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Also be sure that bone flute is NOT in the saddle bags. don't ask me why I know this.
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Rayveex started following Spawning an entity without its despawn behavior
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Hi All, Just wanted to make sure if what I'm looking for is even possible. I'm currently preparing a heavily-modded albeit small server for me and my friends, where I'd like to 'GM' in it a bit - some custom lore / items, mini-quests and such. I was thinking how I could create some small encounters (eg. a camp with 5 enemy entities in it), but I'm running into a problem. Normally, most enemies (like drifters or modded) have their despawn behaviour to disappear if noone is nearby. I'd like to have a way to spawn such entities without this behaviour, so they cannot be 'cheesed' to inexistence + I could verify if they were indeed killed (they'd be not there anymore). I've looked through admin commands, mods and such - nothing that could help me with these requirements: spawn any entity (vanilla or modded) without their despawn behaviour don't modify the entities globally (I'd like them to keep their current behaviour when spawned naturally) don't necessarily create a separate mod copy'ing an entity from vanilla / mod files just to create a single duplicate without this behavior in their JSON file (I have 0 experience modding) I noticed there is a command like /entity cmd [entity_filter] rmbh - but no success on that front (and no documentation found to back its potential helpfulness). Any idea how I could achieve the above? Maybe some experienced modder could come up with a mod adding a command just for this? I can't be the only one so far needing this functionality and I'm surprised I don't see this topic mentioned anywhere. Thanks!
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Chiselwork from my new House.
Andre Oberländer replied to Andre Oberländer's topic in Videos, Art or Screenshots
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i got banned from the discord after getting hacked and dont how to appeal the ban how do u appeal it ???
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Logan Rushlow changed their profile photo
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PineReseen started following Pit Kiln Klinkers
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Have you ever thought that it was strange that only blue bricks could make klinkers (clinkers)? Well, worry no more! Pit Kiln Klinkers fixes that issue by making pit kiln-fired bricks result in klinkers instead of their respective types (Those can be made with a beehive kiln), and removes the irregularity that is the beehive kiln recipe for blue clay klinkers. This also properly encourages building a beehive kiln, since you now need it to get normal brick colours (and make building with bricks more efficient!). Try it now! https://mods.vintagestory.at/pitkilnklinkers
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MineyVoid changed their profile photo
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Seems like it might be a known bug, #4181.
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AprilWasTaken changed their profile photo
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xOrbyx changed their profile photo
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not elkxieth, but boatxiety.
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M0ntyy changed their profile photo
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DrLulu changed their profile photo
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I played recently with a mod that let me keep bits of metal when a tool broke or when I took off material when smithing, and it was a pain in the bum! Honestly, I appreciated having extra metal available for like, two days of gameplay. After that it just clogged up chests and gave me busy work. I got so stressed trying to use every bit of iron, I pretty quickly uninstalled it.
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The world has fractured. Civilisation has fallen. The fabric of reality torn asunder by unknown forces. But from the ruins a new land has emerged, slowly being shaped by gods and mortals alike. Hello, adventurer! I'm Oveia, one of the admins here on Sundered Isles. We're a young and ambitious community built by players, for players. Our goal with this server is to create a world filled with opportunities for roleplay, exploration, community and meaningful progression. The world is already inhabited by dedicated individuals, but we would like to invite others to join us in this adventure to help us expand even further. Why should you choose Sundered Isles? First and foremost, the players! We are so incredibly lucky to have some amazing players with us in Sundered Isles. From a nomadic trading merchant to the town inhabited entirely by frogs (and "close enough to frog"). A server is nothing without its players, and the ones here are doing some amazing work. Fantasy Races and Classes See yourself as a dwarf? Elf? Perhaps a Kobold? Maybe even a teeny tiny Kobold.... 100+ Carefully Curated Mods The mods we chose for the server include QOL improvements, decorative furniture, terrifying rustborn horrors and even magic. Whatever your playstyle, there is sure to be something for you here. We work hard to keep our mods up-to-date, stable, and as bug-free as possible. Active and Responsive Staff We work to make the server as fun and as enticing as we can. We may moderate the server, but the server is for the players. As such, the staff recognises how important it is to be friendly, approachable, and quick to respond to tickets, bug reports, and player concerns. No Planned Server Wipes We appreciate and respect the work that the players pour into their builds and their communities, and we want these creations to serve as lasting landmarks for future players. Even when the world was changed to accommodate the 1.22 update, players builds were saved to be imported over. The staff will never be content with allowing player builds to be lost. And we are only getting started! Planned features include: • Custom quests and storylines • Handcrafted dungeons • Exclusive furniture and decorations • Custom outfits and cosmetics • Community events and much more... Below I have attached the discord link and some screenshots of our wonderful server. I hope we can see some of you there! Have a great day! https://discord.gg/kJFyT5Za9g
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JRZFan27 changed their profile photo
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As long as you have a bone flute you're basically fine, provided your elk doesn't take lethal fall damage. Even then, as long as you're in a region where there's horsetail and cattails/papyrus, you can make poultices and heal it! Very very useful, especially when on a server and the game decides that desync means your elk should be launched a thousand blocks in the air.
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Seems like a bug more than an intentional limitation of spur gears, especially since it worked as expected for me. Most likely related to #9391, possibly also to #8349 or #9596.
