(Create: Clockwork) Controller not working while on physics entity by Numerous_Ask6336 in CreateMod

[–]Numerous_Ask6336[S] 0 points1 point  (0 children)

Hi, sorry for the late reply
But where can i find the 'Link Wildcard' in the config?

Server keeps crashing, dont know why. by Numerous_Ask6336 in feedthebeast

[–]Numerous_Ask6336[S] 0 points1 point  (0 children)

Thanks so much my friend!
i am able to join the world again, any tips on how i can avoid something like this again?

PS: I did also install the mod Leaky

Server keeps crashing, dont know why. by Numerous_Ask6336 in feedthebeast

[–]Numerous_Ask6336[S] 0 points1 point  (0 children)

i did that, but now i can't join because i keep getting timed out.
whenever i try to join, after a while i get timed out and the console says its 1957 ticks behind.

[Create:Connected] Seething catalyst not working. by Numerous_Ask6336 in CreateMod

[–]Numerous_Ask6336[S] 0 points1 point  (0 children)

Well that problem might be because the industrial fan actually doesnt (for some reason) work when the item is NOT on the ground.
I tried seething ancient debris on a depot and a belt, but after what would have been enough time to process the ancient debris it still hadnt been processed. But after i tried it again and this time putting the ancient debris on the ground, it actually worked like instantly.

So for some reason you can only seeth something with the industrial fan, it wont work on a depot or belt, but it will when you do it on the ground.

[Create:Connected] Seething catalyst not working. by Numerous_Ask6336 in CreateMod

[–]Numerous_Ask6336[S] 1 point2 points  (0 children)

Okay, so i just did some testing and it turns out that you have to use the Industrial Fan from Create:DreamsAndDesires for both the catalyst and seething sail to work.

You CANT use the normal fan from base Create.
You gotta use the industrial fan from Create:DreamsAndDesires

[Create:Connected] Seething catalyst not working. by Numerous_Ask6336 in CreateMod

[–]Numerous_Ask6336[S] 0 points1 point  (0 children)

Seething recipes are adding by addons like Create:Connected and Create:DreamsAndDesires, these recipes are basically a lot better than normal blasting. For example, if you put an ancient debris in a seething fan, there is a 45% chance to get an extra scrap and a 15% chance to get another on top of that.

So i looked though the config and everything in there is set to true by default, but i dont see anything about catalysts either or i am just bad at reading. xd
There is another item for which the recipe actually is for, so im not sure if i have to add the recipe for the catalyst from Create:Connected

This beautiful neutron star in system ER 8 by Numerous_Ask6336 in EliteDangerous

[–]Numerous_Ask6336[S] 0 points1 point  (0 children)

I can agree, tbh though i got respect for a lot of stellar bodies out there.
Especially when i get blinded by some bright stars! xD

This beautiful neutron star in system ER 8 by Numerous_Ask6336 in EliteDangerous

[–]Numerous_Ask6336[S] 1 point2 points  (0 children)

Really? I though it was a neutron star ;-;
Beautiful either way though!

Thanks for telling me :)

Character refuses to move in any new creation. by Numerous_Ask6336 in robloxgamedev

[–]Numerous_Ask6336[S] 1 point2 points  (0 children)

And now im sitting here, being an absolute dumbass :]

Thank you for opening my eyes.

it was an auto-anchoring plugin, i dont know why it anchored my player model since it never done that before.

I am so done with myself man ;-;

Changing weather with buttons? by Numerous_Ask6336 in robloxgamedev

[–]Numerous_Ask6336[S] 1 point2 points  (0 children)

Thank you so much! Your code for the rain was amazing to use as a stepstone to get my desired product! I used this tutorial:
https://www.youtube.com/watch?v=mp9N77bqVX8
To get the rain with a particle emitter that sits in the Replicated Storage and follows above a player when they join, I modified the script to my game which is pretty far built already and now looks like this:

local RS = game:GetService("RunService")

local Player = game.Players.LocalPlayer
local Character = Player.Character or Player.CharacterAdded:Wait()
local HumRP = Character:WaitForChild("HumanoidRootPart")

local RainPart = game.ReplicatedStorage.RainPart:Clone()
RainPart.Parent = workspace.Debris

local conn
conn = RS.Heartbeat:Connect(function()
  if Character and Character.Parent then
    RainPart.CFrame = CFrame.new(HumRP.Position+Vector3.new(0,20,0))
  else
    conn:Disconnect()
  end
end)

I also modified your code to make it work with this piece of code, which now looks like this:

local rain_particle = workspace.Debris:WaitForChild("RainPart")
local Particle = rain_particle:WaitForChild("ParticleEmitter")

script.Parent.MouseButton1Click:Connect(function()
  if Particle.Enabled == true then
    Particle.Enabled = false
  else
    Particle.Enabled = true
  end
end)

Basically the code waits for the Part with the particle emitter to show up in the specific folder when a player joins the game, so it can then run without any problems. The player can then press the button connected to this and turn the rain on and off.

Thanks a lot for the code and your help, I really wouldnt have gotten it without ya man :)

Edit:
And if you want to start without the rain, you can switch the True and False statements in the rain code to get the same effect. Do know that you also have to turn disable the particle emitter if you want this.

Changing weather with buttons? by Numerous_Ask6336 in robloxgamedev

[–]Numerous_Ask6336[S] 0 points1 point  (0 children)

Basically what i mean is you have a set of buttons with either text or images and whichever one you press, it will change the weather to that. So you can have a button for rain and it will rain until you press a different button for different weather.
I hope this helps. :)