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Messages - Cooldude8

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1
Ideas / Re: Fuel temperature
« on: January 07, 2018, 12:51:56 PM »
Ooh, I like this idea a lot. +1

2
Bug Reports [Retail] / Re: Spider Eggs
« on: December 24, 2017, 04:10:46 PM »
if you go into a shop, and you take a "Debug Tool" and swing it at the spider, you will see its AI behavior. For some reason, Spiders are set to the "Default" behavior path and is only set to wander around. And I think the invulnerability comes from the fact that it doesn't update its stats if I remember correctly.

3
Bug Reports [Retail] / Re: Game Won't Start/No Access
« on: December 24, 2017, 04:07:54 PM »
I had this problem when I first downloaded it. I reinstalled it and it works fine.

Maybe try to reinstall TM?

4
Bug Reports [Retail] / Re: Blue screen when using full resolution
« on: December 23, 2017, 01:42:22 PM »
It seems to work perfectly at the lower resolutions... Iím only at 1440p, and max resolution works fine.

It seems that it has trouble drawing things at above 4k.

5
Bug Reports [Retail] / Re: Bluescreen: Total Miner PC
« on: December 23, 2017, 01:39:28 PM »
Were you full screen? Or was it windowed?

6
Ideas / (PC Idea) Custom Items from Pre-made textures (With scripts)
« on: September 07, 2017, 04:20:04 PM »
Today I have an idea for the PC Release of TM. With some pre-made textures, and some new script commands, we can get vanilla custom items (for those who are new to modding, vanilla means mod-less). With some pre-made textures (like generic items and what not) we could create some additional items within TM. This will be useful to people who dislike modding (I have came across several on PC in my time playing on it for a while), as they can still create new items for their server. Also, with the pre-made textures, you can include item-packs within your texture packs (the real term that should be used is resource pack as it contains more than just textures) that allow you to further expand the textures you have available.

To supplement this, you have access to the CreateItem command. The entirety of the command looks like this:

CreateItem [texturePath] [name=X] [desc=X] [stats=[array]]

The texturePath parameter automatically defaults to the current world folder, but the default can be changed in the start screen under Options>Setup. From here the parameter takes a string value that points to the texture name. The supported formats should be a (.png) or (.jpg).

The name parameter is self explanatory, it is the name of the item being created.

The desc parameter is semi-self explanatory, if you don't know what desc means, it means description. This is the description of the item you created.

The Stats parameter is a bit more interesting. It takes an array, which tells how powerful, damaging, durable, etc. the item is. What will set this apart from the stats of a normal item is the fact that you can put custom names in there as sort of a tag on an item.

For example, lets say i have a quality tag that tells the refinement of an item, the following are the possible options:

basic, good, great, excellent, perfect

Using the stats parameter i can do ...quality=(your option here). This puts a custom tag that has the name quality on the item. When you prospect the item, you get the description, as well as the stats within a list.

I.E.

[item name here]-----------------------------
[description here]

Attack: 40
Defense: 40
...
Quality: Good
-------------------------------------------------

To also help push this idea, you can query the custom stats of an item within the following command

hasStats [name] [stat] [true|false]
hasStats [name] [stat] [compare] [value]

This command allows you to find a specific stat of a custom item, and will allow you to see if it is there or compare two values. If the requested stat is found, the command will return a value of zero.

To conclude, this should be added for people who want to customize their experience without learning XML or any other coding language besides the scripting language in TM.

7
Ideas / Re: Potential Pre-Alpha or Alpha Version?
« on: September 07, 2017, 03:57:34 PM »
So, from what i have seen, there won't be a pre-alpha build or something?

8
Ideas / Re: Potential Pre-Alpha or Alpha Version?
« on: August 30, 2017, 09:30:47 PM »
[bump]

9
Ideas / Total Item Overhaul (Old ID System [item names] + ID Numbers)
« on: June 20, 2017, 08:16:54 PM »
I know for a fact we can't use ID Numbers for giving players items, but it would make shop management or global item management easier as well as being able to view the old list (The names of each item). It would look like this:

[subsection] [itemID|itemName] [Qty] {data value}

The subsection would determine what group it needs to access. For example, subsection 1 would point to blocks. Subsection 2 would point to items. Then using a modloader, we can add subsections to the id table at startup. For example if I made a mod to add functioning guns right out of the box, we could use subsection 3. But that arises another problem... what if another mod uses subsection 3? Why not make the subsection a float value? For example, if I had my mod + another person's mod and they both used subsection 3, we could make my mod use subsection 3.1 and the other mod use subsection 3.2 which would eliminate the conflict of using the same subsection. The only problem is finding out what subsection a mod as been assigned to.


Now if that isn't good, I also thought of this system:

[section] [subsection] [itemID|itemName] [qty]

Section would tell the game again what item group it needs to access, but this time subsection would refer to whom the item belongs to. For example, if my mod has a section called 'guns' then it would look like this:

[1] [guns] [.22lr Pistol] [1]

This way right out of the box, subsection assignment conflicts would be avoided by the subsections never being the same. If you wished to access the game's main items, you would put [system] in the subsection of the command.

I personally think this system would be better than the previous idea because it avoids confusion on what mod has what subsection.

10
Ideas / Re: Pre-Game Script Editing?
« on: June 19, 2017, 02:24:35 PM »
Ah, I did not know, thanks Alienized Pixel

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