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Taska Raine

Vintarian
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Everything posted by Taska Raine

  1. Probably not :c I don't have nearly as much time to dedicate towards modding anymore and I'm now focusing on updating and improving other mods that I still play with.
  2. Haha, I didn't even think to claim-lock carts. There must be a story behind that? I'll probably add a config option for server owners to allow mobile storage to be only intractable by claim owners then. But, I think I'll keep that off by default. The things have wheels after all. The carts are performance-heavy probably because they're just not optimized yet. Plenty of work to do for that. It took a long time just to get this far, and I just wanted something out for VS 1.18.
  3. It's finally time time! Carts have made their way into Ancient Tools. These handy wooden vehicles can be outfitted with chests and can follow you around, carrying anything you need them to. Useful as a temporary inventory to dump all your mined minerals in? Check! Helps with transportation of goods from winter home to summer home? Check! Brings you fame and fortune as a wandering trader? Che-wait. Maybe not fame and fortune, but you can definitely be a wandering trader now! Ancient Tools V1.5.0 is now available for download on the ModDB. There is a link to it on the main post. Do take note...! This is only available for Vintage Story 1.17.* currently! The change log for this version is also available for viewing on the ModDB. Known Issues Carts can be rather performance-heavy for clients. Cart inventories don't animate when opened. Some functionality, such as repairing and deconstruction, is still rudimentary at best. Carts don't have shadows
  4. @Stefan AlIt will be updated at some point, yep! That'll be after Ancient Tools makes its 1.18 launch, probably.
  5. Ancient Tools should be fully updated for Vintage Story 1.17. I gave it some testing this afternoon and the only issue that cropped up was an infrequent crash that occurred with the pestle renderer which has been fixed in Ancient Tools 1.4.7, which is out now. Everything else should be good! If not, please do let me know. @nebuxI've also fixed that recipe for stripped kapok, purpleheart and ebony not being craftable into firewood
  6. @CalebRaven Huh...I dunno o.o I've only ever seen this when I've intentionally placed mods in separate folders within the mods folder. Mods won't load if they're nested within other folders. Maybe the mod was downloaded in a nested zip or something? Unfortunately, I don't have access to a Mac to test the mod on. All I can confirm is that the mod runs fine out of the box on Windows systems. If you do figure out why this is happening, please do share the solution! If I find something I'll be sure to let you know, too
  7. Yep! Great info, thanks. I tried to recreate it briefly, but I couldn't, unfortunately. I'll do a deeper dive and hopefully find some answers there.
  8. Are you running Ore Crystals 1.3.6 on Vintage Story 1.16.5? I know for sure that the current release version doesn't work on 1.17. Until I can find out what the cause of this crash is, your only bet may be to disable the mod, load the world, then re-enable it. That should hopefully let you at least load back in
  9. The mod was recently updated to version 1.4.6, which includes a fix for crashes that occured on VS 1.17.0 RC-5 and addresses the issues mentioned by @nebux including the hide sacks no longer being filled with a hide right click on water, and gives the sheeps their extra inventory slots. @nebuxUuuh, I must have missed those recipes when those wood variants got included in the game or something, oops. Will fix!
  10. I must have missed the male sheep(and possibly lamb too?) when writing all those patches. As for the hides needing to be filled in buckets.... it looks like I just plain goofed there. Which is actually a small blessing in disguise as the bit of code I need to make that work would have crashed in RC-4. Relying on the crafting recipe to fill hides was certainly not intended.Thanks for letting me know about these, I'll do a check through all the entities to make sure I haven't missed any other patches and, hopefully, have a small update that addresses these issues ready in the next few days.
  11. Another update is available now. This one is focused on making Meteoric Expansion compatible with Vintage Story 1.17.0. The mod now uses the cracked rock textures that are shipped in the vanilla game, and many of the mod particle systems now have been made asynchronous for better performance. Additionally, the mod has been translated into Brazilian Portuguese thanks to @xCoiotex!
  12. Ancient Tools has just been updated to be compatible with Vintage Story 1.17.0 RC-2. This update also comes with a few additions that take advantage of new things that shipped with Vintage Story 1.17.0. For instance: Animal brains can be dropped by the new gazelle creature, and they are now properly harvestable just like all other harvestable items. They will no longer pop out of creatures heads and onto the floor... There's compatibility for the More Animals mod now, too, along with the ability to place adze tools on the ground, among other things. More details are available in the mod change longs on the ModDB. You can download the new update from the link in the main post of this thread. Thanks for checking it out!
