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Spear and Fang

Very Important Vintarian
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Everything posted by Spear and Fang

  1. Side note: I've already moved several settings into a common configuration file for the next release, so that people can set things up however they like...and will probably continue to do so. I don't have the magic numbers!
  2. Oh I hear you @l33tmaan! In trying to maintain some semblance of balance with the vanilla game while at the same time taking advice from way too many people, I've made cooking with fish worse, not better. At the same time it's a bit unfair to compare a fillet to a berry, because a berry is actually a whole bunch of berries, while a single fish gives you 2,4, or even 8 fillets. In my mind, the solution at this point is to allow soup and stew recipes to accept way more fillets, so that a fish fillet meal can have much better satiety. Worth noting that a catfish meal can have pretty impressive satiety. I personally think that eating the whole fish should give more saturation than just the fillets because you're eating the head, tail, and everything in between.
  3. You bet! Not sure how far you want to take this, but you *could* apply a waterwave effect to the liquid part of a model (that's how I animated my fish fins), or apply particle effects to the liquid in the bottle. Alternatively, the liquid in the bottle could be an entirely separate model and you could overlay the bottle and liquid models ontesselation/onrender, in which case you could probably change the render pass back to liquid without things sh*tting the bed. Just spit-balling, since you clearly have the mad skills to make it happen.
  4. One other thing before I forget - I've got z-fighting between the bottom of the bottle and the ground. I'd probably just move the bottle up a smidge, or of course you could deal with that in the json (via sidesolid and/or sideopaque). Here's a small sample with the model moved up a bit and the textures overridden. Needs some work
  5. And a total aside - I'd avoid using sneak click at all, because carry capacity relies heavily on it and people will report your mod as buggy when in actuality it will be just a mod conflict of sorts.
  6. @l33tmaan Holy can 'o worms. That's one big json file! I've made some progress on this, but I've hacked and slashed things to pieces so I'll just comment on some things that I believe to be true: 1. The model - Changing the Render Pass on the liquid cube back to default seemed to solve the biggest issue causing that big old rendering bug 2. The json - this is duplicated so it can be removed "sidesolid": { "all": false }, 3. The json - I'd be a little nervous/reluctant to use dashes in my variant groups i.e. "treesyrupportion-birch", since dash is the separator between variant groups. It might work aok, but if for example you or Jake wanted to write code based on those later, it could be a pain.
  7. I played around with the display case in VSMC and I couldn't see through its glass either. My first suspicion is that's being handled in game via one of the block's json properties - namely drawtype: "json" Maybe? If not, it's most likely handled via the DisplayCase entity class.
  8. Blood worm pie. If it's remotely edible, it will be eaten.
  9. The new ruins are suprisingly easy to implement (especially at this point, since I've already created new blocks to design them, and have learned how to spawn them in during world gen) The hang ups at this point has been getting my creative juices flowing to build some interesting and unique looking temples, time management, and the fact that very few people have been able to figure out how to even sort out the details surrounding the much simpler altar (that's my bad I guess). Anyways, thanks for the interest and feedback @Hexedian, it's certainly got me thinking about refocusing my efforts on this long neglected part of the mod again!
  10. Thanks Bentorium! None of those things, sorry. My roadmap is pretty loosey goosey, but since I'm trying to implement at least one of every "system", my future plans include (1) a smoker (so I can try my hand at something with a gui) and (2) more of the "things that shall not be named" (so I can familiarize myself with worldgen and new ruins). I also have some fairly immersive bridge building on my radar, which *might* fall into the "carpentry" category.
  11. Hi Dezdanna, Thanks for you interest in the mod!
  12. New version up. Bump! New: Raft - 9 logs and 4 cordage - no buttons required, just put it in your active inventory slot, jump in the water, and go! Fixed: Wooden lanterns recipe now showing up in the handbook
  13. "Added handbook guide!" That's quite an accomplishment, and something that's missing from so many mods in my honest opinion. Great stuff my friend!
