EreticKB
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Posts posted by EreticKB
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Strange. M.b. some other mod broke recipe? Start creative world and check them.
btw, your VS version? My still 1.8.8.
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Read my post again pls.
You must place leftovers (dry mash) into crafting grid and CRAFT dehydrated berries. Or you must place FRESH, unprocessed berries into ovens.
There is NO drying timer for dry mash because it cannot dry into anything.
P.s. i check it right now, all works fine.
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Dehydrated berries crafts from juice squizing leftovers, dried berries dries from dehydrated or by "baking" normal berries in ovens.
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Try use "F" to change pickaxe mode from block to vein. Not check it since 1.8.6, but then it works.
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7 hours ago, Boostar said:
how the heck to you make a cast iron cauldron? i've been wondering for ages
Traders.
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Yes.
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Already. But i post it BEFORE you upload fix.
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Hi, can you make ice cellars as standalone mod? A really use whole ME only for them.
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Running on 64 bit Windows with 0 GB RAM Game Version: v1.18.6 (Stable) 23.07.2023 11:26:00: Critical error occurred in the following mod: indappledgroves@0.4.9-rc.8 Loaded Mods: aculinaryartillery@1.0.12, bthvn@1.0.4, fieldsofgold@2.1.6, immersivecorpsedrop@1.0.1, indappledgroves@0.4.9-rc.8, leadroof@1.3.4, rope-bridges@1.1.0, sfaws@1.0.0, spyglass@0.4.5, game@1.18.6, blacksmithgloves@1.0.1, carryon@1.1.0, commonlib@2.1.1, electricity@0.0.9, expandedfoods@1.6.6, fromgoldencombs@1.4.16-rc.2, medievalexpansion@3.9.3, prospectorinfo@4.3.0, stonebakeoven@1.0.3, temporalstormtimer@1.0.1, creative@1.18.6, survival@1.18.6, xlib@0.7.4, em@2.2.0, stonequarry@3.0.2, biggerwindmill@0.3.0, xskills@0.7.5, moreroads@1.5.1 System.NullReferenceException: Ссылка на объект не указывает на экземпляр объекта. в InDappledGroves.BlockEntities.IDGBEChoppingBlock.SpawnOutput(ChoppingBlockRecipe recipe, EntityAgent byEntity, BlockPos pos) в InDappledGroves.Blocks.IDGChoppingBlock.OnBlockInteractStep(Single secondsUsed, IWorldAccessor world, IPlayer byPlayer, BlockSelection blockSel) в Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.HandleHandInteraction(Single dt) в VintagestoryLib\Client\Systems\Player\MouseInWorldInteractions.cs:строка 237 в Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.OnGameTick(Single dt) в VintagestoryLib\Client\Systems\Player\MouseInWorldInteractions.cs:строка 163 в Vintagestory.Common.EventManager.TriggerGameTick(Int64 ellapsedMilliseconds, IWorldAccessor world) в VintagestoryLib\Common\EventManager.cs:строка 84 в Vintagestory.Client.NoObf.ClientMain.MainRenderLoop(Single dt) в VintagestoryLib\Client\ClientMain.cs:строка 809 в Vintagestory.Client.NoObf.ClientMain.MainGameLoop(Single deltaTime) в VintagestoryLib\Client\ClientMain.cs:строка 711 в Vintagestory.Client.GuiScreenRunningGame.RenderToPrimary(Single dt) в VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:строка 163 в Vintagestory.Client.ScreenManager.Render(Single dt) в VintagestoryLib\Client\ScreenManager.cs:строка 681 в Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) в VintagestoryLib\Client\ScreenManager.cs:строка 625 в Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(Object sender, FrameEventArgs e) в VintagestoryLib\Client\ClientPlatform\GameWindow.cs:строка 119 в System.EventHandler`1.Invoke(Object sender, TEventArgs e) в OpenTK.GameWindow.RaiseRenderFrame(Double elapsed, Double& timestamp) в C:\Users\Nexrem\Desktop\transfer\opentk\src\OpenTK\GameWindow.cs:строка 476 в OpenTK.GameWindow.DispatchRenderFrame() в C:\Users\Nexrem\Desktop\transfer\opentk\src\OpenTK\GameWindow.cs:строка 452 в OpenTK.GameWindow.Run(Double updates_per_second, Double frames_per_second) в C:\Users\Nexrem\Desktop\transfer\opentk\src\OpenTK\GameWindow.cs:строка 375 в Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) в Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) в VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:строка 93 Event Log entries containing Vintagestory.exe, the latest 3 ================================== { TimeGenerated = 14.07.2023 20:06:51, Site = , Source = .NET Runtime, Message = Приложение: Vintagestory.exe Версия платформы: v4.0.30319 Описание. Процесс был завершен из-за необработанного исключения. Сведения об исключении: код исключения c0020001, адрес исключения 00007FFF68D9CF19 Стек: } -------------- { TimeGenerated = 29.05.2023 15:03:57, Site = , Source = Application Hang, Message = Программа Vintagestory.exe версии 1.18.5.0 прекратила взаимодействие с Windows и была закрыта. Чтобы узнать, имеются ли дополнительные сведения о проблеме, просмотрите журнал проблем в разделе "Безопасность и обслуживание" в панели управления. Идентификатор процесса: 47a4 Время запуска: 01d9920e8d56ac03 Время завершения: 4 Путь к приложению: D:\Vintagestory\Vintagestory.exe Идентификатор отчета: aa624139-69f9-44e4-a13f-0deda706a421 Полное имя пакета сбоя: Код приложения, связанного со сбойным пакетом: Тип зависания: Unknown }
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1 hour ago, Alatyr said:
You made me feel confused. I'm talking about the fact that in the game in all recipes 1 piece of animal fat is equivalent to 0.1 L of solid lard.
