Vaughn "Drathy" Royko

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Viewing 15 posts - 196 through 210 (of 341 total)
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  • in reply to: Mod Questions #3963

    @JamesIII I think it’s due to that black hole issue you had with the tiles, it never goes past them. If you want a quick fix for it, north face the black hole and do a:

    rendertiles("dirt", player.x, player.y-1);


    @supernet2
    Yep, it’s a very buggy and early build. Play at your own risk, heh! Post any issues in the “Ideas, Bugs & More” spreadsheet available near the bottom left of the window, we’ll be sure to get on it!

    in reply to: Mod Questions #3959

    @supernet2 I don’t really have any experience with phones yet. I was actually surprised to see it actually ran on phones or tablets at all to be honest. Eventually, modifications will be saved to localStorage (and your game save) when loaded (so they never have to loaded again), but that is awhile off I think.

    in reply to: Mod Questions #3948

    Spawning chickens in 1.6:

    spawnMonster("chicken", player.x, player.y+1);

    (just change to spawnmonster for 1.5)

    Give yourself an item (both 1.5/1.6):

    itemGet("arrow");

    Message (1.5):

    message("Here's a message!", "bad");

    “bad” can be changed to the following for different colors:
    skill, attack, good, stat, miss, or removed for just white text.

    in reply to: We need a "Suggestions" thread #3937

    @supernet2 1.6 issues are to be reported on the spreadsheet itself; however, as the warning also states, the pre-release versions are very buggy and perhaps even non-functional in some cases. Play at your own risk!

    in reply to: Mod Questions #3936

    That may have been the forum formatting converting all quotes in smart quotes. I converted the code shown here so far to output as code/pre tags instead. So you may want to try again @supernet2

    Although in 1.6, spawnmonster is now spawnMonster, so that may have to be changed as well.

    As for all the functions and variables, there really is too many to list. With your 1.6 access, you are able to look through the source to perhaps find what you need though. If you let me know what you want specifically, I can try to help out, but in terms of modding, it’s very early right now as the code changes quite rapidly during this period.

    in reply to: mining non-pickup + drop to current square #3924

    I think a good option for this would be to add another option called “Drop Gathered Items On Ground”. Unfortunately “Shift+Right Click” is a reserved command for Firefox which is why I am using Ctrl+ for events. There’s always Alt+ though heh.

    in reply to: Crafting actions vs item actions underclick! #3922

    Most people have this same issue. It’s fixed in 1.6! Thanks for the donation 🙂

    in reply to: doubleclick/right click inconsistency #3921

    Unfortunately, for things like Mushrooms or most plants, double click will eat them, right click will attempt to plant them (if not, drop them). The double click/right click can be thought of as Primary Use/Secondary Use, but i’ll work on making it the most consistent I can while keeping controls relatively simple.

    in reply to: wasted food #3920

    This is currently on the todo!

    This has been fixed in 1.6!

    This is a bit of an oversight. Will add to todo!

    in reply to: without auto pickup, should report items on current square #3910

    Good idea! I have added it to the todo.

    in reply to: doubleclick/right click inconsistency #3909

    Double click is always the action to “use it”. Right clicking is always the action which involves dropping it/affixing it to the world in some way.

    However, this complicates things when “Build” uses double click to affix it, because we still need to be able to drop it normally with right click.

    If you have a suggestion on how to do this differently, please let me know.

    in reply to: Search system for crafting should search more fields #3908

    Interesting idea! Eventually, the crafts will be put into proper groupings, so I believe this would help in this situation if there was a group/category called “Fire Starting” or something.

    in reply to: Use of valuables in construction #3907

    A change coming up soon will have it so you can target/sort specifically which items you want to use in a craft so this will not happen. Otherwise, currently, the only way to make your tools safe is to drop them, equip them, or attach them to a quickslot.

Viewing 15 posts - 196 through 210 (of 341 total)