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Taska Raine

Vintarian
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Everything posted by Taska Raine

  1. Hey guys! I've put out a new content update for Ancient Tools. Today, it's focused on adding pitch to the Vintage Story scene! This sticky black substance has its very own crafting process similar to the healing salve that already exists in the mod. It can be used as a fuel to ensure your firepits, forges, and pit kilns will never be put out by the rain. Or, it can be used to craft a new torch block that can be safely left outdoors! Additionally, it can be used as a fuel source in a new permanent lighting block, a Chamberstick, which is a more advanced version of the oil lamp. Oh... and it can be used to seal crocks, too! Additionally, a new system for farming resin is present in this version of the mod. Therefore, the pitch update is required to run on Vintage Story 1.16.4 or later. You can carve into both pine and acacia trees to produce leaking logs that will give you all the resin you will need for creating pitch! One leaking log per tree for balancing purposes... if you can't carve? Look up, and around! There's a leaking log nearby. This feature can be disabled in the mod config folder if it is not desired. There have also been some requested fixes that have hit the mod with this update. For instance, both the curing rack and water hide sacks should fast-forward after being loaded back into the world. Thank you for the reports on these issues, @Shion and @Salamander. The bark breads now require 4 pieces of flour per dough, and saturation across the board has been reduced. This should hopefully make them more balanced to be more of an emergency food and not something that's 'meta' to get through the winter. Thank you, @Peter Sanderson . I hope to add the new edible barks in the future...this is a step towards that! Additionally, it's now less annoying to craft brained hides. You no longer need exact braining solution to hide ratios to seal the barrel. There are still more things in this patch, but they're more minor. Have a look on the ModDB changelog if you're interested ^.^
  2. @Shion@Novocain Here's some screenshots addressing the issue between Ore Crystals Crystals and Volumetric Shading mentioned on the ModDB. I went ahead and simplified a crystal and corrected its UVs but the issue where crystals become black persists. It seems that whenever the view of the crystal is partially obstructed by the edge of something opaque, blackness encroaches on it. It seems it only happens on the transparent render pass. https://i.imgur.com/nYDto5P.png https://i.imgur.com/ztzMg6T.png
  3. @Salamander This should mostly be fixed in the next release now. At least, the curing timer will 'catch up' now when the block is loaded. If both the meat curing timer and rot timer both run out though, it'll still rot... say if a meat should cure in 20 days, while it would rot in 40... if it's left unloaded for 40 days, it'll still rot. The vanilla perish process runs before I can check if it's cured...and I'm not sure what I can do about that without a full rewrite or something. Also, I realized that the meat wasn't actually having its perish rate reduced for some reason. This will be fixed too.
  4. Yea, that's exactly the problem. The rack curing time doesn't fast-forward time between the point the block was unloaded and loaded again. It's a bit of a complicated issue to solve but I do hope to have it fixed soon. The same thing happens to the hide water sacks but...considering those don't rot, that's not so bad.
  5. Hmmm.... yea it definitely is a bit too easy to keep fed with all the bark flour. I had thought that lowering its saturation, compared to other grains, and preventing it from being used in meals would be enough to keep it from being used as a long-term food source... but seems I didn't hit that balance xD.. I am aware that the inner bark is the part that's edible but I felt the extra crafting step was more tedium than I wanted. The solution to this is likely to require more bark flour in the dough crafting recipe. Like you said, 1/4 the calories of other grains...so perhaps 4 bark flours per dough? I'll also consider lowering the saturation value of the bread further... I just want it to still be better than berries, since it requires some processing. I'll try to add the more bark flours in the near future too! Which means this balancing really needs work
  6. Yup. I noticed this after I had upgraded Ancient Tools to Vintage Story 1.16... Carry Capacity's Carryable behavior wouldn't be applied to the bark baskets on first load using the CompatibilityLib method of compatibility patching. Thought it was just me doing something wrong, so I switched things up to a different method to 'fix' the problem. Bricklayers applies its patches the same way I had done when my compatibility mysteriously broke. It's unlikely to be a problem with CarryCapacity, Bricklayers, ZoomButton or Ancient Tools. Instead, the JSONPatch Loader doesn't even see the patches to apply them on first world load. I've posted an issue regarding the problem on the Vintage Story Issues GitHub. It has logs and more details. https://github.com/anegostudios/VintageStory-Issues/issues/1680
  7. Also put out version 1.1.1. Config variables for meteor speed and scale had to be removed to prevent clients crashing when a meteor gets within render range on a server.