I'm talking about the fact that in the game in all recipes 1 piece of animal fat is equivalent to 0.1 L of solid lard. At the same time, to get 0.1 L of solid lard, we need to dry 1 L of liquid lard. It turns out 10 pieces of fat turn into 1 without any reason, the fat cannot evaporate in this ratio. This is an obvious mistake. When crafting, 1 liter of liquid Lard should be produced from 1 piece of fat and 0.2 liters of water. This is even written in the recepy, but the output is 0.1 L.
In addition, the process of drying fat for some reason occurs twice. At first, the drying period is indicated in days, and at the end it starts to dry again, but already somewhere around 10 times longer and shows only percentages. I don’t understand why this is necessary, the bacon fat in my frying pan hardens in the worst case in a day.
In general, I ask you to correct this mistake, since now crafting Lard is just a waste of Fat.He says that he make a mistake and will fix it later.
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2 minutes ago, Alatyr said:
The problem is that the aging of meat is a long process and at least a month it will last hanging on a drying hook. But in the game, it's literally a couple of days for the drying process and then very fast spoilage, like fresh meat. Drying of any kind should contribute to the conservation of the product, as it loses the moisture necessary for microbes to multiply.
But it already heavily fermented and easier for microbes to consume.
Btw, long aging time would be good. It think two weeks enough, cos usually ppl plays with 1 month = 7 days. -
5 hours ago, Alatyr said:
Aged meat and dried sausages spoil too quickly. They must stay fresh for months, otherwise there is almost no point in making them.
Sausages may be, but aged meat no. It even more susceptible to spoiling, due to it's nature.
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11 minutes ago, l33tmaan said:
Interesting! No other mods should really conflict with ACA like that. Is anything else acting weird?
I don't now, there was issue, then one part of salad rot before other, but this i posted already (no troubles since update to 1.18.6). I not try pies, so dunno if they still bugged.
Btw, it's only display trouble, coz real nutrients correct, but when i mix 10 portions of salad (yeah, XSkills). for any bowl it displays nutrient value for all 10 portions at once, while obviously bowl contains only one portion.
Ps. Good night, i gonna sleep.
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Confirm. I dunno, which mod cause this trouble, but all mixed food (salads etc) have no textures and looks like empty.
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Found a bug. When i collect fresh resin with Cauldron from filled up Saucepan i get filled up Cauldron instead expected 5 liters of fresh resin. Not tested with any other liquids and buckets.
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I dunno, it must be posted here or into EF topic.
Food Type: Sandwich, grain based flexible food. M.b. with shorter shelf life than other food.
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I found what salad behave as container of different ingredients with independent spoilage counters when my one of my croks said it contains 10 onions, 10 soy, 10 salt, 100 vinegar and 10 rot.
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On 6/6/2023 at 10:20 PM, jbutt said:
I've been trying for days to figure out how to get dried resin out of a saucepan. I collected a ton from my forest, put it all into saucepans to dry on a shelf... and then could not figure out how to get useable resin from that.
It would be super handy to mention in the guidebook where it talks about liquid resin and spiles to note that you need a mixing bowl to get the resin out.
I found what it works with barrels. Try to place pan with resin into barrel inventory.
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12 hours ago, Joshua Langdon said:
Can't seem to get the salt production working. I put 10l of water in a barrel but cant' seal it. I then tried all other amounts up to 50l and still nothing. Am I doing something wrong?
Check water. It must be salt water from ocean now.
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12 minutes ago, PhotriusPyrelus said:
How am I supposed to use Bone Broth? I thought I just put it in a soup meal, but my cooking pot doesn't seem to take more than 60ml in a slot.
Also, what's up with the tiny amounts of liquid transfer? Why do I have to click TEN TIMES to get 1L from a bottle into a slot?! X_x Exasperating.
Also-also, is there a way I can bottle the bone broth from the sauce pan?
EDIT: using most-recent versions of VS,CA,and EF.It's always 10% from vessel max volume. Just use bucket. 60ml limit is strange. I use 1.0.12 RC ACA (latest) and 1.6.6 EF (latest) and all's fine.
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What about shield boosting skills? For increased block chance and absorbtion boosts while offhand.
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27 minutes ago, Vinter Nacht said:
I didn't implement a flint saw... I believe you'll need to adjust its mining speed... I'd set it at 1.5 or so. All of the custom recipes currently rely on the mining speed of the tools to adjust their effectiveness. The speed of the saws generally needs a pretty significant nerf.
Flint saw is BTH's saw, i try to balance it to be convenient at start but not too OP.
Medieval expansion
in Mod Releases
Posted
Check perish multiplier on storage items instead temperature.