-
Posts
573 -
Joined
-
Last visited
-
Days Won
18
Content Type
Profiles
Forums
News
Store
Posts posted by DArkHekRoMaNT
-
-
On 1/22/2021 at 2:29 PM, ZigTheHedge said:
Even if I make nightstands and ore boxes compatible with CC, I won’t do it for the Tall Locker. Just because it’s size and weight ) C’mon! You are not able to grab a grandma’s wadrobe alone with your bare hands
As of MoreVariants - mods were compatible in 1.13.4 versions. Has something changed? What isn’t compatible?
I changed the codes of the chests. In any case, this is no longer relevant
-
8 hours ago, MintYogi said:
Yes, it seems the game is trying to spawn in drifters and locusts without first checking to see if they are enabled.
It would be strange to check each asset for availability if you explicitly added it The author's way of disabling mobs is very clumsy.
I think the best way would be to modify the AI to make the mobs passive by default.
-
3 hours ago, Kurazarrh said:
This mod is great, but as a server owner, it would be pretty cool to be able to install server-side in order to control which of the display options are available to clients. I think it adds to the excitement to not know when a storm is going to approach until the game alerts you. Knowing that a storm will come in advance of the game alert is kind of... cheaty, imo.
Is there any possibility of adding server-side controls to restrict which options are available to players?
IIRC, does the mod have to be on the server for the storm? And this practically does not affect anything. Information is shown at most a few seconds before the text in the chat
-
@jakecool19 we are experiencing a severe drop in performance on our server with many animals starving and trying to get through the wall for food. Could you solve this somehow? I think it will be difficult to implement an obstacle check, but at least an increase cooldown before a new search for food, if it is impossible to access it for a long time?
Gloves also work very buggy, especially if the animal is hungry. Perhaps you should look at an implementation like CarryCapacity? Mountable is actually not fully implemented and is used only by a static block - a bed.
-
On 1/23/2021 at 4:32 AM, l33tmaan said:
I don't have a discord, so someone else will need to do that for me.
Done
- 1
-
15 hours ago, MintYogi said:
As I understand it now, the game crashes with the bell mod being the only entity mod, so I think the best way forward is for that mod's author to log a bug report.
The bell is just trying to spawn entities that don't exist (because NoMonsters turned them off)
-
8 minutes ago, l33tmaan said:
I'm sure this is vanilla behavior, but... corpses can climb ladders. Scared the hell out of me when my own skeleton jumped out of a hole.
They also know how to climb walls This is just vanilla "unstuck" mechanics for the entity
-
2 hours ago, DArkHekRoMaNT said:7 hours ago, Kai Effelsberg said:
Waypoints showed up at world limit, not where i died
O_o
Strange. Does this happen on the server and always?
Tested on my test server - everything is fine. Perhaps you have some mod that changes /waypoint addati? Or they are not my waypoints at all (by default it is crimson bee)
-
4 hours ago, Kai Effelsberg said:
Waypoints showed up at world limit, not where i died
O_o
Strange. Does this happen on the server and always?
4 hours ago, Kai Effelsberg said:If i reclaim stuff with rmb, the items that i hold i my hand right afterwards will get placed on the ground sometimes
I'll see what I can do about it
-
On 1/22/2021 at 11:28 PM, Nozarati said:
We are using this on our server and it seems that any teleporter that I spawn in using /tpimp paste normal cant be connected to the network. You can use it to teleport to the generated ones that we have activated but its a one way trip. Also im not sure the unbreakable config command is working as the blocks seem to be invulnerable no matter what.
It's strange. Have you been using version 1.1.1? I tested this in a test multiplayer and on the server where I am currently playing. Everything works fine.
I also checked unbreakable - it works. Have you rebooted the world after using the command? -
v1.1.2:
- Fixed NRE on exit
- Added text shuffle on temporal low stability / storm
-
v1.5.0:
- Removed chests
P.S. Will be moved to a separate mod in the future. I don't want to move MoreVariants into code, but vanilla GenericTypedContainer and LabeledChest work very strange after adding animation.
-
v1.4.8:
- Fixed quartz ornate/pillar output quantity
-
The reimagined grave system.
After the death of the player, the player's corpse will spawn in its place (at the moment it is a regular humanoud skeleton). You can go to it and collect things (by holding RMB), by default only its owner or a player in a creative can collect a corpse. Not despawning.
In addition, a waypoint will be created at the place of death. By default, it will try to resolve conflicts with known mods, for example supports StreamDC.
Since the game is an unpredictable thing, this mod also adds the ability to restore items lost at the last death using the /returnthings command. By default, the last 10 deaths are stored for each player.
You can also configure some things in the config:
- CanFired - the corpse will be destroyed if it burns for more than 15 seconds (default: false)
- HasHealth - a corpse has 100 hp and can be broken by other players (default: false)
- CreateCorpse - whether corpses will be created at all (default: true)
- SaveInventoryTypes - what types of inventory will be saved
- NeedPrivilegeForReturnThings - what privileges are needed to return things (default: gamemode)
- MaxDeathContentSavedPerPlayer - the number of recent deaths that are saved per player (default: 10)
- CreateWaypoint - whether to create a waypoint at all upon death (default: auto; automated turn it off if there is another well-known mod adding waypoints). And also various settings for waypoints.
- FreeCorpseAfterTime - makes corpses available to everyone after N in-game hours (default: 240, 10 days)
- CorpseCollectionTime - corpse collection time in seconds (default: 1)
- CorpseCompassEnabled - enable craftable compass to search for corpses nearby (default: true)
- 6
- 2
- 1
-
@Capsup api.World.Seed is not unique to every world. There is api.World.SavegameIdentifier. Moreover, it also makes it easy to get the world seed, which is not desirable on servers.
-
@Digitalrfixed. Added a flag to check that this is not a point saving.
-
v1.4.1:
- Fixed lost durability when saving point
- Deleted unnecessary chat log from the mirror
Dev:
- Updated mod structure
- Changed modid to temporalmirror
- Work on wormhole mirror
-
v1.2.2:
- Fixed spaces in /me
-
v1.2.1:
- Fixed spaces in /tell
- Fixed only first word in /replay
-
Just now, Jorrit Tyberghein said:
This mod changes that. You can now access the creative teleporter GUI in survival
The translocator (a large structure like a shower) now has a GUI too? o_O
-
Just now, DrEngine said:
How to open translocator interface in creative ?
No way. The translocator has not interface. Only the creative teleporter has it.
- 1
-
Tier 2 blackguard armor has no durability and breaks with 1 hit
-
19 hours ago, Lisabet said:
unfortunately you can no longer write on labeled chests
It's strange. When testing, I could write on them o_O
-
5 hours ago, Rhonen said:
no the waterwheel has a little bit more torque.
Maybe then output the corresponding power? It would help a lot. It's hard to compare a water wheel to a windmill now.
- 1
Omok Mini-Game! (Connect Five) [v. 0.4.0]
in Mod Releases
Posted
Just place it in assets/game/<full-vanilla-path> of your mod. It will replace the vanilla asset.