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Spear and Fang

Very Important Vintarian
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Posts 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. 7 hours ago, jakecool19 said:

    Thank you so much Spang, the liquid thing fixed the bug!

    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.

    • Mind=blown 1
  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 

    Untitled.png.b36acf5d4fce6c00ea489cc24c521bbd.png
     

  5. @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.
     

  6. 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.

  7. 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).
     

    Spoiler

    I agree that the current functionality of the altars is less than ideal.  I was thinking of them as a sort of simple, less than impressive, mob farming mechanism to generate a bit of interest and make the player want to advance them to a full blown temple situation.  The drops can easily be tweaked at any point.  I definitely want live sacrifices to be a part of a ritual performed at at least one of the temple types.  This game seriously needs blood and blood splatter for full effect.  :)  I guess I'll have to work on that too.  Ideally some new mobs will be introduced as well, but THAT will be a daunting task for sure.

    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!


     

  8. 55 minutes ago, Bentorium said:

    Hello

    Excellent mod must say keep up the good work.

    Just asking if there is plans to add Tailoring / Leather working / Carpentry skills in future?

     

    Br. 

    Bentorium

    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.

    • Like 1
  9. 5 hours ago, Dezdanna said:

    Heya! I've been playing vintage story for nary a day or two, and I was messing around in creative mode to test out THE UNSPEAKABLE and after testing based on what you revealed upon Hexedian I have to ask:
     

      Hide contents

    Is it a bug that both the Hydra and Dagon statues are activated with Astral gears? I tried using Ethereal Gears on both but only Astral ones work, also is the "portal the size of an X" referring just to the size of the damage aura, and can you increase it further by building a proper little temple with the appropriate blocks, i.e. temporal for Cthulhu etc.

    Thanks for making the mod, and I'd be happy to test out more of THE UNSPEAKABLE for you if you add anything else to it.

    Hi Dezdanna,

    Spoiler

    That is not a bug, no.  Since Hydra and Dagon are companions in the lore, they share the same behavior (at least with respect to the "basic" altars that you've built.)  The damage aura can only be increased to 4 (the amount of gears that the cube will receive).  I've added several related blocks (in creative only) iwith the intention of using them to worldgen in some temples (or partially destroyed temples) which would then provide  (1) more items to extend the behaviors of the altars (delivering them all via fishing was starting to annoy me), and (2) a template for how to build actual full blown temples (to house these altars) with more powerful and unique behaviors.

    Sadly, that's about as far as I've gotten with all of that.  I have no shortage of ideas about how I'd like to proceed, but have been distracted by (1) simpler, more accessible items (2) fixing bugs (3) creating new bugs :) (4) how few people were actually able to figure out even the basic altars, and (5) the degree of difficulty in extending the unspeakable.  

    Not sure when/if I'll get back to the unspeakable side of things any time soon.  :(

    Thanks for you interest in the mod!

  10. 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

    raft_splash.jpg.72c18caa3668508d0c4f1e1d263914f7.jpg

     

    raft.png.0be015fee2206ce7a1c154748c02cf36.png

    • Like 1
    • Mind=blown 1
  11. On 3/9/2021 at 9:34 AM, Hexedian said:

    What about limiting fish types per biome? Arctic char shouldn't spawn in warm biomes, for example.

    @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!

  12. On 3/8/2021 at 10:54 PM, Papa Cheese said:

    Just a couple ideas that have been bouncing around the server I'm on and in my head. The first would be to take a scraped hide and surround it in sticks and/or boards (possibly even some cordage) to make a stretched hide as decoration on walls or as a stand up rack on floors. The other idea comes from me overdoing things in the fishing department and getting anywhere from 30-40 fish per day on a server (most go to composting) but rarely do I find enough of the same kind/freshness to make meals out of anything but fillets. Is there a way to make something like a fish barrel or tank to keep fish fresh for longer like alot of fishermen use when they go out? By the way we all love your mod on our server, it's kept a lot of us from starving in the winter which is fairly often with how often some of us are on. 

    P.S. keep up the great work, this is a mod I will always use unless Tyron  incorporates the whole thing into the base coding and then I'll look forward to whatever you decide to do after that.

    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...

  13. 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); }
    	}
    }

     

     
  14. 11 hours ago, l33tmaan said:

    You can have your own bridges as long as they're different, right? 😄

    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.

  15. 2 hours ago, Jesse Caron said:

    Also, I've been back-and-forth between topics, so I don't want my above reply about nails^^ to get lost in the shuffle. I should've waited for an answer to one before submitting the next...

    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.

  16. 1 hour ago, Tech_Rabbit said:

    @Spear and FangEverything looks good from our end! 

    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.

  17. New version up.  Bump!  See the original post for download links and more.

    New: Wooden Lanterns of various types...


    woodenlanterns.jpg.9839feae03ece74d87392ae4405fd954.jpg

    lantern.png.cab34e91e486ffe7018262de79c5058e.png
     

    • 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


     

  18. 1 hour ago, Richard Adams said:

    The disappearing fish issue isn't ice related as I'm having it happen constantly in normal water.

    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!

    • Like 1
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