Jump to content

Echo Weaver

Vintarian
  • Posts

    1216
  • Joined

  • Last visited

  • Days Won

    10

Everything posted by Echo Weaver

  1. I think if one were going to double the cottage cheese output, it would be worth nerfing cottage cheese nutrition -- though I'm not actually sure what that is because I either drink milk or eat cheese . The idea of making a cheese wheel from less cottage cheese offends my sensibilities far less than magically generating a bunch of extra cottage cheese. It already seems to me that we're generating too little cheese for the milk input. Or here's another thought. Instead of producing more cheese wheels, can we make a single wheel produce 8 slices instead of 4? (I can't check this stuff at work.)
  2. You had this issue upgrading from 1.20.12 to 1.21.1? I guess that means it wasn't fixed for everyone. That solution is technically correct, but since the first story quest is essentially finding the Treasure Hunter, I wouldn't be wild about just cheating it in where I was standing. I don't know if there's a way to do it in a way that doesn't kill gameplay because I also didn't get all the details from that error message when I got it. Seems like that information should be presented to the user in some way it can be easily found again.
  3. That's the part that seems to be hard-coded in the snippet pasted by Professor Dragon. It's not the barrel recipe for curdled milk that is the issue. It's the conversion of cottage cheese to cheese wheels, which is a series of C# actions and not a recipe. Unless... One could change the recipe for cottage cheese to produce twice the output, e.g. the barrel recipe takes 25 litres of curdled milk and outputs 50 litres of cottage cheese. That would give you 4 wheels from a barrel instead of 2. I'm not familiar with what that does to the barrel, though. Barrels generally hold a maximum of 50 litres. Could this recipe take a full 50 litre barrel of curdled milk and turn it into 100 litres in the same barrel, with the barrel still being considered full?
  4. I think this error converting worlds was fixed in 1.21.1. If it's possible to convert your world again from backup, I'd do it. I tried to convert my (originally 1.19) world from 1.20.12 to 1.21.0, and I got that message. It even said it couldn't place a Treasure Hunter, and we'd literally just found one a few game-days before the update. That was a red flag to me that there was something weird going on, so I went back to my pre-upgrade backup and tried again when 1.21.1 came out. When I converted that time, I got no errors about story locations.
  5. Yeah, I'm currently using SatUP, but I have no memory of why I chose that one. I think I wanted the berry changes too. Recent comments indicate that it doesn't actually buff the nutrition in meals. Whoops -- I almost always eat my food in meals, so I probably wasn't getting any benefit. Cheese More Delicious seems like the right one. It doesn't increase the nutrition nearly as much for eating a slice directly, but it adds the missing 1.5x nutrition buff for use in meals. ETA: The description of SatUP mentions making the same change to cheese output that the OP was trying to do. I'm going to guess this turns out to be harder than it should be. While the game's json configurability is really amazing, I've now messed around enough in modding it to find several hard-coded values in unexpected places. My favorite is that when the lid on a crate is opened, the model is changed in the code by doing a string-replace to set "closed" to "opened" in the shape name. So if you happen to use a closed shape that doesn't have "closed" in it, nothing will happen, and you have to provide another shape with "opened" in the same place in the name. Why? You already set the closed shape name in json. Why on earth not just add another tag for the open shape so that folks could reuse existing models (as I was trying to do)? I say that with a lot of affection. I'm sure it seemed totally reasonable at the time. That was a total digression. I think TL;DR is -- Increasing cheese output seems totally reasonable but looks like it requires a code mod.
  6. Is there a way to put a cap on specific animal spawns to balance it out?
  7. If this is code in SurvivalMod, I'm not sure you CAN change the litres in a cheese bundle, at least not in a json content mod. It looks like it's hard-coded in the C#. That's a bummer. This was a great idea. I love making cheese, but I'm sad that it's so high-effort for so low-quantity.
  8. I'd want to keep the bear at least a block from my other livestock as well. Bears can strike at the player over a fence, and I'm pretty sure they can strike livestock over a fence too.
