BasilMods. Suggestions/ideas. Mods for your server.

Place for sharing your game modifications for Life is Feudal: Your Own
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Custodian
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Re: BasilMods. Suggestions/ideas. Mods for your server.

Post by Custodian » 23 Mar 2016, 12:55

Syn wrote:Looking to decompile cm_substances.cs.dso to edit the ability to flatten paved.

There is no need to decompile it. File is available at "Life is Feudal Your Own\scripts\cm_substances.cs".
To make plat paved roads you need to edit skill_types.xml file, and not cm_substances file.


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Re: BasilMods. Suggestions/ideas. Mods for your server.

Post by Syn » 23 Mar 2016, 13:50

The effect I'm trying to do is to to make the pave have no "thickness." If I pave a flat tile that has no flat tile next to it I get the effect in the right of the image.

Image

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Re: BasilMods. Suggestions/ideas. Mods for your server.

Post by Custodian » 23 Mar 2016, 22:52

Head post updated with BasilMod::NoFloating thread link. :friends:
Spoiler

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Laertes
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Re: BasilMods. Suggestions/ideas. Mods for your server.

Post by Laertes » 24 Mar 2016, 09:53

Nice but ... what´s with pictures, wall shelfs and so on?
Image

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Re: BasilMods. Suggestions/ideas. Mods for your server.

Post by Custodian » 24 Mar 2016, 10:04

Laertes wrote:Nice but ... what´s with pictures, wall shelfs and so on?

You havent tried mod, dont you? ;)

You can place them as you used to.
At this release objects can float inside buildings, imagine 'invisible strings'.
Next releases will introduce more strict placement rules (depending on your server config), when you can attach objects only to walls, ceiling, but cannot drop them in the air in the middle of the room.


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Re: BasilMods. Suggestions/ideas. Mods for your server.

Post by Catherine » 30 Mar 2016, 05:47

if i install those mods on my server...
... can anyone play on it without having those mods on there game?

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Re: BasilMods. Suggestions/ideas. Mods for your server.

Post by Custodian » 30 Mar 2016, 06:30

Padme wrote:if i install those mods on my server...
... can anyone play on it without having those mods on there game?

It depends on the mods you selected. Some mods are server-side only. Some server mods don't work for players without mod only. Some others don't work if client dont have client-side part installed and will force a disconnect.

Players need only one mod to be installed on LiF clients, i.e. BasilMod::Pack. Server will sync any other mods and content you have added to your server with clients in automatic mode.


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Re: BasilMods. Suggestions/ideas. Mods for your server.

Post by Danilo4382 » 02 Apr 2016, 13:50

Hi, i have a problem with your modpack. Server says Modpack v4 may not be compatible with this client version. I´ve followed the instructions to install it serverside and clientside...

Thanks for your help :)

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Re: BasilMods. Suggestions/ideas. Mods for your server.

Post by Custodian » 02 Apr 2016, 14:30

Danilo4382 wrote:Server says Modpack v4 may not be compatible with this client version.

If there is a popup window at your client when you join, make sure you using "basilmodloader.zip" at client.

If you see that message at server console/log file, make sure to update "$BasilMod::cmVersionCompatible" variable at config.cs to value "any" or to current LiF server version.
Code: Select all
$BasilMod::cmVersionCompatible = "any";


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Re: BasilMods. Suggestions/ideas. Mods for your server.

Post by Hasher » 14 Apr 2016, 19:46

Hey i was wondering if making a monument invulnerable during judgement hour was something that could be done ? On our server people don't want to activate judgement hour for fear of having their claim dissapear overnight

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Re: BasilMods. Suggestions/ideas. Mods for your server.

Post by Custodian » 14 Apr 2016, 21:06

Hasher wrote:Hey i was wondering if making a monument invulnerable during judgement hour was something that could be done ?

Yes, this is possible. I'll consider releasing such mod.


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Re: BasilMods. Suggestions/ideas. Mods for your server.

Post by Hasher » 14 Apr 2016, 21:37

Awesome thanks for the consideration ^^

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Re: BasilMods. Suggestions/ideas. Mods for your server.

Post by Custodian » 27 Apr 2016, 20:36

Hasher wrote:Hey i was wondering if making a monument invulnerable during judgement hour was something that could be done ?

BasilMod::MonumentProtection released.
Head post updated.


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Re: BasilMods. Suggestions/ideas. Mods for your server.

Post by Dranana » 30 Apr 2016, 19:14

I was wondering if there was a way to turn grown that has been dug up and is now brown back to being grassy so there are not so many brown eyesores on the map when people make mistakes with terraforming. If there is I think this would help the aestetics of the game considerably. This would only be for spots that are not flattened or have anything built on them, people could flatten them after they change back to grass if they wanted. Thanks

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Re: BasilMods. Suggestions/ideas. Mods for your server.

Post by Custodian » 30 Apr 2016, 21:00

Dranana wrote:I was wondering if there was a way to turn grown that has been dug up and is now brown back to being grassy

You dont need mod for that. Your server admin can do this.
There are plenty forum topics for that. For example: regrow-grass-t13185/


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Re: BasilMods. Suggestions/ideas. Mods for your server.

Post by Catherine » 08 May 2016, 06:27

the host doesnt allow me the .exe we need to make the basilmod working :S is there another option??

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Re: BasilMods. Suggestions/ideas. Mods for your server.

Post by Custodian » 08 May 2016, 08:30

Padme wrote:the host doesnt allow me the .exe we need to make the basilmod working :S is there another option??

