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Messages - Rorthic

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Gaming / Re: Free games
« on: May 17, 2018, 11:17:36 PM »

Mods / [WIP] Re: Random Bricks Arcade Game
« on: April 24, 2018, 08:16:20 PM »
updated download;sa=view;down=65
same link as first post.

update 1.22:
added power ups/downs
lots of graphical changes
hd texture packs now supported for item layouts
can now pause game with "p" or "back button"
ball now gradually increases its speed the longer the ball is alive

Mods / [WIP] Re: C# (Edit)
« on: April 08, 2018, 01:08:46 AM »
Not sure if this has been answered yet but his works, I tested it. Without seeing your code we cant help much. But if you get the notification when you press the button but no sound it makes me think there is a problem with the sound file. 

Code: [Select]
if (InputManager.IsKeyPressed(tmPlayer.PlayerIndex, Keys.P))
     SoundEffect sound = game.AudioManager.LoadSoundEffectFromStream(FileSystem.RootPath + Mod.Path + "357_reload1.wav");

p.s. if you havent joined TM discord I would suggest it, these question usually get answered pretty quickly in the modding section.

Mods / [WIP] Re: C# (Need help)
« on: April 03, 2018, 08:56:21 PM »
I typed this up a while ago as a reminder to myself on how to do a mod. I briefly read through it and I believe it is still correct.

Spoiler for Hidden Content:
1) Install XNA Game Studio in Visual Studio 2017 follow this tutorial:
2) Open Visual studio and create a new project for XNA Game Studio Windows Game Library(4.0) with your mod name for the name  ex: TM_ExampleMod.
3) In the Solution Explorer right click on References select add reference
4) Click Browse and navigate to your Total Miner steam Directory                             
  (C:\Program Files (x86)\Steam\steamapps\common\Total Miner)
5) Select all the .dll files and click add, or add 1 at a time, currently there are 7 in total: StudioForge.Engine.Core.dll, StudioForge.Engine.GUI.dll, StudioForge.Engine.Services.dll, StudioForge.Engine.Integration.dll, StudioForge.Engine.Game.dll, StudioForge.BlockWorld.dll, StudioForge.TotalMiner.API.dll
6) After adding them select the ones you need with check marks and click ok
7) Rename the default class1.cs file to the mod name TM_ExampleMod1.cs by right clicking on it and choosing rename.
8 ) Open the cs file for editing
9) At the top add
using StudioForge.TotalMiner.API;
using StudioForge.TotalMiner;
10) change the class name to match your mod name and make it extend ITMPlugin public class Class1 to
public class TM_ExampleMod1 : ITMPlugin
11)  Add the required interfaces to the class:                                                           
public void WorldSaved(int version){}
       public void PlayerJoined(ITMPlayer player){}
       public void PlayerLeft(ITMPlayer player){}
       public void Initialize(ITMPluginManager manager, string path){}
       public void InitializeGame(ITMGame game){}
       public bool HandleInput(ITMPlayer player){return false;}
       public void Update(ITMPlayer player){}
       public void Update(){}
       public void Draw(ITMPlayer player, ITMPlayer virtualPlayer){}
12)  In solution explorer right click on your mod name not the solution name and choose add new item
13)  find Code File C# highlight it and click add
14) Rename it to TMPluginProvider.cs  note: this is the required name
15)  open the file for editing with required code and implement required interfaces:             
using StudioForge.TotalMiner.API;

       namespace TM_ExampleMod
       class TMPluginProvider : ITMPluginProvider
            public ITMPlugin GetPlugin()
         return new TM_ExampleMod1();
           public ITMPluginBlocks GetPluginBlocks(){return null;}
           public ITMPluginArcade GetPluginArcade(){return null;}
          public ITMPluginGUI GetPluginGUI(){return null;}
note: namespace TM_ExampleMod is mod namespace name, return new TM_ExampleMod1() is constructor for mod name
16) Code your mod, build your solution, copy your modname.dll to the mod folder for TM in a folder of the mod name
   C:\Users\YourName\Documents\My Games\TotalMiner\Mods\ TM_ExampleMod1
17) Run Total Miner and test your mod.

