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Bumber

Vintarian
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Everything posted by Bumber

  1. They do, but it can be very slow. (Might not happen while unloaded?) A tip I heard is that you can just till the soil below them without needing to break and replant.
  2. Can't you just use a saw on the planks in the crafting grid? Pretty sure you can use the boards you get from that for all sorts of things (but there's no recipe for aged crates, I've noticed.)
  3. If you didn't need the charcoal for something else (e.g., steel,) then you're wasting time producing and digging it up in the first place. Might as well just double your simultaneous pit kilns for an effective speed boost. On the subject of coal, I find lignite in surface caves. It's almost not worth it to mine since each block gives only 1 brown coal, and mining is slow even with a steel pick.
  4. It's kind of weird that chains and plates both use 2 ingots, especially considering plates are added on to chain armor to make them a higher tier.
  5. Mine are 8-9 days on medium fertility soil. Temperate climate, 9-day months. Looks like they just take that long to grow. I've seen bushes in the wild that say 30 days. Might be the fault of raccoons? I break these and replant to get them back to normal.
  6. You can pull the ingots out as they start to glow and put in new ones before the coal burns out. That means you're in for about 8 ingots of copper/bronze smithing, though. More fuels would be nice, even just peat (which I only ever use for pre-heating crucibles before burning the coal.)
  7. We should be able to remove soft ingots from molds. It's a bit weird waiting for the metal to harden just so you can waste fuel to soften it up again. You probably wouldn't do this with other molds as you'd risk deforming the poured shape.
  8. Might be a swarm of butterflies?
  9. Figured out a solution. The gist of it was to use sqlite3 to select the "data" column from "playerdata" and output that to a file I could open in a hex editor. There was some data that included slashes ('/') followed by the word "hotbar", which I guessed was info about where to find the player's hotbar data in the save. I opened the save file in a large hex editor and did a search for the data with slashes, which gave only 1 result. The hotbar data was a number 0-9 followed by some bytes until the next number. Empty slots aren't listed. I identified the slot with the bad item as the one right before the first empty slot (i.e., where a number is skipped.) I copied the previous slot's bytes over the one with the bad item. (I didn't delete the slot data in case doing so would have messed up other data.) The save loaded successfully and I had two hotbar slots containing an identical stack of 2 firewood, confirming that the bad item had been overwritten by it. Hopefully this can be of use to someone else.
  10. You can find ores sometimes exposed in caves. Repairing and using translocators will get you to far away caves with different ores. This means dealing with drifters and locusts, however. Bring torches, ladders, packed dirt, and spears. You can also get ores from traders and cracked vessels.
  11. 3) There's rope ladders in the game that do the climbing down part.
  12. I tried giving myself a generic tree cutting "fruittree-cutting", which crashed the game. Now the game crashes whenever I join my world. I tried doing a sqlite3 recovery, but that doesn't fix the issue. Is there any way to get the block out of my inventory without loading the game? Or perhaps make the block not trigger a crash (e.g., JSON patching to fall back on an existing type?) System.ArgumentNullException: Value cannot be null. (Parameter 'key') at System.Collections.Generic.Dictionary`2.FindValue(TKey key) at System.Collections.Generic.Dictionary`2.TryGetValue(TKey key, TValue& value) at Vintagestory.GameContent.BlockFruitTreeBranch.OnBeforeRender(ICoreClientAPI capi, ItemStack itemstack, EnumItemRenderTarget target, ItemRenderInfo& renderinfo) in VSSurvivalMod\Systems\FruitTree\BlockFruitTreeBranch.cs:line 140 at Vintagestory.Client.NoObf.InventoryItemRenderer.GetItemStackRenderInfo(ClientMain game, ItemSlot inSlot, EnumItemRenderTarget target, Single dt) in VintagestoryLib\Client\Render\InventoryItemRenderer.cs:line 395 at Vintagestory.Client.NoObf.InventoryItemRenderer.RenderItemstackToGui(ItemSlot inSlot, Double posX, Double posY, Double posZ, Single size, Int32 color, Single dt, Boolean shading, Boolean origRotate, Boolean showStackSize) in VintagestoryLib\Client\Render\InventoryItemRenderer.cs:line 197 at Vintagestory.Client.NoObf.RenderAPIGame.RenderItemstackToGui(ItemSlot inSlot, Double posX, Double posY, Double posZ, Single size, Int32 color, Single dt, Boolean shading, Boolean rotate, Boolean showStackSize) in VintagestoryLib\Client\API\RenderAPIGame.cs:line 280 at Vintagestory.API.Client.GuiElementItemSlotGridBase.RenderInteractiveElements(Single deltaTime) in VintagestoryApi\Client\UI\Elements\Impl\Interactive\Inventory\GuiElementItemSlotGridBase.cs:line 479 at Vintagestory.API.Client.GuiComposer.Render(Single deltaTime) in VintagestoryApi\Client\UI\GuiComposer.cs:line 695 at Vintagestory.API.Client.GuiDialog.OnRenderGUI(Single deltaTime) in VintagestoryApi\Client\UI\Dialog\GuiDialog.cs:line 375 at Vintagestory.API.Client.HudElement.OnRenderGUI(Single deltaTime) in VintagestoryApi\Client\UI\HudElement.cs:line 30 at Vintagestory.Client.NoObf.HudHotbar.OnRenderGUI(Single deltaTime) in VintagestoryLib\Client\Systems\Gui\Huds\HudHotbar.cs:line 571 at Vintagestory.Client.NoObf.GuiManager.OnRenderFrameGUI(Single deltaTime) in VintagestoryLib\Client\Systems\Gui\GuiManager.cs:line 301 at Vintagestory.API.Client.DummyRenderer.OnRenderFrame(Single deltaTime, EnumRenderStage stage) in VintagestoryApi\Client\API\IClientEventAPI.cs:line 82 at Vintagestory.Client.NoObf.ClientEventManager.