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Questions and Answers / [Answered] Access Denied Adding Mods
« on: March 11, 2018, 09:37:34 AM »
As the title suggests, I get an Access Denied error when I try to upload a mod. What do I do?

Your world / [Other] Strange Town Horror
« on: March 06, 2018, 08:04:29 PM »
Strange Town Horror

Strange Town Horror is a map I started working on recently, and I think I've got a good start on it. There are no pictures, only a short preview video. Check it out, let me know what you think! The video is really laggy due to me using free game capturing software, and a cheap PC.

Credits are listed in the video, though most, almost all of the work is done by me.

Features: Custom NPCs, Custom Items, Eerie weather, Blinking Effect, More to come!

Video -

Ideas / Mods
« on: March 04, 2018, 08:13:55 AM »
Hello everyone!

I have a few ideas for modding items.

1. The ability to have any size of an item.
    I think it would be really cool to have a large sword. Having bigger sized items could lead to bigger possibilities.

2. The ability to add animated items.
    I'm not sure how difficult it would be to animate an items texture, but I had an idea that maybe you could copy the items texture, and change it up in MS Paint, or any other program. There could be a new coding section of the Item texture API that allows you to input the edited copied textures. You could have them set on loop, so when you enter the game, the textures loop. creating an animated effect.

3. The ability to add effects to items.
    It would be cool it you could add effects to items. An example would be giving an item a glow effect. You could set the values of how bright the item glows, it could even glow at night/in the dark.

I'm very bad at explaining things, but hopefully you might understand.

Bug Reports [Retail] / Scripts can't equip jewelry
« on: March 03, 2018, 10:50:46 PM »
I've found another bug.

Using scripts, you cannot equip any jewelry.
Run Script - Equip\[Lefthand\Righthand\Body]

It doesn't work

Questions and Answers / Sizing modded items (New question)
« on: March 03, 2018, 10:27:53 PM »
Is it possible to make an item texture bigger than 32?

Mods / [Completed] Item textures. (Fixed it)
« on: March 03, 2018, 09:42:23 PM »
Hello everyone!

I have probably the worst memory here. It's been a while since I've tried my hand at modding this game. I've came out with a few modded items in the past, and they all worked fine. Though I do remember having an issue at one point.

I go through, code the items, and then I have the issue of going into the game, and the item texture is invisible. When I equip the item, my game crashes. I've fixed this issue in the past, but I don't remember what I did. Can someone help? I've gone back and checked everything over and over again, it all seems fine.

My guess is it has something to do with the item textures file.

Thanks for reading, and as always, thanks for your wonderful help!

Ideas / Ideas for scripts
« on: February 22, 2018, 06:05:15 PM »
I'm full of ideas today!

I have some neat ideas for some scripts. These aren't anything big, so are not that important.

Break block - This script would break a certain block at the coordinates that you set. Once the block is broken, it drops the block broken onto the ground, as if someone mined it.

Break block (Time) - This would add a perimeter to the "Break block" script. You could set a time for how long it takes to break the said block. I suppose theoretically, you could just add a (wait) to the script... Just an idea.

These are just some small scripts that I think could be added. I'm sure there will be more script ideas posted here, so instead of making new threads each time, we'll keep it on the same thread. Let me know what you guys think.

Ideas / Time (Script)
« on: February 22, 2018, 05:57:08 PM »
Hello everyone!

When the day/night cycle was introduced into Total miner, it blew my mind! I remember always having to use the seed 2400 - if im correct - to get that "Night feel". I love having the night cycle in Total Miner. Then scripts came along, eventually adding the ability to work with some time scripts.

I thing it would be really cool to have a new time script. One that can set the actual time. Having this script would be amazing for maps such as adventure maps, RPG maps, the list goes on.

I will say that there was another idea that I had for a time script... Can't think of it...
If I think of it, I'll be sure to post it here! Let me know what you guys think.

Bug Reports [Retail] / Spawn mob with custom AI (Bug)
« on: February 21, 2018, 06:55:41 PM »
So there's a new feature with the spawn mobs script. You can create the mobs custom AI, and there's a place to add that to your script so that when you spawn that mob, it has a custom AI. Not only that, but you can choose the AI for the mob using one of the premade AIs. However, there's a bug that when you spawn in the mob with the AI, it acts as if it ignores it. It will only use the default AI.

I know this is worded kind of oddly worded, but to be honest, it's kind of hard to explain it. I'm just terrible at explaining things. :!

Questions and Answers / [Unanswered] Spawning mobs with AI - EDIT
« on: February 20, 2018, 10:40:54 AM »
Hello everyone!

When I go to spawn a mob using a script, and put in an AI that I created for the mob, the mob doesn't follow the AI. The mob still spawns, but spawns as it originally would. For anyone reading this, if you don't mind, go check it out yourself. Create a new behavior, the add it to the mob spawn script using the new mob spawn script... feature? Add on? What ever you call it.

EDIT: Seeing how this recieved no attention at all... How do I delete a post? Am I the only one who wants this script feature? Does this somehow work for everyone else??

Ideas / Generate sphere tool
« on: February 06, 2018, 07:59:46 PM »
I would really love it if there were a feature that allows you to fill in a circle, but leave it hollow on the inside.

Mods / [Discussion] Moding
« on: January 14, 2018, 10:29:20 AM »
So this is the topic to talk about mods aye? Okay, guys I know I might be coming off a little "Salty"? (Not trying to sound angry) But If you've visited the downloads section, and viewed the mods section, you might have seen my two NPC mods. deadmau5 and Pugs. You might have also seen that my mods don't have the best ratings. I know I'm not the greatest modder ever, but what gets to me is that you people leave low ratings, and don't even discuss what you don't like about the mod.

This is for everyone
Whether you're a modder, or just someone who likes visiting the mod page, if you're going to leave a rating, feel free to discuss it on that page. What did you like? What did you not like? What would you like to see be added? What would you like to see change?

Thanks for reading! I might take this post down. Lets just see if this gets any attention shall we?

*I'm not saying you have to leave feedback*

Questions and Answers / Modding and such
« on: January 04, 2018, 07:07:16 PM »
Hello everyone!
Once again, back with a few modding questions.

1. Is is possible to mod in new arrows? And they will be shoot-able from a bow?

2. Can you script a gun, and make it shoot from a sentry turret?

3. Is it possible to make new modded NPC's to naturally spawn in your world?

Thank you everyone for your continuous help!

Questions and Answers / Custom NPC mod [bug]
« on: January 01, 2018, 08:19:06 PM »
Hey guys, I have run into a pretty big bug in the game (or at least what I think is a bug). I have made a few custom NPC's, two of which are released and are in the mods section. But I also have a few custom NPC's that some of you guys have made.

The problem is, if I don't have a custom NPC mod active, and it was downloaded before the other NPC mods, it crashes my game. Why is that? Is there any way it can be fixed? It's a pretty big issue and I apparently MUST have all NPC mods active, just to access my latest NPC mod that I am currently working on...

I guess in the long run, you could leave the NPC mods active, but of you're anything like me, you don't like to have 50 mods active - especially the ones you don't use including some NPC mods...

Questions and Answers / Behavior with scripts
« on: December 30, 2017, 10:16:32 PM »
Is there a way to spawn a mob in with a set behavior? Or do you have to use the NPC block to spawn the mod in with set behavior?

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