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Abandoned by author. No further support. VSProspectorInfo This mod takes the results from your prospecting pick attempts and stores the results automatically, on the appropriate chunk in the world map. This makes it a lot easier to dig for local peaks of ores, generally just prospecting whenever you're out spelunking and gives you visual aid as to where you have prospected before. I recommend you to read more at the moddb instead: https://mods.vintagestory.at/vsprospectorinfo This mod is a fork of P3t3rix's original mod, ProspectorInfo, from here, so all credit to him for the original idea of the mod and the original code! I merely forked it, fixed it for v1.14.2 and added some new features. The mod is purely client-side, and will not require the server to have it installed, but neither will any data be shared with others. Don't install on a server. Features Parse, save and load prospecting pick data, per chunk Toggleable visual aid on the world map, of which chunks you have data for Installation Download the zip package for the latest release here: https://gitlab.com/vsmods-public/vsprospectorinfo/-/releases Drop the zip directly into %appdata%\VintageStoryData\Mods (or where ever your VS data is installed to) Don't extract it Make sure you do not have the old vsprospectorinfo (or prospectorinfo) installed Commands .pi - main command for the mod and the default sub-command is to 'showoverlay', which will toggle the rendering of the texture on the map .pi showoverlay [true,false] - Sending no arguments will simply toggle the value of the RenderTexturesOnMap config option. Sending either true or false, will set the config option to the appropriate value .pi setcolor [0-255] [0-255] [0-255] [0-255] - Set's the value of the TextureColor field in the config & rebuilds the texture. .pi setbordercolor [0-255] [0-255] [0-255] [0-255] - Set's the value of the BorderColor field in the config & rebuilds the texture. .pi setborderthickness [number] - Set the BorderThickness value in the config & rebuilds the texture. .pi toggleborder [true,false] - Set's the `RenderBorder` value in the config & rebuilds the texture. Configuration TextureColor [0-255] [0-255] [0-255] [0-255] - The default color to use for the texture. Default: 7 52 91 50 BorderColor [0-255] [0-255] [0-255] [0-255] - The default color to use for the border texture. Default: 0 0 0 200 BorderThickness [number] - The thickness, in pixels, of the border color. Default: 1 RenderBorder [true,false] - Whether or not to render the border at all. Default: true AutoToggle [true,false] - Whether or not to toggle the texture on map automatically, based on the player equipping/unequipping a prospecting pick. Default: true Usage Whenever you finish prospecting a chunk, the data is saved into the ModData folder and added to the chunk info of the world map. This is just a 1:1 parsing of the chat message that the prospecting pick sends. The mod renders a transparent square of all chunks that have been prospected. If a chunk is re-prospected, the message is simply overwritten. The rendering of these squares can be toggled with the .pi command. Contribute Want more awesome Vintage Story content? Help me spend more time developing mods than enterprise software, by becoming a patron or donating straight to paypal! Prospecting mini-guide All you gotta do for prospecting is find the ‘local peak’ of whatever ore you’re trying to find. Run around the world and start prospecting each chunk until you get like a reading of Medium or above, then you can begin finding the local peak. Propick once, if nothing, skip like 5 chunks. Use `.debug wireframe chunk` to visualize chunk borders, so you always stand in the middle of a chunk to do it, so the distance between your propick attempts are consistent. Remember that only the first block destroyed matters, the two other do literally nothing besides making it a non-trivial task to propick. It shouldn't take very long to find the local peak if you propick once in a chunk, then go 1 chunk in each cardinal direction from the same chunk and propick again. Then keep going like that, until you find the local peak. As long as you do it once per chunk (and save data with mod or bookmark), you will very quickly see the pattern of the ore map. Then you just have to continuously walk in the direction in which the concentration of ore increases, to quickly home in on the local peak. If you 'overshoot' by skipping like 2 or 3 chunks at a time, and then the percentage starts going down, then you already know that one coordinate of the local peak is between where your concentration started to drop and where you propick'ed the last time where you saw it increase. Once you found the local peak, dig straight down in the corners of the chunk + the middle, until you find the veins of ore. Optionally, use the secondary propick mode on the way down to help you find veins. You never want to be digging horizontally, only vertically. To find every single vein in a chunk will, at most, require 6 tunnels from the top to bottom, if you use secondary-mode propick at every 6th block going straight down in your tunnels. Source Code: https://gitlab.com/vsmods-public/vsprospectorinfo Releases: v4.1.0(19/07/2021): https://mods.vintagestory.at/download?fileid=1881 v4.0.2(10/05/2021): https://gitlab.com/vsmods-public/vsprospectorinfo/uploads/719ff5a6d2c29dccf088ddfa9fd826fb/vsprospectorinfo_v4.0.2.zip v4.0.1(28/04/2021): https://gitlab.com/vsmods-public/vsprospectorinfo/uploads/ee1b7ba875f76b2664cd5de053045bf6/vsprospectorinfo_v4.0.1.zip