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\Util\ClientEventManager.cs:line 191 at Vintagestory.Client.NoObf.ClientMain.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\ClientMain.cs:line 787 at Vintagestory.Client.NoObf.ClientMain.RenderToDefaultFramebuffer(Single dt) in VintagestoryLib\Client\ClientMain.cs:line 965 at Vintagestory.Client.GuiScreenRunningGame.RenderToDefaultFramebuffer(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 241 at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 668 at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 643 at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 76 at OpenTK.Windowing.Desktop.GameWindow.Run() at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 312 at Vintagestory.Client.ClientProgram.<>c__DisplayClass9_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 129 at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 93
  13. Fruit juice looked better with less transparency. Also seems to be invisible when in bowls (at least in inventory, didn't try placing down.) Edit: It's only while they're in inventory. Edit II: Looks like blueberry juice isn't affected at all?
  14. Couldn't you use the metal spikes you find on ceilings (i.e., the ones you can collect) near locust nests to perform the kills? They don't count as crushing, IIRC.
  15. I've noticed that traders tend to shove me around a lot when I'm in their wagon, which is kind of annoying and rude. Perhaps they should hold still when a player is nearby and they're near their proper location.
  16. I'm pretty sure you can use bowls and/or jugs.
  17. You need an artificial light level of at least 8 (lanterns start at 18) to block bears. This is the same level to block drifters. If bears are spawning in the area, then drifters can also spawn at night (with the small exception that drifters and wolves are blocked by a single layer of snow, whereas bears aren't.) The alternative is to use bottom slabs or loose stones to block all spawning. The mod should be showing red somewhere in your pen, assuming the bear didn't hop the fence somehow.
  18. Figured out that the primary issue was not putting my changes in a folder called "assets". Still don't know how to make a value configurable and automatically add "carcassDespawnHours" to the world config. Edit: Looks like I can add the config manually using /worldconfigcreate and it works. There seems to be an issue with custom worldconfig values showing up with /worldconfig, however. Edit II: worldconfig issue fixed in v1.18.10.
  19. I don't see anything about airtightness in the multiblock or block shape JSONs. Sleek doors don't really differ from solid doors in these. Is there any way to check which changes have been applied in game? I'm not very familiar with debug mode.
  20. It seems to me that the issue is that the high fertility soil crafting recipe is ridiculously underpowered. Did you know that you can use a single piece of compost on a medium fertility farmland block and it will convert it into a high fertility one? That's 16 per stack of rot instead of 2. Then, you can use a single potash on each high fertility farmland to convert it into terra preta farmland. Didn't find this info anywhere in the handbook. Just happened to stumble across it since potash is only good for fertilizer and realized that the farmland had been converted.
  21. There's an option to disable head bobbing while playing, but there doesn't seem to be a way to disable the swaying of the title screen panorama. It's somewhat nauseating to watch while waiting for a world to load, etc.
  22. We should be able to poison meat and feed it to wolves and bears. They take quite a while, unfortunately.
  23. I'm trying to make it so that sleek doors can be used for cellars, and carcass despawn time can be changed. I used the guide on the wiki and looked at some other mods. My mod doesn't seem to do anything, so I must be missing something. Here's my patch, located in bumberstweaks/patches/patch.json in my mod zip: [ { "file": "game:blocktypes/wood/woodtyped/door", "op": "replace", "path": "/attributes/airtightByType/door-sleek*", "value": true }, { "file": "game:blocktypes/bone/carcass", "op": "replace", "path": "/attributes/transientProps/inGameHours", "value": 336, "condition": { "when": "carcassDespawnHours", "useValue": true } } ] The first one doesn't make a room a cellar (according to the Status HUD mod.) I suspect the issue might be the asterisk, but I'm not sure what to do instead. The second one doesn't create a world config carcassDespawnHours, and still doesn't work if I remove the condition and change the value to 24 (according to Extra Info mod.) I've got a modinfo.json, and the mod shows up properly in the mod list. What am I doing wrong? Edit: Fixed the first issue by putting bumberstweaks in a folder called assets.
  24. Don't forget holding anything in the off-hand slot.
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