Leonardo Cox

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About Leonardo Cox

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  1. [Game Update] - 393281

    So will we have a roadmap?
  2. I'm glad it ended up as another minigame event, Yotp of was fun and this sounds fun too. Edit: the new skins also are very good
  3. Assets = { Asset("ATLAS", "images/inventoryimages/petalsalve.xml"), } Issue is that you didn't include the image in the asset table: Assets = { Asset("IMAGE", "images/inventoryimages/petalsalve.tex" ), Asset("ATLAS", "images/inventoryimages/petalsalve.xml"), } In addition you'll need to specify the .tex being used in your recipe (assuming it wasn't working either) local petalsalve = AddRecipe("petalsalve", { Ingredient("petals", 4), Ingredient("rocks", 1) }, GLOBAL.RECIPETABS.SURVIVAL, TECH.SCIENCE_ONE, nil, nil, nil, nil, nil, "images/inventoryimages/petalsalve.xml", "petalsalve.tex") Let me know if that solved your issue.
  4. Reforged - Forged Forge reworked!

    I assume you mean wortox's teleportation iframes? In which case, we did it for both balance and needing to take health away.
  5. Reforged - Forged Forge reworked!

    Yes, they should. We did change a lot of things tho (like how pets get buffed with pet armor) but I think most, if not all mod characters, that were made compatible should work just fine.
  6. Gingerbread House Mod

    For icons in the crafting menu (outside of tab icons themselves) you'll want it to be 64x64. Atlas and tex packager is fine if you're already using it, as Handsome Matt's Tex Tools has some weird bugs in its latest version where it won't compile correctly. For the white background thing, you'd need to double check that the image is actually transparent.
  7. Mod has been dead for an awful long time with seemingly no update in sight. Maybe this should be archived or locked for now? I feel pretty bad about people finding out about this mod to get excited only to find that its been dead for years. Edit: Just noticed that it was announced that the mod is cancelled in another thread. Shouldn't these threads be locked/archived then? @ImDaMisterL
  8. This post is incredibly late, oops. Massive Forged Forge Update It’s finally here, after several months of ups, downs, and hardwork, we finally finished the massive rework. There’s quite a bit to cover and while I want to talk about the content right now, there is something that current users of Forged Forge (FF) will need to know: Re-uploading the mod Unfortunately to some, this update will be hosted on a re-uploaded version of Forged Forge (rebranded to Reforged). While this will be annoying to some, including those who run dedicated servers, hear me out. Mods uploaded to the workshop for some reason do not allow contributors to edit/update the mod. This can lead to potential issues later down the road. So to prevent these issues and give more freedom to other people working on the mod, we have set up a group account which we will upload this rework on. From this point onward, only the new uploaded mod will receive updates, the old FF mod will be up for a few months (to allow users to be notified and move over to the new mod) and will be deleted or hidden afterwards. With that out of the way, we can now talk about the content in this rework: Loads of Bug Fixes/Accuracy improvements It’s not a secret that our current state of FF is not very accurate and tends to be very exploitable. We took it upon ourselves to research as much as we could of Forge and prove all behaviors with evidence, and what we found was surprising. As a result, everything has changed in various ways. We will share our findings in a later post that will show proof supporting these changes. While most of these changes won’t be noticeable to the average player, it’s important to us that the mod achieves its goal of recreating the Forge event. New Features! It’d be pretty lame if the only thing we did was fix bugs. So we added many new things, the most important of which is the new Game Settings Panel. Here you can change the game settings on the fly, no longer will you need to restart or manually edit your mod config files to play a different waveset. You’ll notice in this pic below that there’s also quite a few new options on customizing your forge experience. Mutators Mutators are options that you can apply to your new run of forge. While a few of these options seem familiar, we added some new ones as well. Think you can beat the forge without your HUD? Can you beat it with PvP enabled? Or maybe you think you can beat it without being able to sleep mobs? OR maybe you’ll try out endless mode, where the waves reset when beaten with it getting progressively difficult each time. You can do all these options and even have more than one enabled at a time. GameTypes Gametypes are a more indepth modification of the forge game itself, changing how it works. Red Light/Green Light from Forged Forge has been converted into a gametype and we added a new RL/GL version introducing some new lights as well. I don’t want to spoil on what these lights do, but it’s definitely harder than the old RL/GL. Difficulties A brand new feature is the addition of a difficulty setting. Currently, we only have one new difficulty: Hard Mode. This makes changes to the mobs and some other mechanics to make things… well, hard. I don’t want to spoil all of the new stuff there that comes with hard mode so I recommend checking it out for yourself. Difficulty settings can be run on any waveset and gametype as well. New Lobby Features We added some fun stuff in the lobby: Interactable characters, dynamic shifting of portraits, and most importantly *the ability to vote kick*. Yes, finally you have the option to vote kick that one Wilson who never readies up. You can also vote to change game settings, force start, and cancel force start. Admins have the power to avoid voting if they choose to. There are also some new chat features which include removing the auto scroll to the bottom if a new message has been posted, notifying you of a new message in chat if not scrolled down all the way, and increasing the chat limit. You probably also noticed… Exp System You can now earn exp and level up like in the original Forge. However, it’s slightly different. There is now a rank system. When you level up to certain milestones you will notice that your avatar’s banner will change as you level up. You might also notice that the level displayed on your character is different when switching between characters and that it differs from your level on the player list. This is because now each individual character (including modded) now has their own individual level as well. Players can now use this level system to know how much experience a player has playing Forge and how much experience they have on a specific character. This is purely cosmetic and you will NOT unlock forge chests. New Characters’ Perks and Optional Balance changes Of course we didn’t forget about the new characters. Wortox, Warly, Wormwood, and Wurt are finally now complete with their own new unique perks and custom weapons. Modes There are currently three modes available: Forge S01, Forge S02, and ReForged. Now you can choose which year of Forge you want to play. Currently this just changes mob behaviours and does not affect item drops. ReForged is our own version of the Forge where we attempt to balance the Forge based on community feedback (like making Abigail useful). Currently it doesn’t change much, but we will continue to add to it as we gather ideas for it. Modding Improvements We rewrote most of the code and now things are a lot more organized/optimized and it is now a lot easier to make mods with ReForged. The depth of these changes will be in the guides we are making. With all the new additions above, you can also mod in your own additions to these! We got plans for Reforged later down the line to help keep things interesting, including Hallowed Forge in halloween of 2020! New mod is here: https://steamcommunity.com/sharedfiles/filedetails/?id=1938752683
  9. This is because he has the "death_down" animation but no other sides to the animation. I believe the intention was to make it a single-faced animation and just be named "death".
  10. Note: This only applies to ingame hosted worlds without caves. Despawning on a boat will cause the camera to stick to the boat when you respawn. Causing you to be essentially be blind until you get to your boat again. Jumping on and off the boat will fix the camera.
  11. Permanently stuck like this, game didn't properly crash. Log is included below.
  12. inst:DoTaskInTime(0, function() if TheWorld.components.mermkingmanager:HasKing() then RoyalUpgrade(inst) end end In mods like Forged Forge, TheWorld doesn't have mermkingmanager so it crashes.
  13. Crashed when it killed a player (dead malbatross shown below is the player, is a mod ofc) with a swoop. I was not in the server when it happened so I don't know the details beyond the crash log.