Optional Settings

1) Right click on mod project file and choose properties
2) under XNA Game Studio select Use HiDef to access the complete API
3) go to Build Events and for Post-Build event command line: add     
   xcopy /Y /E /I "$(TargetPath)" "$(ProjectDir)\Install\"   
   xcopy /Y /E /I "$(ProjectDir)\Content" "$(ProjectDir)\Install"     
   xcopy /Y /E /I "$(ProjectDir)\Install" "$(HOMEDRIVE)$    (HOMEPATH)\Documents\MyGames\TotalMiner\Mods\$(ProjectName)"
   note: this copies the mod files to the mod directory automatically. make sure the path is correct.

Mods / [WIP] Re: Random Bricks Arcade Game
« on: March 30, 2018, 12:07:09 AM »
Updated to 1.11
New collision detection works a lot better, Thanks Craig!
Switch modes with Y now keyboard or gamepad
New menu layout, easier to read.
some other miner changes too.

use download link at the top.

Mods / [WIP] Re: Random Bricks Arcade Game
« on: March 28, 2018, 10:57:22 AM »
changed keyboard controls to standard WASD
added support for mouse and gamepad controls
added a new play mode, right click on main screen while holding coins to switch between them, or press A button on gamepad.
Original Mode: Random Bricks New Mode: Random Items.
Note: you should use a non-HD texture pack for the new mode, the build in conversion can cause layouts too look odd.

Spoiler for Hidden Content:

Gaming / FoxHole
« on: March 20, 2018, 05:37:26 PM »
Anyone else play this game? I'm a bit obsessed with it right now.

Mods / [Completed] Re: QuickGather Mod
« on: March 13, 2018, 12:34:45 PM »
new version 1.1 released
I suggest deleting the old config files and having the mod recreate them, easiest way to get the new features by default.
What Changed?

its in the change log at the top but i think below is everything

added to LumberJack.cfg:


added to VeinMine.cfg:
can be added but not done by default MineGrid=1


added to Harvest.cfg:


added to VeinMineBlocks.cfg

Mods / [Completed] Re: QuickGather Mod
« on: March 12, 2018, 10:20:40 PM »
new version 1.1 released
I suggest deleting the old config files and having the mod recreate them, easiest way to get the new features by default.

Mods / [Completed] Re: QuickGather Mod
« on: March 07, 2018, 09:31:23 PM »
I haven't played around with this, But from seeing this happen with the timber mod on MC, I think there should be some sort of keybind to turn this ability on and off. Imagine you're building a house and you misplace a log. Then you forget that using an axe on the log has this function, Aand boom. All your logs are gone.

Next version will have console command so you can turn it on and off at will, not sure how well having a special key bind would work, but I will look into it.

I will look into the possibility of adjusting the durability based on blocks destroyed as well.

Durability degrading will be in the next version as well.

Mods / [Completed] Re: QuickGather Mod
« on: March 07, 2018, 01:53:11 PM »
Impressive mod, my only complaints are that some ore are not registered by default (Sapphire, Sulphur, Carbon, Fluorite, and Cyclonite), and that the durability used does not reflect how many blocks were destroyed.
Despite those, it is still a useful mod.

I will add those blocks to the default config file in the mean time you can edit the file and paste in:
Code: [Select]

I will look into the possibility of adjusting the durability based on blocks destroyed as well.

Mods / [Completed] Re: QuickGather Mod
« on: March 07, 2018, 08:48:09 AM »
Updated to ver 1.1

ver 1.1
changed MaxSearchBlock to MaxBlockCollection with default 1000
MaxSearchBlock is no longer used
changed search pattern to a flood fill type

added additional blocks to default mining block config file
 Sapphire, Sulphur, Carbon, Fluorite, Cyclonite

added tool degradation option set in configs
LumberJack.cfg: DegradeAx=true
VeinMine.cfg: DegradePick=true
can be added but not done by default MineGrid=1
Harvest.cfg: DegradeScyth=true

added console commands
 qg ToggleVeinMine   turns Vein mining on and off
 qg ToggleLumberJack turns lumber jack on and of
 qg ToggleHarvest turns harvesting on and off
 qg Help lists all commands
 qg Help <command> help for individual commands
 qg SaveConfig saves current settings to config file
 qg Ver/Version show current version