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Hmmm, could be a bug then, in which case you'll want to report on the bug tracker, however...you'll also want to verify that it happens in the vanilla game, since the first question asked when mods are involved is "does the issue happen without mods?" Are you by chance wearing a straw hat, or some sort of clothing that goes in the head slot? Some of those pieces can protect from rain, so it's possible that it could somehow qualify as hail protection too. Even so, mods can cause strange behavior that you wouldn't expect. Could also be that a mod doesn't affect weather, but increases damage tolerance enough under certain conditions. In any case, it's worth double-checking your mods, and making sure they're all up to date, especially if you're playing on 1.22 since a lot of older mods got broken with the update.
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Increase the amount of support beams gained per log
Rainbow Fresh replied to qualicabyss's topic in Suggestions
I too would love it to get more beams even if solely for the reason that I am currently in need of several stacks for a build which is eating my trees like they're sticks with leaves. However, I am also not sure if there is too much gained in the long run by just making beams cheaper. Going off of your "it's just decoration" statement, you'll find most decoration in the game to be expensive. Want fancy ashlar bricks? Better start painfully mining solid rocks in the most inefficient way possible. Want fancy paintings? Better start bothering every trader in a 5000 block radius. Want fancy clutter? Well... You know how to get that. So having beams, a completely optional decorative build component, be inefficiently expensive kinda falls in-line with that. Furthermore, wood itself is a cheap enough resource. You may need some investment to get started, but if you plant... Is that Pine wood? Or Kapok? Either way, both trees are usually big enough. If you plant atleast 10 saplings of each near your base you'll have plenty of wood to go around. More than you would need for most any other wooden endeavor so you'd then just be sitting on stacks of logs with nothing to do (except turn into firewood I guess). And on an additional note, in a perfect world beams aren't just decoration. If you were to play with cave-ins enabled, and the cave-in mechanic was any more stable and fleshed out, you'd need beams to support your mining adventures lest you get crushed into a fine mist. Meaning gathering wood to turn into beams to be able to mine ores is, in some combination of difficulty settings out there, and intended step of progression. -
pineapplejuices changed their profile photo
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I get that mentality. Why waste single bullet when you can spend beating the boss in melee for 10 minutes for free. So I used flint knifes, spears and axes even when I was equipped with a (modded) tin bronze long sword (mostly for aesthetics, because did I use it? No, thing would just break eventually!). Why spend those precious ores you have worked so hard to get, smelt and smith for something that just break in a couple days anyway, when can just pick up 3 flints along the road and craft three knifes with that to last you over? I have, however, since come to realize how really, really nice the durability increase is on any tool, if not the higher stats to boot. Used to take me three and then some flint axes to chop down one giant ass oak tree. Now a tin bronze axe shreds it barely breaking a sweat. My copper spears (which, granted, I just keep finding in ruins otherwise I'd use swords) last a fair while longer (and deal somewhat more damage) than the flint ones. And the knife? Haven'T had to replace my tin bronze knife once in all the time since I made it. Very convenient to just have at a ready without worrying about when to start gathering material for a new knife, and frees up the inventory slot for constantly carrying around flint.
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Not entirely sure about it. I did some experiments in creative and in some cases it was jammed despite rotating directions were compatibile. But I was trying to combine waterwheel and windmill...
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GrandmaPork started following !ARTIST NEEDED! Terraria Corruption Mod
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I know this doesn't fit the theme of this game but I just am making this as an open source proof of concept. I've got quite a bit of progress and plan on making it not annoying to purify. with that being said, I'd much rather focus on the programming side of things than the texture work. Attached is just some corruption related stuff, I wont be able to pay anyone but if you're willing to do this in your free time, I will credit you in the mod description with each texture you provided. I do have quite a lot planned for this. I would also like to add the other evils eventually, but that's a later goal.
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inconsistency with weather damage
RationallyParanoid replied to RationallyParanoid's topic in Questions
I forgot to mention, I'm not wearing any armour -
Me and my dad got a private server, for some reason i became immune to fall damage, my screen and seraph go red as if i had received damage, but nothing happens to my hp. and i was unable to find info online, im able to take fall damage outside the server so i suspect the problem must be server side.
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It's most likely armor. It doesn't take much at all to stop hail damage.
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Possibly to do with armor? I haven’t played with mods, do feel like armor prevents hail damage, but I have not tried taking it off to test it.
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Hey guys! I've noticed in my various worlds that damage caused by weather is kinda weird. I'll be outside and there will be tiny little water droplets and I'll start taking damage. In other cases, it'll be hailing golf balls and I'll take no damage whatsoever. I do play with mods, but none of them change any of the weather settings (as far as I'm aware). Anyone else experience this? EDIT: I'm not wearing armour when this occurs as well
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I used to Make my Tools out of Meteoric Iron, since they have pretty high Durability and Meteoric Iron is not used for a lot of Things and is actually quite easy to get as soon as you get to the Iron age. I keep all the Iron i can find to craft it into steel. The higher durability is really handy since you won't have to always carry flint or obsidian to make tools all the time. I'd recommend skipping the Copper and Tin Tools though for the most part. The Quenched Steel tools are really nice I usually only have to craft new Tools like two to three times a Year. I'd recommend just Quenching twice, without tempering, for Durability since mining speed doesn't make that much a difference and most of the Tools survive being Quenched twice.
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I'll give that a look LadyWYT, thanks for sharing.
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Lampookie started following Branden Roetzel
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I'm just an extremely cheap person and don't want to use things if I dont have to