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Hey, gals and guys! Ever since I wrote my first mod for Vintage Story, I thought about inability of viewing all my mod's content. I discovered a way to add my own creative tab later (thanks @Spear and Fang and his Primitive Survival), but that is good only for players who able to switch to creative. So, I decided to add all creative tabs to survival handbook! Because - why not? If you for some reason don't like to click tabs (perhaps, because there's too much of it!!) you can use the sharp "#" symbol prefix to filter what you need (that's actually just tab "names" in code): But, as you probably know, not every mod adds its own creative tab. So, for the rest of mods I added the ability to filter content by modid! Just type it in search area prefixed by "@" (no, I haven't heard about Minecraft and JEI ). You want more? Well, I can also offer you the tremendous system of Bookmarks! Now you can bookmark any Item or Block page (no custom pages or guides yet, at least for now, sorry), using the most convenient button at the bottom of the page, and it will stick into dedicated category named "Bookmarks"! Oh yeah! And a little bonus! Now you can see the possible quantity outcome from your grid-crafting recipes. It's maybe not the most convenient way to display this information, but it's the only one I could accomplish without redesigning the Item page completely. Version 1.2.3 fixes names of renamed chiseled blocks in inventory. Now if you renamed your masterpiece, the correct name will be displayed on tooltip (requires server-side!) Version 1.2.4 adds "collectable code" search symbol - $. Use this prefix to search for collectables which codes contain search sequence. $iron for example will result in all collectables made of iron, but not iron ore (because it doesn't contain "iron" in its code). Version 1.2.7 adds Mod Name info to Collectibles (can be switched off in config). That's it. This simple and incredibly useful (at least for me ). Latest version and changelogs can be found here: https://mods.vintagestory.at/show/mod/67 Changelog: 1.2.10: - Compatibility fixes for 1.15.2 survivalcats_v1.14.2-1.2.2.zip survivalcats_v1.14.2-1.2.7.zip survivalcats_v1.15.2-1.2.10.zip
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Added some fixes for vanilla roads: Fixed stairs rotation textures (texture rotated with shape) Fixed collusion and selection box (has animals bug) Added the bottom part of the texture to visually connect the textures with the bottom block (when placing the road on the road / stairs on the full block, free space / bottom block was visible) Changed stairs shape to lowered Added the snow level to blocks and slabs (vanilla 1.14.3+) For compatibility, vanilla roads are saved as Old stone path with the ability to convert. Also they have a full block shape and can be chiselled (below 1.14.3 only) Warn! Vanilla road doesn't have snow/free variants. At first time you start the existing world, you will be prompted to remap. Or you can skip the remap, all stone paths will become Old stone path. (below 1.14.3 only) Download: ModDB or GitHub
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Pretty simple. This makes no changes to the mesh so clothing and armor items retain compatibility in 1.13. This merely takes the texture from 1.12 and fits it to the modern character. I quite like the smaller eyes, and visual inconsistency bugs the hecc out of me so I wanted to match the traders' style again. In-game preview: This is my first mod so let me know if I made any mistakes. It's just a texture so hopefully not, but do let me know if this causes any bugs. Thanks for your time! old_seraph.7z
