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Let me know what you think! Makes furnaces hungry, but go dig in a forest and I think you'll like it.
I've created a couple of new worlds and gold and silver are there. The silver colour marker on foliage is basically grey, the grass looks like it's blackened, and gold is yellow as you'd expect (not quite as bright as sulfur.)
SPOILER ALERT: If you can't find any in the lowlands, pack some supplies and head to the mountains as deposits can be found in all high areas. If you dig into a hill around the snowline you should hit some within 15 or 20m.
I tried overwriting this .vx2 with an Earthlike world that'd been generated with this modpack and all the voxels did spawn nicely, but there's some debug mode sorcery happening and all the buildings have physics shapes attached. If you can figure out how to turn that off, please let me know!
Short answer: voxels will only spawn when a new planet data file is generated, and the engine doesn't do that with Medieval Planet.
Hi GreenCrusader, I am reluctant to make a cannon myself as I like the mechanics of having to build a trebuchet or similar to take advantage of the otherwise-OP power of the powder keg. That said, everyone is more than welcome to use the gunpowder pouch & powder keg items in other mods.
Gremlin I have an idea re: the static grid challenge, PM me if you want to discuss.
cannon of the moon men? ohh change the catapult tortion spring to 99999 you can allmost put objects into space if the physics wasent newtonian.
Definate space engineers port
It was excellent work that pipakin put in to improve my old mod, so I hope he/she can update it to be compatible with this rewritten version. Would love to use it on my server! I left a comment on the mod to this effect.
In the meantime you're going to have to use the dodgy old vanilla tools :)
there is an option to make steel
If you want to change the code to add impulse to affected entities, go ahead, and if you republish just mention that I contributed to it. Based on the bit of SE modding I've done, it should be fairly straightforward, although I guess grids in ME are static in the main. Still working on the voxel damage code.
Change the subtype of the large catapult projectile to "CatapultProjectile*999999" for a laugh. I haven't tested that yet :)
Making cannon is possible is quite doable with the game engine, but not on my list. When looking at balance I always put myself in the victim's position; catapults throwing barrels are less scary to me than bombards.