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Showing results for tags 'helper'.
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Stability improvements and general touch-ups This release improves how aliases are handled by dynamically registering client commands as new alias triggers are added. This means that .help will show all registered triggers. As of now, VS does not allow deregistering commands so aliases will show up even if you delete them. However, they will not be saved and re-logging will remove the dangling triggers. The next update will probably include dynamic arguments for aliases and a very major refactor of the Alias class to support that. Click here to download from GitHub!
CommandMacros Ever needed to run commands so frequently that your fingers get tired? Ever think command names are too long? Just hate typing? This mod is the solution for you! It lets you create custom (client side) commands that can be bound to run any command, both server and client side, it will even talk for you! Look at the readme for a bit more detail. https://github.com/VeryGoodDog/CommandMacros If you find a bug, submit an issue on GitHub, or ping in the Discord server, I'm VeryGoodDog#0377, please include as much information as you can.
Currently I have a deadlock with my build on a server. I need to expand the building, e.g. to add a kitchen, but it progresses slowly and with lot of frustrations, my design skills are terrible. I could try things in creative first, but I can't import the layout of my existing base and its surroundings to a singleplayer world. Also, despite that being a standard practice, I always hated switching to a separate creative world to design things for survival, because you have to do things kinda twice and it breakes immersion. Could a feature be introduced into the game to allow "mind experiments" for planning and designing buildings and terraforming? E.g. player can sit on some block setup or some station of sort. Or dream while sleeping. Or consume a potion. And be transported into a "dream" world, which is a copy of his, and the player can switch to a creative mode there. After trying and building all things there, player returns to the ordinary world, and can enable to see blocks from the dream world, appearing as ghost blocks. The problem is to prevent cheating, e.g. ore prospecting and ruins search. Idk how. Maybe travel distance limit can be an answer. The dream world is a bubble with radius of ... 100 blocks? I guess it will be generated very quickly. And even if you go into the dream world when exploring the land, you can't explore significant part of cave system or surface. But for a building design it would be more than enough. Or maybe dream exploration can be a thing and quite expensive for early game. Like: we pay for finding ore/ruins with time and metal for tools. Why not pay with less time but different resources for potions instead of metal tools.