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jakecool19

Vintarian
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Everything posted by jakecool19

  1. Added new Sluice ramp! Pair it up with The Works to get some more value from rocks.
  2. I just released a patch that should add a config for the mod after loading it up once. If you enable the setting RestrictPathfinding, it should stop animals from pathing to blocks they do not have a direct line of sight to.
  3. They are similarly sized but right now it's just a flat square with a handle
  4. Due to popular demand, this mod no longer has the climbing rope, but instead I have added it to my new mod Useful Stuff. Make sure to get your rope back if you have any ropes deployed as they will be lost if they are deployed when updating to any new version from this point on!
  5. This mod contains a whole bunch of my crazy ideas and experiments. Wicker Shield Sluice Tent Bag Climbing Pick: Glider Bendy Chutes Tipped Arrows Pottery Kiln Ceramic Tablet Chiseling Bench Other Features This is a WIP and as time goes on I will add more little things I come up with. Let me know of any suggestions/bugs and enjoy! https://mods.vintagestory.at/show/mod/25 Update History See mod portal page for patch notes Disclaimer: Please post any bug reports, suggestions, and feedback on the forum page of this mod. Anywhere else, such as Discord, will be ignored!
  6. Released a small patch that should make the animal gloves a bit better visually. Still far from perfect and I need to do more research into a better alternative but this patch should at least stop major visual hiccups. Also to anyone using this mod on multiplayer is it still affecting performance?
  7. You could also try the Compatibility Lib mod so that you can have just one version and if people have PS and/or Acorns they can download Compatibility lib for those items to work. Its what I used for the Seaweed for this mod
  8. Oh no that is part of the update I just released for it
  9. In doing a small playthrough I discovered a bit of the flaw with movement in this game. While cheap blocks like cob can be made to go horizontally between islands and upwards, it is significantly harder to go down. The realistic physics of the game kind of is a double edge sword with the unrealistic floating islands, as gravel and sand when falling does not pile up on top of itself and water is very difficult to go upwards in. While ladders can be used to descend downward, they are somewhat expensive pre copper age, and are hard to move around which is needed for traversing the Badlands. So taking some inspiration from @Spear and Fang monkey bridges I have made a simple climbing rope that uses normal rope to descend much faster. Other than the anchor, all this requires is rope and once you are done exploring down and want to move on, you can collect the rope and use it again for descent or crafting. Let me know if there is anything else that seems like it needs tweaking.
  10. @Mr1k3 & @Nozarati I have made a patch that allows the weapons to be put on the Necessaries grindstone. In goes in assets\weaponpacka\patches. survival-itemtypes-tool.json
  11. Giant? I highly doubt it, ponds barely spawn due to the fact the islands are above sea level, hence why I used vines as a replacement to reeds. Also sorry I got excited and forgot to answer your first question, but yes you can replace blocks in the badlands, by changing the blocktype in the globalconfig patch. The mantle, can be changed to lava, although it won't matter as you will fall straight through into the void. Or turn the mantle to air to just have void. Also might want to leave water alone, as the Badlands are below sea level, and technically, under the sea hence why its covered in muddy gravel. Set that to lava, and you are going to have to do a lot of exploring/panning to get metal because the Badlands will be No man's land lol.
  12. Glad to see you are enjoying it! The only tweaks I have made to structure spawning is tweaking it so that structures do not float in the Goodlands, added increased the structure spawn chance by 9 times to compensate for ~70% of the surface being gone. Underground/Badlands structures should not float, the vanilla ones I should say. Those ruins look way to big for the pitiful Badlands. By the way are those from the temporal tinker mod? I going to start a playthrough with it tomorrow and that looks really cool.
  13. Oof that is a tough one. I would say protein, just because meat is harder to come by and fish cannot be "farmed", but I can see it going in any category.