  8. Bring on the apocalypse! New content has made its way into Meteoric Expansion. This update is focused heavily on the craters that a meteorite strike would make after striking the ground. Some of the most requested features have finally made their way into the mod, including: Craters are now much more distinguishable! Meteorites have their own unique textures now, which are cracked versions of each rock/ore variant in the game. These come in two states....smouldering, and cooled. When a meteorite first strikes, it will smoulder. It slightly glows with heat, emitting embers and smoke particles that rise high into the sky. When nearby, the rock crackles and pops as it quickly starts to cool. Just don't get too close... molten rock can burn quite fierce. Smouldering rock cools over time. There is a new config option available that can be used to protect your structures from damage. The 'ProtectClaims' config option will prevent any damage to any terrain or structures within the claim if 'Destructive' is set to true. With this, you can safely turn on the destructive features of the mod while keeping your buildings safe. Just make sure you actually set your claims eh? No more useless meteors! No more overwhelming amounts of uranium! It'll all have a use now. Even the silver and gold, which is are new types of meteors that can show up ^.^ Additionally, I've added some other bits and bobs that I hope you'll find handy, such as: Ash. There's a chance to find trace amounts of ash within meteor craters that can be used as fertilizer for your crops. Meteoric Expansion is compatible with some of the new up-and-coming metal mods found on the ModDB. You'll find More Metals and Fahl Ores meteors if you install either mod alongside Meteoric Expansion! More config options are available! You can now adjust the horizontal and vertical speeds of meteors to make them more or less likely to strike the ground. Or, if you're feeling brave, change the scale of meteors because why not? The latest update is available to download from a link in the main post.
  9. I've implemented what I can on my end to fix the compatibility issue with Golden Combs now. There still needs to be a patch that addresses this from Vinter Nacht for it to be functional again though. Ancient Tools V1.3.6 also includes a Japanese translation generously provided by @macoto_hino, thanks so much!
  10. Although no memory leaks have been tackled(It's unlikely a mod issue as I do not instantiate textures/shapes myself, but instead utilize the game API that should handle these tasks), I have found the cause for the server to perpetually hang. This seemed to be related to other mods that added ores that Ore Crystals was not set up to handle. The mod now should be more resilient against such things in the future. Thank you for bringing this to my attention. I'm sorry for the trouble this issue caused. The mod has also had some patch tweaks to eliminate 'remove' operations to avoid creating mod conflicts. Also, crystal arrows are now more break-able. They're strong but should break often. A download for version 1.3.6 can be found on the main post.
  11. Oh yes, thank you for pinpointing the issue right down to the conflicting mods! I've found it and can fix it on my end, at least. I'll get in contact with Vinter and we'll get things sorted on their end as well to make sure things behave nicely together
  12. Another small patch is out in the wild now! This patch includes a French translation of the mod courtesy of @Cendar. Thanks so much! Additionally, some more compatibility is available for players who use Vanilla Variants and Bricklayers. The buckets from Vanilla Variants can be used to craft bark dough, and the glazed bowls from Bricklayers can also be used. I've also changed the braining solution consumption. Huge scraped hides take 10L of braining solution still, but large, medium and small take 6L, 4L and 2L respectively.
  13. I'll likely change the liquid consumption in the barrel to match the values used to create leather using the vanilla technique. So... huge hides would be 10L of braining solution consumed, large would be 6L, medium 4L, and small 2L. Aurochs, deer, white hart and gemsbok should all drop brains yea. I think it was 45% chance for all of them?