  9. OK, I went and read #2319 and #7057, and it doesn't look like there's much action or interest from the devs on it. It's completely absurd that ice melting on the landscape requires the player's physical presence for multiple days, and I don't get why they're clinging to that as a design choice. I gave up and installed Weather Simulation Redux (https://mods.vintagestory.at/waterweathersimulationredux) because the the ice thing has really gotten to bug me. That doesn't quite do what I want either, but it's better.
  10. That's an appealing picture :). I don't know how much time I have to join a server, but it does sound like a good one. I probably have acceptable old fogey credentials
  11. Have you built a town of any kind, or is everyone being separate hermits? (Just curious -- I don't know what I'd like better.)
  12. I think I've played enough now to have an opinion on vanilla worldgen, and I'm not wild about it. It's really noisy, and flying around recently in creative to check out the effects of worldgen settings changes underscored to me how unnatural the landscape looks at height. (Obvs, we don't play at that height, so everyone's mileage may very.) I think I'll try out VanillaPlus in my next game. That one seems to be trying to be mostly vanilla but smoother.
  13. Those don't look like fantastic heat map colors. What's the quality reading (i.e. High, Medium, etc)?
  14. Yeah, I don't think really high mountain ranges are a primary goal of mine. But I did some flying around in creative on a backup of my primary game to see how disjoint the landscape would be with worldgen parameters changed to support oceans. The answer was really not too bad at the seam where worldgen changed, but the vanilla landscape really doesn't look that great from above. I don't necessarily think I need mountains any higher than vanilla, but more believable and smoothed landscape in general would be great.
  15. I don't really understand the worldgen mods that favor a specific kind of terrain. Don't we want all kinds of terrain? What makes Plains and Valleys great? (No subtext here -- I'm really this clueless. ) Do you have any particular way you configure it other than default?
  16. I have a mod I like that patches several files. I would like to change one value. Is it possible to make a patch mod that patches a patch mod? Do you have a headache now? I know I can download it and modify it for personal use, but I often play multiplayer, so I'd like to know if it's possible to upload such a thing to ModDB, since that's the way to make mods auto-download for other players.
  17. I'm putting together a more heavily-modded game, and I'd like to try out one of the big worldgen mods. The ones that keep popping up are VanillaPlus and Terra Prety. What do folks think of them? Is there a reason to choose one or the other?
  18. So you could light a pit kiln by burning your shoes? I am absolutely no help, but this has got to win an award for inventive bug.
  19. Yeah, to risk bringing back the dead horse to beat it again, "Adventure Mode" looks like it would be more a mod existing in parallel to SurvivalMod than a "mode", where "mode" == playstyle == configuration settings on SurvivalMod. A more consistent name might have been to knock the "e" of "Mode", but I think "Adventure Mod" would have caused its own confusion. They're boiling in their own terminology pudding. And continuing to rant about terminology, I've now probed the source code deeply enough to find playstyles, and they're really called "playstyles." That would have been a perfectly logical name except that "play style" has been a way of referencing the choices of an individual player for a long time. Makes your head want to explode sometimes.
  20. Of course, the downside to fruit mash is that it requires a fruit press, which requires metal, and I usually have my sheep before I have my copper.
  21. @Deveerox Totally unrelated, but where does the "Very Supportive Vintarian" title come from? Was that a donation or kickstarter at some point. Just curious.
  22. Sounds like another use for flax grain then.
  23. Huh. This is what I always used in 1.20 to catch lambs. I've never even bothered figuring out what else sheep eat.
  24. Good grief. No, that's no obvious at all. I would never have guessed it. This seems like the right solution. I hope that does turn up in the future.
  25. What is the current method for saving world templates? From this, I'd guess copy-pasting a settings file?
×
×
  • 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.