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Messages - Jakub34

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1
Bug Reports [Retail] / New/Old menu
« on: January 03, 2018, 08:20:02 AM »
It seems to be that once you switch to the old menu, you can't permanently have the new menu. Pressing Esc (for me at least) opens the up the old menu.  When I click to select thew new menu, I will have it.  When I press Esc again, I will have the old menu, instead of the new menu.

Edit* Nevermind. Found out if you go to game options you can change it.

2
Fun House / Re: You get a million dollars but...
« on: January 02, 2018, 08:45:15 PM »

You are offered a million dollars but you only get 10% of it once every two years.

I mean, I really don't see the drawback here.  Unless I am missing something, I am getting 100,000 a year, which isn't that bad.

3
Fun House / You get a million dollars but...
« on: January 02, 2018, 06:33:21 PM »
A fairly simple game.  Someone gives the million dollar offer, but with a twist.  Give a reason to why or why not you would accept the offer.


You get a million dollars but, 5,000 indestructible balloons are attached to you.

4
Bug Reports [Retail] / Re: Crouch Bug
« on: December 24, 2017, 03:51:21 PM »
You need to turn on the locked crouch which is done by ctrl + space.  If you have already done that, then I don't know.

5
Bug Reports [Retail] / Ghost NPCs
« on: December 24, 2017, 09:24:53 AM »
https://imgur.com/a/AG956

Funny bug tbh because I now have ghosts :p  I also went ahead and changed the NPC, which resulted in ghost NPCs.

Edit* I should note that this happens when I use view relative.

6
Bug Reports [Retail] / Spiders from eggs
« on: December 24, 2017, 06:39:09 AM »
They don't attack you, and you can't attack them.

7
Questions and Answers / Re: cooperation in pc
« on: December 23, 2017, 08:56:15 PM »
you seem to not get it, a modder can make a multiplayer mod before actual multiplayer comes out. it could be faster than waiting for it to come out.
So your plan is for some modder to make a multiplayer mod faster than the guy who actually made the game and has been working on it for at least 7 years at this point? Yeah... Good luck with that.

Edit:
Actually, I may be wrong if this mod got through!
www.steamworkshop.com/Mods

So website did you use to change the website link.

8
Questions and Answers / Modding questions
« on: December 21, 2017, 08:40:33 PM »
Can I make a portal like the nether in MC.

Can I change the furnace so every thing is set to a fixed time + editing fuel time on coal/lava whatever I want. (I want difference furnaces that can smelt stuff quicker or even give more output.)

Can I edit skills and their formulas.

Can I make objects that I put blocks in and that object does stuff with the block.

Can I make tools that can mine more than 1 block. 1x3, 1x5, 2x5, etc.

Probably the most important ones I have ;s

Spoiler for Hidden Content:
Also, where is everything that I need to download

9
Your world / [Deathmatch] Re: My amazing deathmine
« on: December 20, 2017, 06:40:20 PM »

10
Your world / [Deathmatch] My amazing deathmine
« on: December 20, 2017, 06:37:19 PM »
Yes, you heard me, a deathmine. There will be none better than this deathmine, because it is mine.  My deathmine is always the best, and you can't tell me otherwise, because I told you it is the best.  Now what do I plan to include you may ask?  Very simple,  mines, and mines, and mines, and like I said, mines.  Unlike the rest of you amateurs and your poopy deathmatches, mine is going to be all out and great.  You get to start off in that great good old block mine where you will mine some $$$$ ores.  Hit the bottom? BOOM YOU UNLOCKED A SHOP.  This shop sells some better stuff that is crafted by players just like you.  Are you bored of mining and want to continue? Well, you are in luck my sir or madam.  You can take your stupid self into the cave and fight off some enemies.  What's that?  There is a stupid wall that is keeping you from moving?  Well, you are unintelligent because that is a whole new mine.  Can't enter?  Looks like you are out of luck, because you are going to have to meet the mine requirements.  Maybe your mining isn't high enough, you need to complete some stupid quest, or you just haven't killed enough of a certain enemy.  Looks like capitalism won't save you today, now will it.

Do you hate mining?  Welcome to the open green grass of the open world.  Actually, I lied because there will be more than grass.  Fire, Snow, Desert, Tree, Other stuff that will keep you exploring the map.  We all like open worlds so come get them while they last and make sure to get your ice ring to rekt some noobs.  What sucks for all of you is that some mines will require you to explore the outside world.  Luckily these aren't need to progress, but there are side-mines that can offer some quality ore at an easier point.


Disclaimer: Ice rings aren't going to exist.

11
Ideas / Some script ideas.
« on: December 19, 2017, 08:15:36 PM »
Health [Player] [Cap]

Health [Player] [Cap] [Add/Subtract]

This script will set a new cap for a player's health. For example, Health [Player] [500] would set the player's health cap to 500.  The second one is pretty self explanatory, which this can be greatly used for health perks, extra lives, or whatever you want to do.

Another add on to the item stats script is a power script.  In case you are lost, (unless I forgot TM completely ;s) the power determines what and how fast your tool can mine a block. (Also factoring in the block resistance .-.)

12
Creative Features / [Other] Re: Variable script not working?
« on: December 18, 2017, 10:28:01 PM »
Okay so

If
IsVar [Ran:3] [0,1,2]?

IDK exactly but that sounds right

13
Creative Features / [Other] Re: Variable script not working?
« on: December 14, 2017, 03:39:17 PM »
To answer your question, this is way better for drop chances. Say you have wood swords and iron swords. You will roll a random number between 1-5, upon pressing the button.  Wood sword has the values of 1,3,5 and iron sword has 2,4. Rolling 1,3,5 will give a wood sword, and rolling 2 or 4 will give iron sword. Now, let's say iron sword has a value of 3. Rolling a 3 will give you both the iron and wood sword.
how would you write that in the script? [rand:1,3,5] is a completely random guess

Just follow what I have. I'm not 100% sure on what number to use (since my script somehow had a 0 in it), but if you did Var [loot] = [1]
  • [rand:2], you would roll a random number between 1-3

14
Creative Features / [Other] Re: Variable script not working?
« on: November 23, 2017, 10:38:56 AM »
With variables, is it a random chance for each one? Im trying to figure out an easier way to make drop chances happen in scripts

for instance, i click a button which gives me a chance to get a sword. The chance of a higher tier sword dropping is dependant on the percentage. but is there an easier way to do it?

The script rolls a random number between the numbers you chose. In my case (when I changed the script), I rolled a number between 1 and 3. If my number landed on 1, I get 1 apple. If my number landed on two, I get 2 apples.

To answer your question, this is way better for drop chances. Say you have wood swords and iron swords. You will roll a random number between 1-5, upon pressing the button.  Wood sword has the values of 1,3,5 and iron sword has 2,4. Rolling 1,3,5 will give a wood sword, and rolling 2 or 4 will give iron sword. Now, let's say iron sword has a value of 3. Rolling a 3 will give you both the iron and wood sword.

15
Creative Features / [Other] Re: Variable script not working?
« on: November 23, 2017, 07:38:14 AM »
[rand:3] returns a random value between 0 and 3 inclusive, either 0, 1, 2 or 3. That's 4 possible numbers.

change your script to [rand:2]

Guess that script documentation was a bit misleading then ;s It applied it to the name instead of the rand, so who knows :s

Tanks for the help.

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