Jump to content

jakecool19

Vintarian
  • Posts

    295
  • Joined

  • Last visited

  • Days Won

    10

Everything posted by jakecool19

  1. Yes, but it may be be a while
  2. The herbs will remain, since they are unused vanilla assets, they will not turn into question marks, but without Wildcraft they will be useless.
  3. Are you using the Apiary locust for hives?
  4. I am not adding any new herbs, however the herbs will soon be removed from this mod and added to Wildcraft, and they plan on adding more herbs and spices like dillweed.
  5. This is just absolutely amazing! I loaded up a world just to see some of the things, and everything I have seen so far is incredible. The fish actually have the ability to ascend and descend in the water and stay in water for the most part, and your dungeon design is spectacular. And the boss totally blew my mind. I won't talk about it much here so that I don't spoil, but when I heard its music my jaw dropped. And it had so many cool attack patterns and effects as well. There are definitely some bugs, some of the fish, like the shark are invisible, and the boss music and temporal drain effect never wear off if you die and not kill the boss. But overall I am blown away by what you have accomplished!
  6. Thanks for the tip! Locust should now maintain their owner display if their owner is offline, although if the locust was deployed before the patch, it will either need to be redeployed or the owner needs to interact with it(right click) to get it to display. Also @TBNRregs the sawblade harvester should now be able to chop living trees from Wild farming.
  7. Crash with MCB stone pickaxes has been fixed in latest release.
  8. Do they permanently lose the owner, or just visually do not display the owner if they are not online? The locust stores the playeruid in their WatchedAttributes and gets the player object from entity.World.PlayerByUID.
  9. That is already a vanilla feature. /worldConfig spawnRadius [number]
  10. In my experience, I would definitely tend to having less, bigger mods, over several fragmented ones. With the few mods I have now, I am contemplating either merging or abandoning a couple of them, especially after 1.15. With many mods as others have stated, maintenance becomes a real chore and burden, and then you have to start worrying about not just compatibility with mods made by other people but also between your own mods. Although, this is coming from the perspective of someone who makes code mods which change game mechanics which make them much more prone to bugs and breaking, vs your content mods which have relatively much less upkeep, since they just use vanilla mechanics. So really, it is a question of, do you feel like the predicted maintenance would be ok or too much for you?
  11. Well if it is gases you are looking forward to, then I have some really good news for you! The gas system overhaul is complete, and the Gas System 2.0 is functional. It is going to have some major improvements over the old one, due to using chunk save data instead of blocks. Gas System 2.0 Another major feature I have been trying to work on is a Cave Biome system for the noise generated caves, to add a bit more fun and adventure to them. Cave Biomes For the most part the Gas system is working and has all the features of the original, but still needs a lot of polish, refinements, and testing. The cave biome system while working, significantly hurts world gen performance, and I am struggling to figure out ways to make it more efficient.
  12. Thank you for letting me know, I fixed the download for it.
  13. I released an update to stop that crash, although for right now it prevents them from being rotated.
  14. Are you running the most recent version? That caps populations, and like Travis said config is there with an option to disable poop.
  15. Does it not work with 1.15.7? Unless there were major changes, which should not be any in a minor patch, it should still work fine. And thank you!
  16. Released a hotfix address crashes from panning muddy gravel and changing seeds in the config.
  17. Just released another hotfix to deal with the population problems, although if this does not help then I really have no clue what else to do. There is now a cap on breeding which for every animal is the Breeding cap(by default 3) * the lowest litter size of that animal, within the breeding cap range(by default 20). If the space a female is in is overpopulated she will not mate with males and will lose a pregnancy. Make sure before downloading this patch that your farm is not overpopulated or pregnant females will lose their babies. You have been warned! Also, now wolves can be turned into dogs from gen 3 instead of 10.
  18. There is already an option to do that... You have to put a compost bin on top of a hopper and fill it with rot. It will take a few days before grubs appear in the hopper. Make sure the hopper is either blocked off at the bottom or there is a container to catch them. They have to be at least gen 3 and it will tell you in the heads up display if it is ready. It can take up to two months for them to be ready, and they have to be fed well. If they are Hungry! it will stop the wool growth
  19. Can you give me the crash log for it?
  20. Are you looking in the right location? If you are on windows Roaming/VintagestoryData/ModConfigs
  21. I don't know. This latest patch is just to further address the wild population problem.
  22. Disabling Living trees will make it use vanilla mechanics
  23. Released a patch that will disable gases for the time being as they cause a lot of lag and will be completely overhauled when I have the time.
  24. Quick addition to the mod, the Chiseling Bench! This can be used to revert chiseled blocks back into their non chiseled forms and add materials to a block. The block must be completely filled in, in order to revert it. Also @Lisabet fixed quenching mechanic.
×
×
  • Create New...

Important Information

We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue.