Rhonen
Very Important Vintarian-
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Everything posted by Rhonen
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Released: Version 2.3.0 Support for VS 1.14.0-pre7
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Released: Version 3.1.0 Support of Vintage Story 1.14.0-pre7
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Released: Version 1.2.0 First version for 1.14.0 pre7
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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.
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yes, so no one is forced to use the mod.
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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
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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.
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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.
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yes, the animation control has been changed for 1.14 Sounds good that you got it.
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ye, outdated mods can block loading other mods sorry for that good to know, that it's now working.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.
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Inventory Item Render on a model in world
Rhonen replied to ZigTheHedge's topic in Mods & Mod Development
okay -
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
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Inventory Item Render on a model in world
Rhonen replied to ZigTheHedge's topic in Mods & Mod Development
maybe @Dauron can help you. he added that rendering on his crates-mod -
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
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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
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may be create a second animation which is the Rewind. "animations": [ { "name": "close", "code": "close", "quantityframes": 30, "onActivityStopped": "Stop", "onAnimationEnd": "Hold",
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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?
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yes, will be fixed with version for 1.14
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As explaining in PM, the mod is required on the server-side
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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
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It's working, looks great. good UI Like it
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looks awesome... i would prefer a market stall... but yes... funny will try it
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so, more a teleporter ;D thanks for answer
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is it a real elevator or more a teleporter?
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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