Jump to content

1.22.0-rc.5 - Fishing, Mechanisms, Metalworking and More!


Recommended Posts

Posted
17 hours ago, Tyron said:

Fixed: Psychedelic mushrooms would not properly get you high when used in a meal

Aw man, I was hoping that was intentional as a like, "cooking off the psychedelics" sort of thing. Mod idea free to good home: mushroom processing to make them safely edible.

  • Like 1
  • Cookie time 1
Posted

Been having issues while milking mouflon ewe's with this current and the past RC version ( It may have been in RC 3 but I didn't find any sheep till I updated to RC4). I can milk them just fine, but sometimes the bucket vanishes from my inventory (I have plenty of space in my backpacks so it didn't drop) after successful milking, it spoils the milk instantly to 55% spoiled when combining with another bucket of milk that was 4 days fresh, or it says "4 hours fresh" right after milking instead of the usual 4 days. 

Just a weird little quirk. Before I'd stomach it but now when I lose the milk or it spoils instantly I just use creative mode and summon it. 

Also yay hopefully my crops are fixed. I barely managed 1.5 large harvests before winter came. Most of the crops were stuck at the last stage when winter hit, so hopefully that's different now.  

 

  • Like 3
Posted (edited)
21 hours ago, LadyWYT said:

Nice! No more needing to use creative or rely on the helve hammer to fix the duds!

Was a bit crazy people attributed the lack being able to finish a bloom into a ingot by having just 'bad luck'.

Good change.

Edited by Stralgaez
  • Like 3
Posted
5 hours ago, Stralgaez said:

Was a bit crazy people attributed the lack being able to finish a bloom into a ingot by having just 'bad luck'

I think it only happened to me once where I was missing one more voxel for the ingot. was kinda confused since I didn't remember breaking any off

Posted
1 hour ago, RizauLait said:

Hi! Just here to point out a bug:
Sometimes when you apply animal fat to a preserve, it disappears (but remains in the same spot, just invisible). You have to pick it up and place it again to make it visible.

Thanks.

Best to report bugs on the VS Github.

Posted
22 hours ago, Lielac said:

Mod idea free to good home: mushroom processing to make them safely edible.

There are actually some mushrooms that are slightly poisonous when raw or cooked briefly, but perfectly fine if properly processed. So it should depend on the realworld behaviour.

  • Like 4
Posted (edited)
4 hours ago, Vratislav said:

There are actually some mushrooms that are slightly poisonous when raw or cooked briefly, but perfectly fine if properly processed. So it should depend on the realworld behaviour.

Yeah, exactly :D Like cassava! Like, since that already exists in-game and needs processing before it's edible, it's a natural extension of the spirit of realism to have mushroom-processing as well.

Edited by Lielac
adding more thoughts on cassava
  • Like 1
Posted

Is anyone else able to catch fish with dough or redmeat stinkbait in rc5? I'm in a near-arctic biome and last winter on rc3 I was catching tons of fish in the ocean by my base using those two baits, but this winter on rc5 I haven't caught a single one after about 3 ingame days of fishing in different spots all over the local ocean.

Wanted to see if this was a "weird bad luck" situation before I report an issue on the github.

Posted
46 minutes ago, Emily N said:

Is anyone else able to catch fish with dough or redmeat stinkbait in rc5? I'm in a near-arctic biome and last winter on rc3 I was catching tons of fish in the ocean by my base using those two baits, but this winter on rc5 I haven't caught a single one after about 3 ingame days of fishing in different spots all over the local ocean.

Wanted to see if this was a "weird bad luck" situation before I report an issue on the github.

It was announced in rc4 that a change would come in rc5:

  • Can now exchange bait on the fishing pole. In the next update some fish will only bite with certain bait

What you are experiencing could be a bug, but it might also be that those two baits do not appeal to the fish you are used to catching.

