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Taska Raine

Vintarian
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Everything posted by Taska Raine

  1. Yep, a mistake on my part. Clients are trying to read data that they don't have access to-it's on the server. I run my server/client tests on the same machine so the problem never popped up. I'll try to get this fixed within a days time and test it with a friend.
  2. Meteors in real life hiss and sizzle as they move through the atmosphere, which I have tried to replicate in the mod. They do sizzle, it just... might not be loud enough to be heard on all sound setups. It likely gets drowned out by the sound of rain, too. They should begin to make noise whenever they come within 256 blocks of a player, but maybe something is preventing that from happening. I'll have to look into that. Edit: Sounds stop playing when the meteor entity is derendered. The particle tail will still streak as the derendered meteor continues to move. @Steel Fire The impact sounds are slightly different, the airburst sounds more like a gunshot, higher pitched, while the ground impact one is deeper and more gravel-y. There is variance in the pitch, though, so you really need to pay attention to know which it was. @Godogma I kept my testing commands out of the release versions for the simple fact that they could be used to grief. The best way to test if they're working would be to reduce spawn time of the meteors to minimum 0 minutes, maximum 1 minute spawn times in the config.
  3. This has just been implemented, thank you for the suggestion ^.^
  4. It does, yep! The only issue I've noticed seems to be in the handbook where the 'Can be used to craft...' icons overflow the UI container. It seeeems to be a base game issue so I'll bring it up with the dev team and see what happens from that.
  5. I just updated the mod with config options to change the possible distances at which meteors will spawn from the player. I also fixed up that texture warning found by Stefano, thanks for bringing it to my attention
  6. What is the height limit of your world? Is it the default 256, or is it more than that?
  7. Ah, that warning is a result of some code that I forgot to remove. It shouldn't have any effect on the operation of the mod. The only other thing that I can think of is that you may have edited the backup config in the .zip folder for the mod instead of the config in the VintagestoryData\ModConfig folder, or that the the config was reset to default for some reason and the meteors never came close enough to be audible. I'll try to put out an update that will let you control the spawn range shortly.
  8. Yep, if they are within sound range you should hear a slight sizzle There are airburst sounds and impact noises when they hit the ground, too. That's odd... you should be seeing them frequently enough at that spawn rate, at least in the distance. Do you see any errors in your server/client logs at C:\Users\{You}\AppData\Roaming\VintagestoryData\Logs ? If you could share the contents of your config, too, that would be great. In case that something got tweaked that shouldn't have been.
  9. It was personal preference really. I'm not aware of any limits to the distance that they spawn... the only trouble I forsee might be if they 'land' where the chunks haven't been loaded. No resources or anything will spawn, I hope that's all that would happen. I can totally add config options to control that with the next update if there are no major problems. I can change to seconds too but that comes with a potential problem that I noticed in testing... too many meteor tails out at once eat up a lot of particles and well, then the tails become patchy when there's none left to use x3. I'll look into that one. Since it's controlable, shouldn't be a problem.
  10. I've just updated Meteoric Expansion to version 1.0.1. This fixes a bug discovered by lisabet where meteor codes would be used instead of names within the handbook. Also, meteors will no longer spawn with rhodochrosite or pentlandite as a mineral. These minerals aren't currently used in vanilla for anything so I saw no reason to use them in meteors.
  11. They can spawn anywhere between 2 and 6 chunks away from the player. They can be any material, too, not just iron... so it could very well just be copper in slate or something. No guarentees of what you'll get, its all randomized.