No. I suggest you change hosting provider. Some of them officially supports BasilMods.


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Re: BasilMods. Suggestions/ideas. Mods for your server.

Post by Catherine » 11 May 2016, 08:20

when does this mod arrive? xd

BasilMod::Economy
BasilMod::BulletinBoard


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Re: BasilMods. Suggestions/ideas. Mods for your server.

Post by Halvdal » 11 May 2016, 08:40

Don't forget BasilMod::TradingPost
We got NPC's...use it! :P

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Re: BasilMods. Suggestions/ideas. Mods for your server.

Post by Custodian » 11 May 2016, 10:50

Padme wrote:when does this mod arrive?

Soon :)

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Re: BasilMods. Suggestions/ideas. Mods for your server.

Post by Cattoaster » 11 May 2016, 11:07

Hej Custodian,

is it possible to lock chests/wardrobes and other furniture using the claim/unclaim ability?

I've already added a new recipe for a 'lockable' chest which requires an additional lock and added its object id to the 'entity requirements' tag (as a moveable object) in skill_types.xml for the ability claim/unclaim.

However, it doesn't work as expected. Also a default chest isn't claimable/lockable too if using its object id. Using this ability in this way leads to a "wrong action" sound.

Would be great if you could conjure lockable furniture.
Thanks in advance

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Re: BasilMods. Suggestions/ideas. Mods for your server.

Post by Custodian » 11 May 2016, 11:25

Cattoaster wrote:Using this ability in this way leads to a "wrong action" sound.

Read your server logs for errors. It can give you a clue.

Cattoaster wrote:Would be great if you could conjure lockable furniture.

Not every aspect of the game can be modded.


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Re: BasilMods. Suggestions/ideas. Mods for your server.

Post by Frankenshtine » 26 May 2016, 15:12

Василий, здравствуйте! Некоторое время ломал голову как же задействовать AuctionHouse, пока не дошло что его просто ещё нет. Не могли бы вы указать для модов, ссылок на которые нет, что work in progress (или stale :)). Спасибо за вашу работу!

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Re: BasilMods. Suggestions/ideas. Mods for your server.

Post by Custodian » 26 May 2016, 15:19

Frankenshtine wrote:Не могли бы вы указать для модов, ссылок на которые нет, что work in progress (или stale :))

В тексте поста об этом сказано.
Custodian wrote:I will share them one by one after making some documentation.
...
I will update this post with the links to topics for each mod discussion as soon as I start those threads.


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Re: BasilMods. Suggestions/ideas. Mods for your server.

Post by Dranana » 27 May 2016, 15:34

is there a script that is easy to use to unlink the crafting tree for this version so they are all independant skills? I think this would be great because it would provide a better variety for jobs and could promote a better economy as well. This would make it better for servers that dont have high skill caps as well.

Thanks for you help and can't wait for more of your mods (especially NPC) to come out. :beer:

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Re: BasilMods. Suggestions/ideas. Mods for your server.

Post by Custodian » 27 May 2016, 18:20

Dranana wrote:is there a script that is easy to use to unlink the crafting tree for this version so they are all independant skills?

You may change this at skills_types.xml and use basilmod::pack to sync file to clients.

Dranana wrote:Thanks for you help and can't wait for more of your mods (especially NPC) to come out.

NPC mod is released with a few video guides.


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Re: BasilMods. Suggestions/ideas. Mods for your server.

Post by Ninja_Dog81 » 30 May 2016, 13:39

Howsit all?

Is there anywhere I can find the info regarding these mods in one easy to read place? I'm coming to the party late and need to fish out the good info from the bad/outdated info.

Is it released yet? Launcher? What is and isn't working etc?

Perhaps it might be a good idea to repost this under a new topic with new and updated info?

Looks great and can't wait to try it, just need to get in there slowly. Keep up the good work.

Feudal Fans from South Africa!

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Re: BasilMods. Suggestions/ideas. Mods for your server.

Post by Custodian » 30 May 2016, 13:48

Ninja_Dog81 wrote:Is it released yet? Launcher? What is and isn't working etc?
Perhaps it might be a good idea to repost this under a new topic with new and updated info?

All info is up to date.
Head post contains links to the specific mod topic. Such topic contains server and/or client setup instructions and configuration documentation for server admin.

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Re: BasilMods. Suggestions/ideas. Mods for your server.

Post by Laertes » 31 May 2016, 12:10

Is there any Progress with the WarHorn you can tell us?


And also just another Idea/Requirement: Lots of People wanna place a Signal-fire on top of their Keeps, Towers or Walls. Would it be possible to make Signal-fires moveable or ad a kind of moveable Plattform on which they can be build?
Image

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Re: BasilMods. Suggestions/ideas. Mods for your server.

Post by Custodian » 31 May 2016, 12:45

Laertes wrote:Is there any Progress with the WarHorn you can tell us?

WarHorn mod internals are ready as filmed within preview video. But mod does not provide/have actual "horn" model which can be redistributed, or recipes for crafting. As of now, it can be released/installed, and you will be able to use any wearable item for sound generation.

Laertes wrote:And also just another Idea/Requirement: Lots of People wanna place a Signal-fire on top of their Keeps, Towers or Walls. Would it be possible to make Signal-fires moveable or ad a kind of moveable Plattform on which they can be build?

You dont need extra mod for this. You can change object type from unmovable to movable at objects_types, and sync changes with basilmod::pack.
You must force remove all existing signal fires on your working server, if you are going to change type from unmovable to movable.

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