Posted
1 minute ago, dakko said:

It was announced in rc4 that a change would come in rc5:

  • Can now exchange bait on the fishing pole. In the next update some fish will only bite with certain bait

What you are experiencing could be a bug, but it might also be that those two baits do not appeal to the fish you are used to catching.

That's what I'm thinking, I'm just curious if anyone else has been able to catch a fish with either of those two since rc5, to narrow down whether it's a bug or something else.

Posted
5 hours ago, Emily N said:

That's what I'm thinking, I'm just curious if anyone else has been able to catch a fish with either of those two since rc5, to narrow down whether it's a bug or something else.

Looks like it is a bug due to a mismatch of names between the bait files and the fish type .jsons (the fish files are calling for file names that do not exist). At least that is what it looks like to me; I'm not a coder or anything, I just notice inconsistancies/irregularities.

  • Like 2
Posted
5 hours ago, Emily N said:

That's what I'm thinking, I'm just curious if anyone else has been able to catch a fish with either of those two since rc5, to narrow down whether it's a bug or something else.

I've not tried either bait, but have been using bushmeat stinkbait and catching zip. Not sure if it's the weather, or if the fish really don't like that bait, or if it's like @dakko said and there's an issue with filenames or something.

  • Like 2
Posted

Anyone else notice it takes a crapton of fuel to calcinate flint? I think I burned 3 stacks of peat just to get a stack of flint close to 900.  Charcoal didn't seem to speed the process any either.  

Or was I spoiled by the Better Firepits mod?

Posted

Yeah.  Almost a stack of charcoal for a stack of flint after the flint is at about 650 and logs aren't heating it any closer to the 800 burn temp for logs.  That needs to be toned down.

Posted
1 hour ago, Maelstrom said:

Yeah.  Almost a stack of charcoal for a stack of flint after the flint is at about 650 and logs aren't heating it any closer to the 800 burn temp for logs.  That needs to be toned down.

yeah from my understanding of the code it's going to take roughly 64x more fuel to heat up a full stack of flint. The closer to the max temp you get of the fuel, the slower it will heat up. The mod I made simply patches around that code and forces it to cool down at the same rate so that you don't have to keep the fire burning for nearly as long. I also noticed that the cooking temperature for flint is now 1000C which means I think that you would be better off just making a bunch of charcoal and getting it HOT as quickly as possible and then just placing a bit in every now and again to keep it from cooling off too much and resetting all your progress. So it's a bandaid, for sure, but I think I would accept some feedback on how to tune the whole firepit situation so that the thermal management of the fire isn't a needless and arduous task that takes up all your time. Heating things up should take more fuel for a larger stack for sure, but I don't think it needs to be quite so linear.

Posted
3 hours ago, Maelstrom said:

Anyone else notice it takes a crapton of fuel to calcinate flint? I think I burned 3 stacks of peat just to get a stack of flint close to 900.  Charcoal didn't seem to speed the process any either.  

Or was I spoiled by the Better Firepits mod?

Yep, this is the thing that happens now. Time to start using bloomeries for this, which have their own annoyances but are now *much* more efficient than a firepit.

  • Like 1
Posted
55 minutes ago, Michael Gates said:

Yep, this is the thing that happens now. Time to start using bloomeries for this, which have their own annoyances but are now *much* more efficient than a firepit.

The only drawback is that the bloomeries require fire clay to make, which still requires calcinated flint unless you happened to get lucky with a clay deposit.

Posted
6 hours ago, Teh Pizza Lady said:

The only drawback is that the bloomeries require fire clay to make, which still requires calcinated flint unless you happened to get lucky with a clay deposit.

Fortunately the initial 12 bricks only require 6 flint, which should heat up reasonably fast in the firepit. even 12 flint for two bloomeries should be okay to get the snowball rolling a little faster. 

I still don't love the linear scaling of firepit stack heating, but cooking a small amount of flint once to start the bloomeries going is a pretty solid alternative to the hell of firepit cooking full stacks. 

×
×
  • Create New...

Important Information

We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue.