Medieval Engineers

Medieval Engineers

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Yurand's Advanced Torch
   
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Type: Mod
Mod category: block, script
文件大小
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370.063 KB
2017 年 7 月 10 日 上午 2:35
2017 年 7 月 10 日 下午 5:24
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Yurand's Advanced Torch

在 Yurand2000 的 1 个合集中
Yurand2000's Medieval Engineers Mods
23 件物品
描述
Hey there guys, I'm proudly back on modding and today I'm releasing a mod that adds a more advanced version of the standard torch wall. Finally you can take or remove the torch from it so you won't need anymore to craft a torch when you have to go outside seeing all the torches attached on the walls.

- MOD INFORMATIONS:
Author: Yurand2000
Current Version: 1.01
Since: ME 0.5.9

So this mod adds a new block called Advanced Wall Torch that has its own inventory where you can put only one torch. The cost is reduced respect the normal torch and you have to put a torch in its inventory for every new placed stand. If the torch is present, you can turn it on by looking more or less where the torch head is. Depending on your placement, you'll have to crouch to access the inventory, and if put too low you can't access it because the trigger to turn it on is on the way. It may result a bit hard to turn it on when it's placed near other things that have interactions.

Also take a look to these other mods:
Yurand's Definition Loader
Yurand's Automated Fermenting
Yurand's Consumable Return
More to come!

Thanks for reading, subscribing, liking! Unlike if you wish, tell me if anything is wrong in the comments, give me love... Enjoy it!
7 条留言
TheBoot 2017 年 9 月 24 日 上午 4:01 
The joys of early access. :)

Thank you for all your hard work!
Yurand2000  [作者] 2017 年 9 月 24 日 上午 2:39 
Yeah indeed it seems that the last updates that changed how interaction with objects work messed up with the mod. Working already on a fix.
TheBoot 2017 年 9 月 23 日 下午 3:31 
I can't access the inventory screen for the Advanced Torch currently. Torch still lights and extinguishes. I'm going to try deconstructing and reconstructing it. Maybe there's something conflicting because it's from an older version.
DiegoKevin 2017 年 7 月 12 日 上午 1:08 
Yurand you shurely do make the best mods for this game, they should get to vanilla and you should be credited for it.
Yurand2000  [作者] 2017 年 7 月 10 日 下午 12:52 
Oh thanks for your suggestions, I'm surely gonna update and use them for the new stuff that is already coming :D
Mirzipan  [开发者] 2017 年 7 月 10 日 上午 7:35 
part2 .. :P

3) Instead of unsubscribing from the on inventory content changed when it is called and you are a client, you can do the isServer check in the OnAddedToScene, and in case you are server, you subscribe.

4) Add nullcheck for inventory to the OnRemovedFromScene methods, otherwise it may be sad :P

5) The torch component definition is empty, there is no point on caching it is you do not use it for anything (though I would suggest moving the entity state names for on, off and empty to the definition and use them from there, instead of calling GetOrCompute everytime something in the inventory changed).

I hope this feedback helps you and I am looking forward to seeing more cool mods like this :)
Mirzipan  [开发者] 2017 年 7 月 10 日 上午 7:35 
Nice mod!

Just a couple of suggestions:
1) Please update your Cubeblock and EntityContainer definition to the new definition format (we might not have all blocks re-formatted yet, but is it wise to use the latest and greatest, since the legacy systems will no be around forever).

2) To get inventory and state component, you can just call:

var inventory = Container.Get<MyInventoryBase>();
and
var state = Container.Get<MyEntityStateComponent>();

since Entity.Components == Container