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Rufferto

Vintarian
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Everything posted by Rufferto

  1. Noted that when used in conjunction with the fulldrop mod you get 2 skeps when breaking a hive.
  2. Often the hardest part is getting enough fish of two types to make a full pot of stew. The fishtraps are a valuable addition, especially in limestone poor areas. I guess the difficulty question would come down to either reducing catch frequency, and then reducing effectiveness based on the number of hooks in the water in a given area. This might be modified with bait/lures. Otherwise maybe there's additional process steps, such as doing a cure as you do with bushmeat/redmeat, add salt into a cure process in a barrel in brine, etc. I don't envy the balancing tasks, and I love your mod, so thank you again.
  3. Excellent mod! The fish add a nice addition to cooking, and definitely helps in the winter. While looking at the cooking pot however, I note that the fish part of the pot graphic, as well as in the bowl, are missing. I used onion and turnip, and those parts of the graphic are there, but the space occupied by red meat is missing when you substitute fish for your protein. Does the material the lure is made out of increase success chance for limb line or trot line fishing? Would it be possible to add mushrooms to be used as bait?
  4. Does the full drop mod have an rounding factor on the number of skeps that drop when harvesting a hive? I've been getting two when harvesting a hive using a malefactor class.
  5. With 1.14 can clothes be made at 100% quality for best possible temperature? As it is one can add a material one at a time to reroll the quality of the creation, but i've never got over 37%.
  6. Could use a dry grass version of stairs (or roof!) and slab.
  7. Improve functionality of scythe to allow harvest of reeds in a 3x3 block. Improve functionality of scythe to harvest only ready to harvest crops if that is the center targeted crop.
  8. Is the sound of bee's an ambient sound or a direct game sound? Trying to determine which one I need to have at full to search for bees. *edit* So yes, bees are ambient sound. you don't have to have the main volume up. It's tougher to hear during rainfall (you'll hear it only 5-6 blocks away). Had to use the /wgen pos climate command to make sure I was in the correct conditions for a spawn.
  9. I've been having some difficulties hand working iron blooms. When cutting slag off of the bloom there's a number of voxels that are on the base layer that are outside of the dimensions of the bar, and using the Shift key to add a partially worked bloom to another to get more voxels to fill the gaps does not add material, unless there's a special trick to it. Reheating the bloom will also sometimes change the orientation of the ingot outline by 90 degrees, invalidating the base layer I had previously worked. Are there tricks to working iron? Is it effectively helvehammer only? *edit* After experimentation, Iron working does indeed require the helvehammer. You can work it by hand, but the voxels will never be right. However the helvehammer adds the missing voxels rather than move them around. It was a race to keep it fed, so I made two forges and had blooms in continuous heat up mode. I ended up knocking the slag off the blooms, by which time the helvehammer had nearly finished the main block, so I simply ended up splitting off the excess before the hammer could. A stormy night really makes it fly.
  10. Is there a recipie for Hide Stock > Limed Hide? The seal button on a barrel filled with limewater does not activate, and it does not appear in the handbook as an output of the limewater recipie. *edit* After checking the recipes folder it does not contain a limed hide recipe.
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