After two months of illness, I am back in the community and plan to update all my mods for the Hildir's Request. As of now I have tested most of the mods and they are all working both in the current and public test branches. That being said I will rebuild them with the new game files once available.
Let me know if you have any issues and thanks again for using my mods.
sadly can't get it to work on a private multiplayer server as of 30/03/2025 :( last patch it was working fine, but since the new one my friend cannot connect to my game even if we both have the same version and config. other mods work just fine.
Do you get any errors? Would it be possible to shoot me your logfile found in the BepInEx folder. The file name is OutPutLog.txt You can send it to me on Discord. TastyChickenLegs
The 'Attach Detach HotKey' setting seems to be server synced, which is like... well, it's undesirable behavior lol. Obviously we'd appreciate being able to keep other settings locked but to allow each client to have individualized keybinds.
We really appreciate this mod, it's a nice, polished improvement over what was already an essential qol mod. Thanks so much for keeping all of these updated!
The opposite I think? Currently, if I have Lock Configuration enabled, everyone on the server has to use the server keybinding. IMO each client ought to be able to set their own hotkey, even with server sync enabled.
Yea, that is not a thing. Serversync is designed to synchronize all settings. The only way around this is to take the mod off the server. It won't hurt anything, you just won't synchronize settings.
I can but the majority of people want the settings to sync. I would then need to add additional settings to make this possible. It's not really something I am wanting to do. I will update the code on github if you want to make the changes and do your own thing.
How should the player help work on the cart? We tried to press the key behind the cart, but it just states the cart is already being used by someone else
So the second player just gets behind the cart and pushes it. There is not a key selection. You get behind it and walk and the player's body helps to push the cart. Look at the pictures for the mod. The picture that has the mob helping to push the cart shows what I mean.
I'm sure there are several good mods that remove the damage from building parts. To do just stairs would be an overkill when it's already covered by other modders. Thanks for the suggestion.
Yea that was a feature of another mod and it was so messy. I can't remember what the issue was, but it never worked. I've never looked into the game code for the map. I might take a crack at it. Thanks for the kinds words.
Not that I know of. That is part of the game physics. The thing to do is to push it or jump on it. The cart is not a perfect vehicle but it does serve the purpose. That being said sometimes I've had to destroy the cart and rebuild it. I can look into the flip feature.
Personally, I'd try to do it so that, if thg he cart was on its side at least, the character "grabbed" the cart's edge so the player could push or pull to topple it onto its wheels without slipping past it even if not perfectly aligned.
That's a pretty hefty request. The craftycart mod uses custom assets that are not considered "carts" in the game. I would need to look at the game code and see what this entails, but it would be easier to have Azumatt put my code into his mod. I can look but this is highly doubtful.
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Let me know if you have any issues and thanks again for using my mods.
We really appreciate this mod, it's a nice, polished improvement over what was already an essential qol mod. Thanks so much for keeping all of these updated!
Hotkey to detach the cart is awesome, can u make one more option to remove the cart with a hammer?
Do you think it would be possible to make the carts stop damaging stairs?
(I use them to make bridges, but carts often bump and damage them.)