm sound that is a rendering issue, cause of re-rendering the hud elements every 5 seconds. it's using the game API for that, but thanks for reporting. i hope i can find something to improve that impact.
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Released: Version 3.1.3 disable debug messages
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Freut mich, wenn die Mods gefallen, und ihr spass damit habt - so wie ich
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Vielen Dank für das Lob. Das Lob für das Modell geb ich weiter - ist mir für die Mod zur Verfügung gestellt wurden
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thanks four your suggestion. i'll think about it
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Hmm the message is not from my mod. i will contact Tyron, where that message is written may be i can prevent this by doing more prechecks. Thanks @Digitalr
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Thanks for reporting. @Digitalr can you send me the full stack of the error? or is there nor more message? cause i am confused, that there is a nullerference, while i do precheck that there is nothing null before requesting the server-api you can also send a PN.
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What is comming next I investigate how to implement an Undershot-Waterwheel. Also want to do some test of rework the animation-handlings to improve the collissions only when gates etc are closed. currently both is not easy to solve, but i won't give up fast
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Update Serverside mod 1.0.1 deactivated the debug message on each request by clients. will only write warning (debug message available) when something went wrong
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no it isnt. when long run absolved, i will remove the debugging message.
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This is no problem, this debug messaging is purposely. That is while its called debug. if you dont like debug, please deactivate debug logging.
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Seperate Serverside mod now available As noted in first post, added the serverside-mod for the claim-information. Only required on the server-side!
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that tutorial video is older ... sorry. sometimes handling changes so there was a bug for unlimited crafting and identifiyng the recipes. that got fixed in 1.1.0 (mid october) and the tutorial video from Julius is created in september. that's why i changed the description in the manuals and give a hint that the ordering is important.
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Released: Version 2.0.0 notes see first post
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Stable compatible Mod version 3.1.2 is compatible with VS 1.14.0 stable
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Released: Version 2.4.0 here it is what you have requested. notes see first post
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Released: Version 1.2.4 Tested with stable 1.14.0 Notes see first post
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for me its working as expected. recipe ingredients ingame workbench 1.2.3 with VS 1.14.0 stable candidate. could be a reason of patch 1.2.3 of the mod, to bring the correct order. i will improve the manuals text.
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will check it out later after work