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Rhonen

Very Important Vintarian
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Everything posted by Rhonen

  1. Released: Version 2.3.0 Support for VS 1.14.0-pre7
  2. Released: Version 3.1.0 Support of Vintage Story 1.14.0-pre7
  3. Released: Version 1.2.0 First version for 1.14.0 pre7
  4. Released: Version 1.1.2 a little tweak for singleplayer and server: only one global starterpack.deliveritempackage.json will be created / used. you can copy the old `starterpack.deliveritempackage.json` from /vintagestorydata/moddata/<world-id>/ to /vintagestorydata/modconfig/ so you have not to configure each world seperatly.
  5. yes, so no one is forced to use the mod.
  6. the game delivers the season. i only bring that information to the UI Sorry https://en.wikipedia.org/wiki/Season don't know how exactly this is implemented ingame, but i think like winter 21.12 - 20.03 spring 21.3 - 20.6 summer 21.6 - 20.9 autumn 21.9 - 20.12
  7. mainly this mod was created to used in multiplayer. the singleplayer is using the same world-mechanic (starting a local server). i don't know if it is identifyable by code that a singleplayer game was started. i will check that. but yes, it would be possible to define only one global starterpack.deliveritempackage.json instead for each world.
  8. you have to edit path: \VintagestoryData\ModData\<world-id>\starterpack.deliveritempackage.json this is for singleplayer to. so you have to find out the correct world id. may be the last-edit date of the folder or the world-savegame can give you an advise. i think there is a /command for it, but did not find it in the hury. sorry. i think that explains that you have to change this for every world.
  9. yes, the animation control has been changed for 1.14 Sounds good that you got it.
  10. ye, outdated mods can block loading other mods sorry for that good to know, that it's now working. the item-codes are not listed anywhere you have to look into the assets folder and look into the json files - or look in the language-files for them.
  11. then this way could be possible when placed => OnTesselation returns false --------------- switch animations -------- onOpenGui => OnTessaltion returns true start openAnim now the complex part onCloseGui calculate an estimated duration for your animation-duration stop openAnim start closeAnim when animation-duration is elapsed stop closeAnim, animation settings: "onActivityStopped": "Stop", "onAnimationEnd": "Hold", OnTessaltion returns false re-initialize the AnimUtil This is the way i use to get the animated drawbridges / portcullis / gates. Place it, OnInteraction start animation and tessaltion = true Calculate an estimated duration by the known frames when duration is elapsed, stop animation, re-initialize the animUtil and let tessaltion return false
  12. maybe @Dauron can help you. he added that rendering on his crates-mod
  13. one more point: - StopAnimation("open"); also stop rendering the animated model, so your OnTessaltion must deliver false then to render default shape. may be rewind does not work correctly i would prefer following animations: closeIdle (like it had been placed) => this animation will be started when block placed openAnim (OnAnimationEnd = hold) closeAnim (OnAnimationEnd = hold) --------------- switch animations -------- onOpenGui => stop closeIdle / closeAnim, start openAnim onCloseGui => stop openAnim , start closeAnim --------------------- may be this way can help when rewind not realy works
  14. i only have used stop animation to stop them realy. so animation itself "name": "switch", "code": "switch", "quantityframes": 160, "onActivityStopped": "Stop", "onAnimationEnd": "Hold", no idea why rewind does not work
  15. may be create a second animation which is the Rewind. "animations": [ { "name": "close", "code": "close", "quantityframes": 30, "onActivityStopped": "Stop", "onAnimationEnd": "Hold",
  16. Took some minutes for inspect your idea. Code using seems okay, but i have no experience by using "Rewind" in the Shape-json. Did you test with a breakpoint? is the animUtil object available on the Client-Side? Is OnClosed handled by client?
  17. yes, will be fixed with version for 1.14
  18. As explaining in PM, the mod is required on the server-side
  19. Server side crashes gone with the 1.0b but seems it's not synchronized from server to clients. Setting up a Trade-o-Mat Both players can see it Julius input the 3 gears and pressed "Deal!" I can see the correct ouput But Julius can not see his bought item. Seems there is something still wrong while synchronizing the clients
  20. It's working, looks great. good UI Like it
  21. looks awesome... i would prefer a market stall... but yes... funny will try it
  22. so, more a teleporter ;D thanks for answer
  23. is it a real elevator or more a teleporter?
  24. i added this point to my idealist, but i am not sure, if that brings any kind of Pros to it, cause the game is working with Celcius. But yes, it is possible. Currently i working on compatibility tests for 1.14.0
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