  14. @l33tmaan I appreciate how active you are in the community as well as your candor. This comment made me lol. Thanks for all that you do!
  15. @Hexedian That's a good idea, and one I've considered myself in the past. I'm just not sure I'd ever tackle it because I can't help but think that fishing will find it's way into the vanilla game sooner than later. Having said that, there is another modder that MIGHT be working on a system which would at least allow areas (chunks) to be "fished out", which would be very helpful when it comes to limiting fish overall. Fingers crossed!
  16. Hi @Papa Cheese thank you for the kind words and the suggestions. Sorry for the late reply, I've been feeling overwhelmed of late and quite frankly, not very chatty. Those are solid ideas and I've been pretty open to adding things that other people have suggested, BUT...I've got no shortage of ideas of what I'd like to implement myself, so I've made my own ideas a priority going forward. Modding is only a hobby so I've got to really enjoy it if I'm going to keep doing it! Having said that, I'll gladly tackle any bugs...
  17. Yeah I've seen exactly that. A lot of my contraptions are based on the Display Case/Shelf code, and broke with the 1.14.8 release. I believe I fixed it by adding this to my BlockEntities. public override void FromTreeAttributes(ITreeAttribute tree, IWorldAccessor worldForResolve) { base.FromTreeAttributes(tree, worldForResolve); if (Api != null) { if (Api.Side == EnumAppSide.Client) { Api.World.BlockAccessor.MarkBlockDirty(Pos); } } }
  18. I certainly could, and still might. I *thought* that OzBillo was going to take on bridges and run with it, but now I'm not so sure. I was also thinking of something more immersive and flexible in terms of design, rather than just grid crafting and placing blocks. Not sure how people feel about that though, it seems like a lot of players just want quick and easy.
  19. Both nails and spikes currently have no use in the game. I *was* working on a separate bridge building mod (as the original version of Primitive Survival had bridges and I was regretting dropping them). Then OzBillo released a bridge mod, so rather than completely abandon that stuff, I shuffled it into this mod for future use.
  20. Thanks @Tech_Rabbit I've been testing it some more, and a few other people have been reporting back as well. It seems pretty solid, other than the fact that the recipe for the wooden lanterns isn't showing up in the handbook. Weird, because you can still make them....sigh.
  21. Oops. Still a little glitch with the fish. I fixed it and re-upped with the same version number. Apologies to those few people who downloaded it already!
  22. New version up. Bump! See the original post for download links and more. New: Wooden Lanterns of various types... New: Wooden Lanterns - A simpler (primarily for aesthetics) lantern made from various wood types (requires a copper plate but no glass) - throws more light than a torch but less than a copper lantern. thanks @Kai Effelsberg Updated: German translation - thanks @Kiava Updated: New textures for cordage, fish fillets, and fish jerky - thanks @Ledyanaya Sonya Tweak: You can now right click OR shift right click to finalize a weir trap, or reset a deadfall/snare (since shift right click conflicts with CarryCapacity mod) Fixed, maybe. probably: Disappearing fish, invisible fish, fish just behaving badly in general - Thanks @Willrun4fun @Tech_Rabbit @Papa Cheddar @Richard Adamsand others Fixed, maybe. probably: Mod conflict with Farm Life and traps hanging game - thanks @KarsT@Lich and others Fixed, maybe. probably: metal dupe issues related to molds and XLib and XSkills mod - lure mold now requires 100 units, bed-o-nails now requires 200 units - thanks @unjoyer@Tech_Rabbit and others
  23. Agreed! It maybe started to be a thing in 1.14.7 and is now a serious issue in 1.14.8. I've fixed it today, and will re-release a new version of the mod with the fix tomorrow. Thanks!
  24. Hi Jesse, It depends a lot on the type of fish and how it was processed, but a small fish (Bass or Bluegill) cooked on a firepit should be giving you 120 satiety, and many berries give you 60-80, so not a lot of difference when looking at the food bar. A large fish (Catfish) is 480 satiety if cooked on a firepit, which would be noticeably different.
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