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Environmental Tweaks by Apache Gaming Overview A client-side mod made for content creators, and for people who suffer from epilepsy, or similar. This mod give you the option to remove all visual and audiable effects related to rain, hail, lightning, and snow; and completely removes involuntary camera shaking (for instance, when cold, or injured). These effects can be life-threatening for some people, and currently, the game has no way to disable the flashing lights and jittering camera effects... this mod changes that. Also removes the white noise sound effects of rain, and hail. as well as removing the ridiculously loud thunder sound effects. Rain still falls, and snow still accumulates; only the dropping particles are removed. You'll still see rain splashes in water, and you'll still take damage from the cold. COMMAND: .et | .envtweaks Change settings for Environmental Tweaks. Syntax: .et [settings|lightning|rain|hail|snow|sounds|shake] [on|off] Example: .et shake off Example: .envtweaks settings Example: .et lightning on Download https://mods.vintagestory.at/show/mod/665
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Have you ever changed your Field of View graphics setting in your client to zoom in? Yup, that's pretty much all this mod does: it gives you a HotKey to temporarily drop your Field of View to the legal minimum of 20 and halves your mouse sensitivity. Hold down the HotKey (default Z) to zoom. Release to zoom back out. Download from https://mods.vintagestory.at/show/mod/233 (Source link available there too) Changes: 2021-03-12 — v1.0.4 — JSON config file; mouse smoothing option 2021-03-03 — v1.0.2 — Now works in multiplayer 2021-03-03 — v1.0.0 — Framerate-independent zoom in smoothing, and now also zooming out smoothing 2021-03-03 — v0.1.0 — Initial release
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Waypoint Extensions A VintageMods release, by Apache Gaming Options Menu Hotkey: F7 Allows the player to enable or disable automatic trader and translocator waypoint creation. When enabled, traders will get a waypoint when you enter their GUI. Translocators and Teleporters will get a waypoint when used. COMMAND: .wp Quickly, and easily add waypoint markers at your current position. Syntax: .wp [pin (Optional)] [bclay | beehive | bees | bismuth | bismuthinite | black-coal | blcoal | blue-clay | borax | brcoal | brown-coal | cassiterite | cave | chromite | chromium | cinnibar | copper | fclay | fire-clay | galena | gold | hematite | home | ilmenite | iron | lead | limonite | magnetite | malachite | meteor | mushroom | olivine | peat | platinum | poi | quartz | resin | rhodium | rhodochrosite | ruins | saltpeter | silver | sphalerite | sulfur | sulphur | tin | titanium | tl | trader | translocator | uranium | zinc] [title (Optional)] Example: .wp copper Example: .wp pin home Apache Example: .wp trader Trader (Building Supplies) Example: .wp poi Point of Interest (Amazing Landscape!) COMMAND: .wpt Adds a waypoint for the nearest trader at your current location. Must be within 10 blocks of the trader. Icon colours follow the precedent set within the AutoMap mod. Syntax: .wpt [pin] COMMAND: .cm Re-centres the map at a specific position, a specific player, or on yourself. Syntax: .cm [plr|player|pos|position|spawn]. Example: .cm Example: .cm spawn Example: .cm plr Apache Example: .cm pos 15000 10000 COMMAND: .wpex Various waypoint utility functions. Syntax: .wpex purge-icon - Purges all waypoints with the specified icon. Requires confirmation. Syntax: .wpex purge-nearby [radius] - Purges all waypoints within a set radius. Syntax: .wpex auto-tl - Enables/Disables Automatic Translocator Waypoints. Syntax: .wpex auto-tr - Enables/Disables Automatic Trader Waypoints. COMMAND: .gps Broadcasts your current XYZ coordinates to the server, in the form of a chat message. Also copies your coordinates to the clipboard. COMMAND: .wptl Adds a waypoint to a fixed translocator, within five blocks of the player. Syntax: .wptl [pin] COMMAND: .wptp Adds a waypoint to a teleporter block, within five blocks of the player. Syntax: .wptp [pin] ----- Download: https://mods.vintagestory.at/wpex Donate via Paypal: http://bit.ly/APGDonate Custom Waypoint Types: You can add custom waypoint types, or override the ones that are included within the mod by editing the file "~\ModData\VintageMods\Waypoint Extensions\World\{WorldIndetifier}\wpex-custom-waypoints.data". This is on a per-world basis, so you can have separate custom waypoint types for each world you play in. The file is in JSONC format. Examples and instructions are included within the file. Reporting Bugs and Requesting Features: You can report bugs, and request new features, by heading on over to GitHub, and starting a new ticket. This is the best way to make sure I get your feeback quickly, and in a way that allows me to implement necessary changes.
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Hello Folks, I hope may you all will be well on your side of the screen. In https://www.vintagestory.at/ there is multiple files upload parts are available. As a Ethical Hacker, I can able to say it was mis-used. I have uploaded the proof of concept video in my google drive and turned on the link and below given the link. Kindly check it out. https://drive.google.com/file/d/1rdvQ7X0nG9TEueHnYER3BfkKk39O_aAn/view?usp=sharing Cheers!