  14. Just released a patch which will decrease drifter rock throw abilities, and give them attack and eating animations.
  15. Sorry about that forgot to make them a little more clumsy, did not mean to make them into marksman. I will reduce their aim and throw a bit. Also I am having some trouble replicating the bug you found. Can you tell me what other mods if any you are using? And could you please give me the seed for that world?
  16. As far as I know, ones created by world generation will not have the block entity. Also the block entity is only on the vine tip not the rest of the vine sections so if you do not want it to grow do not place a tip at the end. If you want it to stop all together you can got to the patches in the mod, find the wildvines one, and set the entity class to null.
  17. This mod will be suspended for an indefinite amount of time, so I can focus on other projects. It is open source so feel free to pick it up if you want! DISCLAIMER: This is mod changes world generation in any world it is loaded in. Do not have this mod enabled/downloaded when going on to a world that you do not want modified. It does not affect super flat creative worlds. Want to add some more challenge to your next playthrough? Or want some more post apocalyptic/fantansy vibes? This mod overhauls the vanilla world generation and causes it to split into two parts: the floating islands known as the "Goodlands" and the deadly infested wastelands underneath called the "Badlands". This also adds a new ranged and flying mob, the Locust Drone! The Goodlands The parts of the world that are still habitable that hang above the wasteland. All flora, fauna, and structures you would usually find on the surface of a normal world are here. Animal AI has been tweaked so that it will try not to suicide off the edge when fleeing. Since reeds are rare due to a lack of standing water, vines can be used as a replacement for them and grow at the bottom and undersides of islands posing a unique early game challenge. Currently, there are 3 types of islands/landmasses hills, plateaus, and massive mountains. The Badlands The torn apart surface of the world. Drifters constantly spawn here, regardless of light level and further adding to the danger is random locust nests scattered about. While very dangerous, it is also rich in ores, metals, and massive pillars of salt. Locust Drone A new mob that hovers above the badlands, the locust drone will not make any attempt to flee or come closer to the player, but will shoot spiky bullets if the player gets in range. They are weak but their random movements can make it hard to land a shot with a bow, if not in melee range. Drifter Changes Drifters will consume dead bodies and have a chance to throw a rock at the player if they cannot reach them. Pictures Setup Guide Make sure to set spawn radius to 0 or else risk a death loop due to falling. While this mod can be used by itself, these are some mods I would recommend: This mod does mess with world gen in ways it really was not meant to, so bugs/poor performance are expected. Please let me know of any or if you have any suggestions. Good luck! caelumterras_v0.92.2.zip Update History Disclaimer: Please post any bug reports, suggestions, and feedback on the forum page of this mod. Anywhere else, such as Discord, will be ignored!
  18. Update 0.8 is out! Vines can now be grown from vine tips. They must have at least on air block of space beneath them. Vine tips can be crafted from two vine sections and a full bucket of water Seaweed can be grown if both the Expanded Foods mod and Compatibility Lib are installed Seaweed trimmings must be placed in at least 3 block deep water, it will not grow all the way to the surface
  19. Yeah I'm not the best when it comes to naming things
  20. Thank you guys for bringing this to my attention, the failure system was not working at all. I just released a patch that should make it so that the animals will wait 5 minutes before attempting to get something they previously could not reach and 1 if it is an item.
  21. Ill have to look into that, my mod does nothing related to temporal system and that is not happening with mine, so it might be some type of incompatibility or another mod.
  22. This is absolutely brilliantly and works really nicely. I will definitely be using it more for future projects.
  23. @Lisabet I just released an update for herbs to be added to Au gratin if you install the CompatibilityLib! Also @l33tmaan I have bad news that the cooking recipe names are somewhat code based so you will not be able to add a name/naming system for it without C# code. I created a basic script for you if you want it that will at least give au gratin a name so the player is not completely clueless. All you have to do is change the mod type from "content" to "code" in the modinfo, create a src folder, and put the script in. You can name it by putting "meal-normal-augratin" in the game lang file. Sorry it is does not tell you whats in it, it is what I came up with in a few minutes. ExpandedFoods.cs
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