Added holding down key "Q" disables quick gather temporary
change this key in LumberJack.cfg ToggleKey=Q
for possible keys see

Mods / [Completed] QuickGather Mod
« on: March 06, 2018, 11:45:45 PM »
Description: Adds the ability to quickly gather materials when using the proper tool, use an ax to chop down whole trees, a pick ax for entire veins of ore and scythe for fields full of crops. All the tools and blocks are customizable through the config files that will be generated the first time the mod is ran. Should support custom blocks from other mods as well.;sa=view;down=66

After you start a world with the mod the first time it will create 5 different config files in your mods/quickgather folder "C:\Users\user\Documents\My Games\TotalMiner\Mods\QuickGather\config"
Harvest.cfg edit to determine which tools can harvest fields of fully grown crops
LumberJack.cfg edit to determine which tools can be used to chop down whole trees.
LumberJackBlocks.cfg edit to determine which blocks are classified as trees.
VeinMine.cfg edit to determine which tools work for mining whole veins of ore.
VeinMineBlocks.cfg edit to determine which blocks are classified as ore.

Mods / [WIP] Random Bricks Arcade Game
« on: February 11, 2018, 10:20:16 PM »
Just uploaded Random Bricks it adds a new game to the arcade block based on the game Brick Breaker. Let me know what you think.;sa=downfile&id=65

Bug Reports [Retail] / Blue Screen: index out of bound on furnace
« on: January 08, 2018, 12:17:02 AM »
Repeatable: open the furnace, open easy craft, choose a tab with no blueprints and click in the main area where blue prints should be.

Spoiler for Hidden Content:
Total Miner: Forge.  Please take a photo of this screen and post it on, so that we can fix it. Thank you.

System.IndexOutOfRangeException: Index was outside the bounds of the array.
   at StudioForge.TotalMiner.Screens.CraftSelectBlueprintScreen.HandleInputCore(InputState input)
   at StudioForge.TotalMiner.Screens.CraftSelectBlueprintScreen.HandleInput(InputState input)
   at StudioForge.Engine.GameState.ScreenManager.Update(Int32 index, Boolean otherScreenHasFocus)
   at StudioForge.Engine.GameState.ScreenManager.Update(GameTime donotuse)
   at Microsoft.Xna.Framework.Game.Update(GameTime gameTime)
   at StudioForge.Engine.Game.BaseGame.Update(GameTime gameTime)
   at StudioForge.TotalMiner.TotalMinerGame.Update(GameTime gameTime)
   at Microsoft.Xna.Framework.Game.Tick()
   at Microsoft.Xna.Framework.Game.HostIdle(Object sender, EventArgs e)
   at Microsoft.Xna.Framework.GameHost.OnIdle()
   at Microsoft.Xna.Framework.WindowsGameHost.RunOneFrame()
   at Microsoft.Xna.Framework.WindowsGameHost.ApplicationIdle(Object sender, EventArgs e)
   at System.Windows.Forms.Application.ThreadContext.System.Windows.Forms.UnsafeNativeMethods.IMsoComponent.FDoIdle(Int32 grfidlef)
   at System.Windows.Forms.Application.ComponentManager.System.Windows.Forms.UnsafeNativeMethods.IMsoComponentManager.FPushMessageLoop(IntPtr dwComponentID, Int32 reason, Int32 pvLoopData)
   at System.Windows.Forms.Application.ThreadContext.RunMessageLoopInner(Int32 reason, ApplicationContext context)
   at System.Windows.Forms.Application.ThreadContext.RunMessageLoop(Int32 reason, ApplicationContext context)
   at System.Windows.Forms.Application.Run(Form mainForm)
   at Microsoft.Xna.Framework.WindowsGameHost.Run()
   at Microsoft.Xna.Framework.Game.RunGame(Boolean useBlockingRun)
   at StudioForge.Engine.Game.BaseGame.Run[T]()

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