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Rhonen

Very supportive Vintarian
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Everything posted by Rhonen

  1. 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
  2. First tests successfull.
  3. 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.
  4. your custom wood types of your mod will not be working on the drawbridges
  5. it is referenced by wood as variant.
  6. 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.
  7. 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.
  8. Released: Version 3.1.3 disable debug messages
  9. Freut mich, wenn die Mods gefallen, und ihr spass damit habt - so wie ich
  10. Vielen Dank für das Lob. Das Lob für das Modell geb ich weiter - ist mir für die Mod zur Verfügung gestellt wurden
  11. thanks four your suggestion. i'll think about it
  12. 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
  13. 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.
  14. 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
  15. 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
  16. no it isnt. when long run absolved, i will remove the debugging message.
  17. This is no problem, this debug messaging is purposely. That is while its called debug. if you dont like debug, please deactivate debug logging.
  18. Seperate Serverside mod now available As noted in first post, added the serverside-mod for the claim-information. Only required on the server-side!
  19. 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.
  20. Released: Version 2.0.0 notes see first post
  21. Stable compatible Mod version 3.1.2 is compatible with VS 1.14.0 stable
  22. Released: Version 2.4.0 here it is what you have requested. notes see first post
  23. Released: Version 1.2.4 Tested with stable 1.14.0 Notes see first post
  24. 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.
  25. will check it out later after work
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