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copygirl

Very Important Vintarian
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Everything posted by copygirl

  1. Released v0.6.2 that works with 1.15.0-pre.10 onward. Fixes an issue where wooden containers could not be picked up due to a change in the game.
  2. Updated the mod to work with 1.15, fixing an issue due to changes to the game code. Looks like farmland is now getting maximum nutrient values for each nutrient type.
  3. Thank you very much. Seems like a binary incompatibility. I just had to recompile the mod. v0.6.1 is out.
  4. Did you download the right version for the game version you're playing? CarryCapacity 0.6.0 is for Vintage Story 1.15.x and CarryCapacity 0.5.3 is for 1.14.x.
  5. Released CarryCapacity 0.6.0, hopefully that works with the pre-releases.
  6. Xandu's Farmland Drops works in a similar way to what you described. That has two issues: First, it makes it difficult to allow stacking those blocks in your inventory. The second is that it would require making dirt blocks tile entities, which due to how many exist in a world is not a good thing for performance. The only way I could see this working is if you simply got farmland blocks (with nutrient data) back when you harvest them. Personally I think that deviates from Vanilla a little much. I like keeping this mod's implementation relatively simple and straight-forward. The main goal for it was to allow getting your rare earth blocks back after you tilled them. The chance to not get it back when the nutrients aren't full was a tweak that was added later on to prevent people from abusing the mechanic to quickly and easily refill nutrients.
  7. I'm noticing a little "bump" as I'm walking around corners but nothing as severe as you describe.
  8. I'm aware of this issue and I apologize. I've been putting off a needed complete refactor / redesign of the mod for a long time and I'm lacking the motivation and personal interest in both Vintage Story and modding in general to actually get around to do that.
  9. New release should hopefully fix the issue with non-players breaking farmland.
  10. An earthworm from another mod is trying to break the farmland block. I suppose I did not write the mod anticipating that. You could remove the other mod for now. I will work on an update.
  11. Make sure you don't already have something equipped on your back, and that you're using the latest version. Version 0.5.3 fixed an issue with blocks not being carryable on back due to a change to the game, but that was a while ago.
  12. Yeah, I didn't think of making the quern carriable, but it wouldn't be hard to make that possible.
  13. Looking at the file, my mod is loaded properly and there doesn't appear to be any errors. Not entirely sure which other mod to look at first. Did you update the game and the mod stopped working, or did you just recently add it? Did you update or add another mod recently? You could see if disabling any of the other mods would suddenly make Farmland Drops Soil work. (Can't offer more debugging at this moment, I could only make sure this worked with the Aura Fury modpack in singleplayer.)
  14. I tested it in 1.14.8 and it appears to still work just fine. (Placed down farmland or tilled it with a hoe, broke it in survival, received the soil block.) Perhaps another mod is messing with something, or the mod had an issue being loaded? Can you look at or upload the server-main.txt log file?
  15. It's so small, I would need to add another animation for it. One of the reasons I made it possible to move the planters in the past was because the plant itself would show up inside as you are carrying it. There has been a change in one of the recent versions however, and that's no longer a thing. Let's look into it when the mod is integrated into the main game..!
  16. When you say "doesn't work", does that mean you can't see the interaction help ( ), or the circle doesn't show up when you try to carry things? Some people also don't realize that you can't pick up stuff when you have an item in your offhand slot. If that's not it though, can you send me the "server-main.txt" after trying to play the save file where CarryCapacity doesn't load?
  17. What do you mean by "did not show up as targeted"? Did you by chance put it on your back..? If this is an actual issue it would be nice if you could find a way to reproduce it consistently, or at least give some more information as to how this happened, otherwise it will be hard to look into. I've been using the mod for years without such issues. Dropping things held in-hand is an intentional feature. I suppose hunger and cold (temporal instability, too) causing this is a little annoying, but I could argue that you're too weak to properly carry anything in this way. It's a bit of a bummer that it makes it difficult or impossible to put something on your back, but shouldn't you be focusing on something else at that point? Thank you for the nice words!
  18. Ah okay. For some reason when I looked into the the IsSinglePlayer flag, I thought it would get updated when you open your world up to the outside. There's actually two other flags OpenedToLan and OpenedToInternet but they're not exposed by the API, so I would have to find a workaround. For now though: Yes, it will only work when you connect to a multiplayer server.
  19. @Hrafn RuneMake sure the mod is actually loaded when you start into a world. You can do this in singleplayer too. Check your "client-main.txt" and search for "MumbleLinkSystem". Note that it will not attempt to connect to Mumble unless you're on a multiplayer server, though. Other than that, as long as "Link to Game and Transmit Position" is on and the Link plugin is enabled in Mumble, it should at least connect. I made sure it works on Arch Linux and Nikky tested it on Windows 10.
  20. @Digitalr Okay, well, I don't quite know what the issue could be. I released version 1.1.0 with some more information being logged (and fix an issue with guaranteed spawn chunks being offset) to hopefully find out what's going on. Can you run it with a new world again and check the output in "server-main.txt"?
  21. Ah sorry, I should've been more specific. Is that with a newly generated world?
  22. Can you send me your whole "server-main.txt" so I can have a look at it? (The locale comma separator should only matter when parsing numbers - I don't do that for this mod.) Well, if you've been looking at recent development progress for 1.15 ....
  23. I found some issues I'll be working on but other than that it seems to work for me, both in singleplayer and when I run a server.
  24. This mod is inspired by the recently released Minecraft mod of the same name by my friend LemmaEOF. It removes 85% of chunks from generating altogether, providing a completely different play experience for those looking for something new - perhaps a little challenge to freshen things up? As there are no balance changes made to the game such as dungeon or ore spawn rates or even a guarantee that you spawn on a bit of land that would give you blocks to get to nearby chunks, some world customization is recommended. [ VSModDB ] [ GitHub Releases ] Source code is available on GitHub as well.
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