The result is that you can use it for steering your boat, or as a keel to keep your boat more stable. And a lot of other stuff, like paddle wheel boats, or hydrofoil boats. Rope ladders: You can climb these ladders, up or down. When you let go you can choose to jump left, right or forward. Great for climbing your mast. Whales: These will spawn now and then in deep waters.
If you manage to kill one the bounty will be great. Dead whales must be "harvested" with the hammer. Fishing: The fishing net can be dragged through the water to catch fish. What you catch depends on your latitude, water depth and the depth of your net. Both from moving and from other people picking up your blocks. Mod Performance: While the mod looks very heavy on performance, it is really not.
The main impact will be from the increased usage of dynamic grids. But don't worry, grids in the water will go in a 'sleep' mode when not in use and have little impact on performance. You can have 's of large ships in the water and still have full simspeed. Your fps in this case is another story Popular Discussions View All Kill3rCat the Ironfist [D] 14 Sep am. Top Rated All Time. Most Recent. Last Updated.
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This time, it responds purely on diplomatic state and ownership rules. Tank tracks. This mod adds functional tank tracks powered by a connected engine. To connect your tank track to your engine you must use a Hydraulic transmission block. You can manipulate the effect of weapons or what they can do. Go ahead and try these if your Modded Example for Part 1 works. We'll go into more detail about this Later in the Guide. Setting it at 0 means when you right click, you will play the sound. Later in the guide, you will be learning how to change this.
Against Players, this is the damage done. If efficiency is set at. Therefor 5 damage will be applied to the target. We'll learn more about this later in the guide. You can interchangably use code from primary, in secondary, and visa versa. We'll learn about this later in the guide. I recomend 1. The log will tell you what you are missing when you get to testing 2 Mwm File - Make sure you have your textures on the model set up right.
For testing, all you need to do is launch Medieval Engineers, and go to "mods" you'll see a mod file that's yours and you will want to load that mod. Though the game must be on multiplayer setting: "Offline" in order to load.
Check all folders etc. Simply correct the mistakes, and reload the mod in-game. Check Data files for a typos in the model's name. Files must be in. Also be sure the path that the model follows is correct.
Check data files, their may be a typo in the texture name. Also make sure the path that the texture follows is correct. You must be in Blender Render mode in order to see this path selection and naming in the textures side panel. You are now testing the path and the texture quality may be considered pre-game. Though the "Pink" color is tell you that the texture is in the incorrect format and can not load properly. This may be due to the fact the texture is not in. Essentially Modding a Mace is no different then modding a Sword, except for the animation.
Other then that it's really no different code-wise. Just download this vanilla Mace fbx, import it to blender and modify it to your delight. If you delete too much of the mace, the animation and dummies will be unattached from the model.
To have the easiest modding time, simply import the FBX, and edit it be placing new shapes, etc and dont delete anything form the Mace. Then once you get a Mace model ready, you can use Part 1a to learn how to apply textures, then convert it into a mwm, then write the code for it.
Remember, even though it looks different, it's still a tool. It's all the same tool code, just modified to "mimic" the desired tool's characteristics. Simply grab the vanilla Mace here: Vanilla Mace FBX: Modded Example We will be making the "Bronze Mace" as our example modded mace. Theirs not much to explain, sense much was already explained in Part 1a.
Their are some things we will be explaining how to do in the future, like creating modded voxels, and having the pickaxe mine these modded voxels and give modded ore. We'll talk about this later in the guide. Just download this vanilla Pickaxe fbx, import it to blender and modify it to your delight. If you delete too much of the Pickaxe, the animation and dummies will be unattached from the model. To have the easiest modding time, simply import the FBX, and edit it be placing new shapes, etc and dont delete anything form the Pickaxe.
Then once you get a Pickaxe model ready, you can use Part 1a to learn how to apply textures, then convert it into a mwm, then write the code for it. Simply grab the vanilla Pickaxe here: Vanilla Pickaxe FBX: Modded Example We will be making the "Bronze Pickaxe" as our example modded mace. Their are some things we will be explaining how to do in the future, like creating modded trees, and having the axe cut these modded trees and give modded lumber.
Just download this vanilla Axe fbx, import it to blender and modify it to your delight. If you delete too much of the Axe, the animation and dummies will be unattached from the model.
To have the easiest modding time, simply import the FBX, and edit it be placing new shapes, etc and dont delete anything form the Axe. Then once you get a Axe model ready, you can use Part 1a to learn how to apply textures, then convert it into a mwm, then write the code for it. Simply grab the vanilla Axe here: Vanilla Axe FBX: Modded Example We will be making the "Bronze Axe" as our example modded mace.
This tool is actually very important, it's your building tool. Although we wont be able to explain everything right now, we'll go more in detail in the future. Just download this vanilla Hammer fbx, import it to blender and modify it to your delight. To have the easiest modding time, simply import the FBX, and edit it be placing new shapes, etc and dont delete anything from the Hammer.
Then once you get a Hammer model ready, you can use Part 1a to learn how to apply textures, then convert it into a mwm, then write the code for it. Simply grab the vanilla Hammer here: Vanilla Hammer FBX: Modded Example We will be making the "Hammer" as our example modded mace.
Shields are If you know how to make animations, please talk to me. Just download this vanilla Pickaxe fbx Yes, Pickaxe, you need a normal weapon as reference to shere hand placement is.
Then you will need to create your own animation for how the shield is moved during a "block action". This item is incompatible with Medieval Engineers. Please see the instructions page for reasons why this item might not work within Medieval Engineers. Current visibility: Hidden. This item will only be visible to you, admins, and anyone marked as a creator. Current visibility: Friends-only. This item will only be visible in searches to you, your friends, and admins.
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A collection of 23 items created by. Yurand Offline. Type: Mod. All My Medieval Engineers Mods! Let me know if you like it! Related Collections:. Items Created by Yurand
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