  14. @Yvette FortyAaaaaahhhh I make this mistake all the time and never learn. Sorry >.<; Just didn't catch it this time.... thankfully you did. Another version's up that should fix this. All those sacks are looking awesome! Going to be a lot of leather ^.^
  15. Ancient Tools 1.3.3 is out with even more tweaks and fixes ^.^ This should clear up any of the compatibility issues that arose, the biggest being Primitive Survival preventing right-click interaction with hides on water to make hide sacks. I've also squeezed in Vanilla Variants compatibility with the recipe. You can now use water filled VanVar buckets. Thank you for bringing these compatibility issues to my attention, @Blowtorchand @Yvette Forty. This also includes a fix for a crash that occurred when the adze would be used on blocks that do not have attributes. Additionally, if what was mentioned above in my edits replying to you, @nebux , was the issue, then that should be fixed. If not, then I'm really not sure what the problem is and would need the requested information to dig further. Additionally, big thanks to @Craluminumfor pointing me in the right direction for several of these issues. Really helped out
  16. You should be able to make leather from any size hides. Unfortunately what you're experiencing is other mods conflicting with Ancient Tools. Primitive Survival prevents the right click hide filling, and I have no support for Vanilla Varriants buckets in the crafting recipe. I've got a fix for the right click conflict with Primitive Survival ready... I just want to make sure nebux's issue is resolved before putting it out. I may be able to get Vanilla Varriants bucket support in in the meantime though. My goal is to have this update out tonight sometime
  17. Uuuh yea that's strange. I've been snowed in all day and was playing the game proper with the latest version of mod installed and made a pair of maple baskets today, so it should work...just doesn't? Anyway, would you be willing to start a game with only Ancient Tools installed and see if the problem persists? It's possible another mod or something disabled the recipe. If it works, would you mind sharing your mod list so that I can pinpoint what might cause it? If it still doesn't work, then perhaps attach the client-main.txt and server-main.txt files found in the Logs folder? I'll see if I can figure out what's wrong from there Edit: Oh, are you trying to navigate to the recipe by clicking the bark basket on the bark handbook page? That seems to not be navigating to the basket page Should still be able to look up the basket itself in the handbook and get the recipe though? Edit 2: Managed to find a fix for the issue mentioned in edit 1. If that was it, then I'll post another small update with some more fixes. If not, hopefully we can figure it out
  18. It seems like Primitive Survival prevents the action from going through. I have found a solution to it but I need to first confirm with SpearAndFang to see whether it will break anything else in their mod. It is also possible to fill them by placing them in the crafting grid with a bucket of water, by the way. Not nearly as cool though! The bark baskets? They are in yea, as of version 1.2.0 of the mod. The recipe is 3 pieces of bark in every crafting grid space except the center. Center should be empty.
  19. Hmm... I did need to do some programming gymnastics to get around the fact that water isn't actually something that can be selected. There may be some cases where it won't fill consistently with that, especially if already standing in water. It should consistently fill if you're looking at an underwater dirt block or whatever and is within breaking range. If it doesn't work then, I'm not too sure o.o There could be some error being thrown that indicates what's happening. There's a logs folder in the same location where the mods folder is, I'd gladly skim to see if I can spot anything if you could attach the client-main.txt and server-main.txt files. Are you playing on a server by chance? If so, are other players having the same problem? I don't know of any mods that would override the convert hide behaviour, but it's possible that that's the case too. If you could share a mods list, I could try running the same ones to try and pinpoint a problem.
  20. Sacks can only be made with raw hides- the hides that are taken directly off of an animal
  21. Alrighty, another bugfix pass is up and hopefully it addresses all the issues that have cropped up in the past week or so. It's fairly substantial this time. Key bugfixes are...fixing hide sack timers resetting on game load, and resetting when placed back down. The stripping frame was also having some jankiness with client/server interactions and should now be fixed as well. Carry Capacity should now consistently work with Ancient Tools blocks, too, where they should. Patches weren't being applied for some reason, sometimes. Key tweaks are... brain drop rates have been boosted by 25% across the board. Water sacks and salve containers can be picked up with Carry Capacity. Some items are now ground storable, such as barks, curing hooks, pestles and adze heads. Key additions are...animals from Medieval Expansion and Lichen will now drop brains when killed. Stews can now be made using animal brains. There's a few more things too, but they're relatively minor. They're listed on the changelog for the V1.3.2 version of the mod if you're interested. If there are further issues, please do let me know! I appreciate all the feedback. It helps a ton towards making this mod as good as it can be.
  22. Yeaaaa I agree that the rate is horribly low. I've got it set 15% higher in testing and may even go higher than that... the idea was to encourage preparing the solution in advance, since that doesn't decay, but in that pursuit it was pushed way too low. I'll likely not change the decay rate, just to keep in line with the vanilla meat decay time. Increasing rates should hopefully be enough
  23. Yay for the official launch of 1.16! I've also got a small tweak/bugfix update for Ancient Tools to coincide with it. The download link is in the main post. Adze tools can now be crafted with bone handles, and adzes can once again be placed on tool racks. Additionally, a fix has been implemented that prevents the salted meats recipes from disappearing from the handbook, and the hide tanning guide has been slightly altered for clarity. Hope you're all having fun in 1.16 ^.^
  24. I'm considering implementing a second config option like 'Destroys Claims' or something that, if set to false, simply won't touch anything within a claimed space. If ya don't claim your space, tough luck For storages, the way it works now for chests and vessels, the meteor will destroy them but scatter all the contents all over the place. I find it amusing >.>;
  25. New compatibility update for Vintage Story 1.16! It should be fine for any release candidates and, hopefully, the official launch too.
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