  12. Meteoric Expansion The skies burn with balls of fire barrelling towards the planet at cosmic speeds....Is this the apocalypse? Welcome to Meteoric Expansion! This mod aims to bring the cosmos to Vintage Story in a very literal sense. In vanilla Vintage Story it's possible to stumble across small surface deposits of meteoric iron...but where did it come from? Meteors don't exist in vanilla! Meteoric Expansion fills this space. This mod will spawn occasional randomized meteors that will streak through the skies, burning up or exploding like a real meteor would. There's also a small chance that they'll crash to the ground, depositing their riches into the world...! Additionally, cosmetic meteor showers are an uncommon occurance. Day or night, you may see bands of glittering trails as meteors burn up high in the atmosphere. IMPORTANT Meteoric Expansion ships with configurable options! The falling meteor system and cosmetic meteor shower system are independant of one another. Each can be disabled in the Meteoric Expansion config if you'd prefer to just have one of the systems active. By default meteors are NOT destructive and will NOT damage the world or player structures. With the destructive option set to false Meteoric Expansion is mostly cosmetic. You may find a few scattered bits at the collision site, but no meteorite embedded in the ground. Risk vs reward... To change your config, load up a game with the mod installed and enabled. After the mod runs once, a MeteoricExpansionConfig.json file will be available for edit in... 'C:\Users\{Your Username}\AppData\Roaming\VintagestoryData\ModConfig' Exit to menu, edit this file, then load your save to see the changes! Further config details can be found by opening the mod ZIP and reading the readme in 'assets\meteoricexpansion\config\' Download Mod Download the latest version of Meteoric Expansion for Vintage Story 1.17.0: Meteoric Expansion v1.2.2 To download previous versions of the mod, view version change logs, report issues, or to view the mod source files, please visit: Meteoric Expansion GitHub My Other Mods Ancient Tools: A collection of useful tools from ancient times. Ore Crystals: Adds crystals to ore deposits along with other various crystal-based craftables! Item Lights: Gives items the same illumination capabilities as blocks. Enjoying my mods? Please do consider supporting me on Patreon, it'd be a great help!
  13. Hey guys! I've just released an update to Ore Crystals that can be downloaded right from the link in the initial post, version 1.2.0. With this update the crystals have gotten a much needed texture update, and now reflect light and act as a dim light source. Additionally, crystals have a chance to drop a new item, Crystal Shards, which can be used to craft crystals of your own to place in the world. They can also be used to craft two new block types, too, such as Crystalline Glass and Potted Crystals. Each block type has a colour variant for every ore in the game. They can really help liven things up! ^.^
  14. I've just uploaded version 1.1.2 that addresses this problem. The crystals should now generate correctly when put into fresh and existing worlds. Additionally, I've written a command, '/cleanworld', that will detect those ? blocks on loaded chunks and will turn them into air. You'll need to save your game and reload the world to see the results. Thank you again for bringing this up. Sorry for any inconvenience it caused.
  15. Hmm, looks like this happens when the mod is installed on pre-existing worlds. Is that the situation for you? I'll see what I can do to fix it, thanks for bringing it to my attention~ Edit: I've uploaded a new version(v1.1.1) of the mod here, and on the GitHub that addresses the issue and should fix the world generation issue. It does NOT fix the ? blocks that already exist, though. I'm looking into creating a command or something in a future version to fix that. I'm sorry for the inconvenience.
  16. Ore Crystals What's that faint glow in the distance...? Is it a way out of this cave? Is it something more sinister? No. It's strange, crystallized metal growing from this ore... Huh. Maybe those temporal storms we've been having have something to do with it? Deep down in the depths of the world there are many temporal mysteries. A semi-sentient creature enthroned upon a structure of crystal is one such mysteries. It seems to burst with energy, enriching the local cluster of crystals with new life, causing them to rapidly grow an an unnatural rate. They even seem to have taken over the machinery of the depths, the locusts, infesting them with crystal and somehow influenced them to be their guardians. It may be dangerous, but perhaps...these 'hearts', and these crystals... will they be useful, in some way? It is HIGHLY recommended to install this mod on a new world. Also, I'd like to recommend installing my other mod, Item Lights, alongside this mod since Ore Crystals items extensively use that system. It's optional, though. Download Mod Download the latest version of Ore Crystals for Vintage Story 1.16.0+: Version 1.3.6 To download previous versions of the mod, view version change logs, report issues, or to view the source files, please visit the GitHub: Ore Crystals GitHub My Other Mods Ancient Tools: A collection of useful tools from ancient times. Meteoric Expansion: Introduces streaking meteors to the Vintage Story skies. Variable danger factor. Item Lights: Gives items the same illumination capabilities as blocks. Enjoying my mods? Please do consider supporting me on Patreon, it'd be a great help!
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