  13. Another small update has been put out today for Ancient Tools! This will likely be the last update to hit Vintage Story 1.16, since the pre-release versions of Vintage Story 1.17 are now being released. The biggest highlight in this update is that the mortar can finally be used to grind down grindable blocks. No more silly restriction to only being able to grind down items. All seashells have their own shape in the mortar, along with seaweed, for when Expanded Foods is installed alongside. Additionally, marble stone shapes have been added. I must have missed these before. Better Than Heresy powdered charcoal can now also be used to craft pitch, eliminating a mod conflict there. Also, the curing rack should now display more accurate information on its tooltip when the block chunk is loaded after having been unloaded for an extended period of time. No more -6 days of curing time remaining, hopefully! Ain't nobody got time for dat. The ModDB change log for this update contains a few more minor changes that need not be mentioned here. Now... onward to Vintage Story 1.17!
  14. Seems that the Place Every Item mod was overwriting the behaviors added by Ancient Tools, which caused the issue you were seeing. The issue has been resolved in the latest Place Every Item update ^.^
  15. Just a minor patch today ^.^ Ancient Tools now has a Russian translation courtesy of @MrMeg! Additionally, a few tweaks have been made with this version. Immersive Crafting compatibility is now a thing. Bricklayers crocks can now be sealed with pitch. Stretching frames and bark baskets have the unstable falling behavior. Vanilla leather making can now. be disabled if desired as well.
  16. Are you using the most recent version of Ancient Tools? There was a conflict with Primitive Survival that resulted in hides not converting to sacks like you described that has been addressed in Ancient Tools 1.3.4 and later. Just wondering if this is the same issue or something else unrelated o.o
  17. New update time! A feature that's been requested lots in the past has made it into Meteoric Expansion. Meteor showers! Purely cosmetic, twinkly shooting stars can be seen in the skies as a rare occurrence. Groups of these meteors streak through the upper atmosphere as they burn, a coloured tail indicating the presence of the primary material contained within. These showers may last for a minute or two, and are a treat to behold. Many new configuration options are available to control this new system, from the number of meteors that can spawn in the showers to how often they occur. Just load up the mod for the first time to see all the new options in your config file! Also, it's now possible to control the horizontal and vertical speeds of the falling meteors. If you want them to hit the ground more often, increase the vertical speed! Tested to work on servers...so it shouldn't cause client disconnects this time around.
  18. @Vinter Nachtmentioned to me that this could be a compatibility issue between Ancient Tools and Bricklayers. I hadn't thought to include recipes for the glazed crocks. Is it possible that you were using one of those? I'll look to solve that soon, when I get the opportunity to work on some further fixes ^.^
  19. Is it possible that you did this with the ball variant of pitch? If so, you'll need to craft the ball into the stick version of the item before it can be used to seal anything or to be used for other functions. If you'd tried with the stick variant, then it's possible there's a mod conflict or something preventing it. I've managed to do it with just Ancient Tools installed in VS 1.16.5 Hmmmm... I haven't been able to replicate this issue. It seems to appear in the oven in a single player world with only Ancient Tools installed. Would you be able to provide a mod list so that I may be able to track down any potential conflict? Thanks so much! I'll be sure to include it with the next update to Ancient Tools ^.^
  20. Huh. I'll investigate when I get the chance, thanks!
  21. I've released a small bugfix patch for Ancient Tools. This should solve the issue mentioned above by @Dufgall Vinaldasson where pitch would not be given to the player if their inventory is full, but would be removed from the pitch container. It also fixes an issue where Vanilla Variants buckets would be consumed when crafting hide sacks in the crafting grid. Bark baskets should also now be properly grouped in the handbook. The French translation of the mod has also been updated, thanks to @Cendar!
  22. Yeeep that sounds like a good ole glitch. I'll have a dive into the code later tonight after work or tomorrow and see what's going on. Thanks for the report!
  23. You just need to wait after carving into a tree ^.^ It'll take 96ish in-game hours for harvestable resin to appear, just like with freshly harvested leaking logs from the vanilla game.
  24. Hey guys! I'm back with another update for Ancient Tools. 1.4.1 brings some tweaks to the mod that have been needed for a while. Firstly, you'll notice that the shapes for the curing rack and stretching frame have been modified. They're much less detailed and better fit the Vintage Story aesthetic. Additionally, the curing rack has been functionally modified to allow items from other mods to be hung for curing/drying. For now, you'll see that you can hang sausages from Expanded Foods, jerky from Primitive Survival, and clippings from Wildcraft can all be placed on the rack. Among a few other things. If there's more things you'd like to be hung, please do let me know! Additionally, all grindables available in Expanded Foods 1.5.3 pre-6 have their own custom meshes for the mortar. A few other minor changes have been made, such as giving the chambersticks a warmer hue, and a reduction to brain drop chances requested above.
  25. They're certainly rare by default, and it's not very likely that they'll reach the ground even when they do show up. They often airburst in the atmosphere. They'll always spawn at world height around an active player in the world... so if you have a higher than default world height it's possible you may not see/hear them. Other than that, I'm not sure what else would cause them to not show up at all. I've never had a problem. I do however keep my ambient volume rather low, so it's possible their presence may be drowned out by other noise for other players
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