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Spear and Fang

Very supportive Vintarian
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Everything posted by Spear and Fang

  1. Blood worm pie. If it's remotely edible, it will be eaten.
  2. 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!
  3. 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.
  4. Hi Dezdanna, Thanks for you interest in the mod!
  5. 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
  6. "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!
  7. @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!
  8. @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!
  9. 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...
  10. 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); } } }
  11. 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.
  12. 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.
  13. No difference, I'm afraid.
  14. 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.
  15. 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!
  16. 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
  17. 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!
  18. 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.
  19. lol. Happy to hear that you've sorted this out!
  20. It's working for me (with VS 1.14.8 and a few mods), so my first guess would be an improper mod installation or a mod conflict. A screen shot of your mods folder, or a copy of your server-main.txt log might reveal the problem...
  21. *blushing* Thanks for the kind words, and thanks again for the bug report!
  22. THANK YOU! I've had a couple other people report this issue and I couldn't nail it down, but an xlib perk might just be the clue I needed!
  23. Gosh, thanks @Lich! I'd also love to have your deer rug/head added to VS, but I'm not sure about the logistics. I'll pm you on Discord to continue the conversation.
  24. Hi @KarsT, thank you so much! Sadly, I cannot recreate your issue and no one else has reported it. I tested using VS version 1.14.7 and some smaller animals (hen, rabbit, piglet). If I you could attach a copy of your server-main.txt log file that would probably tell me what's going on (in like C:\Users\[user]\AppData\Roaming\VintagestoryData\Logs) I suspect that this is either (1) two copies of my mod installed simultaneously, or (2) a conflict with some other mod, either a mod that changes the default animal behavior (i.e. Farm Life?), or a mod that adds new animal(s).
  25. I've used 128x128 textures and haven't experienced any problems nor had any reported to me. I am curious as to which older post you are referring to though.
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