That mod does not work in multiplayer for clients, correct. For the host it's 100% fine. If you wanted to go in and remove the check for bloodmoon, it should work just fine for multiplayer. You'll be able to sleep through the bloodmoon as well, if that's something you want.
I don't think that's the issue here. I've read this thing 6+ times and still have no idea what you're talking about or what you want, much less what it has to do with the title. What's the LOS issue? Are you sure you're not using partial blocks that have visibility to you? As for a damage...
You'd be saying that, along with many more censored words, if you had more than 54 clay in the forge and were allowed to pick it up. Plenty of other threads have been around about losing hours worth of ores and stone simply for picking a forge up.
Mods that are more complex will require more time and effort to be put in, in order to update them to a21. I'll be working on those as I can, but for now, enjoy some of the more easily updated mods! If there are any issues, feel free to let me know on this, or on my discord:
Discord
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Wouldnt consider that a problem as those are bathroom tiles, not ground tiles. But you'd have to manually edit the material of the paint texture. Those are in an atlas which is rather difficult to edit. There's only one mod that i know of that has done the work to allow changes to that atlas...
Why would they try to prove you wrong when most of your posts are negative for negativity's sake... I've never seen a constructive post from you. They do listen to all fans. But there's a big difference in listening to and doing exactly as every fan says.
With a good bit of code, you could write out a single buff that would do this. Using the timeofday requirement check, you could count up a cvar tracker, then use the passive gamestage and use a set operation to be that cvar number. So:
Checks the time on each day:
<requirement...
I always bind run keys to my left alt. Thumb is already on the space bar. Just a short shift to hit the alt key. Feels much more comfortable than reaching for shift, to me. I tried making an auto run mod using game events to teleport the player forward, but sadly it was too janky to release...
I'm not sure why... I've tried several things now that would usually be the culprit such as entity type and what not on the actual snake. But nothing works. I did get it to work using the zombiekill objective though. Possibly something hardcoded in the actual class of the snake as it uses...