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Tile miner guide
Tile miner guide












tile miner guide
  1. #TILE MINER GUIDE MOD#
  2. #TILE MINER GUIDE MODS#

Go back to your events sheet and add the following action under the For each XY element statement:ĪCTION: System: Create object (Map_Tiles, “Tiles”, 32 + (Tile_Array.CurX 64), 32 + (Tile_Array.CurY 64)) Now that we have our array setup, and our tiles imported, it’s time to generate the tiles based on the array. Close the animations window and drag the ‘Map_Tiles’ sprite off the visible layout.

tile miner guide

I am going to re-size my ‘Map_Tiles’ sprite down to 64 x 64 so I can create a more detail map. We’re going to leave the events like that for now and move on to adding our tiles into the environment. It’s a personal preference and isn’t compulsory, however, for the sake of this tutorial, I’d recommend using it. I use the Floor() function for all of my random number generations. This will go through each X element and assign a random number between 0 and 5 on the current element. The way we do this is to loop through each X and Y element and generate a random number which will correlate to the animation frame of our tile set.Īdd the following to your event sheet as a sub event of ‘On start of layout’:ĪCTION: Tile_Array: Set at XY (Tile_Array.CurX, Tile_Array.CurY, Floor(Random(0, 5))) Once the array has been created, we need to set the value for each element. If you would like a visual representation of this, please refer to the guide I linked to earlier. This makes our array 25 values long on the X-axis and 20 values high on the Y-axis and 1 value deep on the Z-axis.

tile miner guide

The method we are going to look at in this tutorial involves using an array to hold the animation ID of each tile.ġ) Create a new array called ‘Tile_Array’ on the ‘Tiles’ layer.Ģ) Open your events file and create the following event: If you haven’t already done so, please refer to this tutorial on the basics of arrays: It’s a good idea to read up on these first, but I feel that to get a good understanding of anything, hands on experience is the way to go. The best way (I found) was to just jump straight in and try a few things with them. Adding an ore to the whitelist now will also display mod's local nameįor more information please visit the homepage.Construct2 arrays take a bit of playing around with to fully understand. There are also a lot more config options to change, take a look at the homepage to find out more.

#TILE MINER GUIDE MOD#

It is possible to change a config file of the mod to make the VeinMiner mine all blocks. drops an item with the name ending with "Ore" or "Gem" or "Chunk". (in-game hidden) name ends with "Ore" or "OreTile" Should be compatible with all vanilla ores and all modded ores which: This is blocked on multiplayer unless the host modifies the config file. To add more tiles as ores check if "Add tile to whitelist" and "Remove tile from whitelist" hotkeys are bound, aim at the tile you want to add/remove and press the corresponding hotkey.

#TILE MINER GUIDE MODS#

If it doesn't work, go to the Controls in-game menu and check if the key is bound to the Veinmine hotkey.Īlso make sure that other mods are not using that key. To make it work simply hold the VeinMine button (default: ~) and mine an ore. It basically allows you to mine a whole ore vein by mining only one block of ore. VeinMiner is a mod inspired by Minecraft mod called the same name.














Tile miner guide