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jakecool19

Vintarian
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Everything posted by jakecool19

  1. Hey Thalius, thanks for the bug report and feedback! And my apologizes for the radio silence, I am busy trying to update Farm Life and the code for Expanded Foods. When you were by the lava, did any of the locusts/items burn to nothing? I ask because when an entity burns to death, especially in lava, it causes gas to be produced, and a big problem with the current gas system is that under certain circumstances it can get caught in infinite loops that will make the game hang like. Once I get the time I am going to completely overhaul that system to use chunk data instead of meta blocks, because blocks just do not really work well.
  2. I totally feel your disappointment with the 1.15 update, I did not vote for homesteading and I was really hoping for some AI and pathfinding additions/improvements, which did not make it into this update. However though, it is worth noting that this update really is only half implemented as a significant amount of development time went to the creation of the Mod database and official server hosting. So while the models and textures are there, a lot of the programming is not so we did not get juice/alcohol making, butter churning, fruit trees, bears, hawks, and fish(bad idea to make an ocean mod before fish lol). And they seemed pressed to make it to some deadline so that all is going to be implemented in 1.16. So while 1.15 is a bit underwhelming for me, I know the development time was well spent as we got the Mod database which really helps modders out and sets the frameworks for other things to come such as in game mod downloading. In regards to the southern heat, while it is difficult it is definitely not impossible. In fact, there are some pretty awesome upsides. For starters, winter is not a worry, so you can farm year long without greenhouses. Hyenas are smaller, weaker, and more cowardly than wolves and they spawn very often in deserts and grasslands, so they are easy to hunt and spot, and you do not have to worry about being stuck in a maze of branchy leaves. And since winter has no effect there animals also spawn year round. I literally lived as a hunter gather and did no farming except for a trout line and mushrooms. There is no penalty for not having a certain food group, and the only gain for having all five, is 2.5 hp, that's it. If you really want all the food groups, you could send someone back to collect berry bushes, they take no heat damage, or use honey in your meals. All grains are heat tolerant and while most veggies are not, onions are, plus they are the fastest growing and consume P which can be replenished by bonemeal. And of course you can always hunt hyenas for meat, especially if you have good armor, or farm the aurochs.
  3. Hello guys, released a quick hotfix that should fix block entity data not getting correctly transferred over when using the tent bag.
  4. 2 is way too high for cave generation, 1.5 is the max. That is why I created the noise cave generation, the vanilla cave generation uses a lot of trigonometry. It is good for small applications such as narrow curvy and branching tunnels, but in large scales it is prone to extreme crashes and errors, and all that advanced math kills performance. That is why I created the noise cave system for its efficiency and its customizability. If you really want to make them bigger and or change the shape of them, I would encourage you to open the mod and try modifying the chaoslands/worldgen/caveforms.json. It is a bit technical but it will allow you to change the noise caves to however big you want them or change their shape and frequnecy. It works the exact same way as landforms.json, but instead of creating land it creates caves. https://wiki.vintagestory.at/index.php?title=Modding:WorldGen_Configuration
  5. Hello Thalius, thanks so much for testing the mod. Could you provide me the seed for the world, also did you alter any of the settings for default caves? Setting default cave sizes too high will cause something like this. Also I can reduce the frequency of those waterfalls no problem, although the spawn issue is a tough one to fix since the vanilla spawn mechanics do not seek out a safe spawn and the spawn mechanics are in the non open part of the code, but I could see about having some type of boat or artificial island so that it is somewhat safer for the player. As for the respawn glitch I will have to look into that.
  6. The split has happened!
  7. Hello there! This mod is an offshoot from another mod of mine. It is focusing on making improvements to the Vintage Story world through world generation additions and new block and entities. This is currently in alpha so any feedback is appreciated! By default this mod WILL affect world gen with it installed so if you do not want that, simply start up Vintage Story with this mod enabled, and create or load up a creative superflat world. This will generate a config for this mod that you can configure to your liking. On windows it can be found by typing %appdata% in the search bar, opening the folder that pops up and inside there navigating to Roaming/VintagestoryData/ModConfigs/LandsOfChaosConfig. Any text editor will work. Current features are: World Generation Additions New Blocks New Entities Cave Ins Boss Battle Some Info for Other Modders Special thanks to @Novocain for his code on the air bar and @goxmeor's amazing status support system! https://mods.vintagestory.at/show/mod/847 Disclaimer: Please post any bug reports, suggestions, and feedback on the forum page of this mod. Anywhere else, such as Discord, will be ignored!
  8. That is not my mod, that is a new 1.15 feature, wind affecting player and animal movement. It is very strong right now, animals can barely move against wind
  9. Hello guys, I have a sortaish big announcement to make. I am splitting this mod into two and tomorrow I will release an update for this and release a new mod called Lands of Chaos for alpha testing. This mod will focus on making enhancements to world overall. What this means is that a good portion of content from this mod that don't really fit the scope of "useful stuff" will be going into that one, specifically, the breathing system, gases, cave in system, locust hordes, the locust variants, the tree size multiplier, default cave multipliers, and the clockmaker boss will all be apart of Lands of Chaos from this point forward. In addition to that, Lands of Chaos will also feature large, deep oceans, two new aquatic plants, sea grass and kelp, two new aquatic creatures snails and starfish, plus their many color and shape variants, underwater wrecks/ruins and noise generated large caves, that should be more efficient than the old Crazy caves. And of course a config will be available to enable and disable the different parts of worldgen and entity spawning, and a remap that should hopefully automatically remap the old Useful stuff gas, locust hordes, and support beams to its versions. As said before this will be an alpha mod though so I can gather feedback and also allot time to update Farm Life and Expanded Foods to 1.15. As for Useful Stuff, it will maintain all the blocks and items that purely enhance gameplay, such as the sluice, and shield. In addition to that tomorrow's update will contain a fix for a crash related to arrows, and a tool and tool head recycling mechanic allowing you to grind them in the quern to get some metal bits back, and breaking metal tools will also drop some metal bits. Finally it will also add a multiblock pottery kiln, allowing for faster and more efficient clay baking. Note: All of this is for 1.15, I will no longer be supporting 1.14.
  10. Could you provide your logs?
  11. What version of the mod are you using, and what version of the game are you on?
  12. My voice is horrendous so I did not feel comfortable doing a voiceover
  13. If you are on Windows, type %appdata% in the search bar and open the folder that comes up. Scroll down and open a folder called VintagestoryData, then in that folder open another folder called ModConfig, and in there should be configs for mods that support it. The one for this mod is called UsefulStuffConfig. Can you provide a crash log?
  14. 1.0.0 is for 1.15, like @l33tmaan said there is no 1.15 tag on the moddb yet.
  15. You need to use 1.9.2c in order for 1.14.10, that is the only one of the recent ones for 1.14.10. The rest on the moddb are for 1.15, but the moddb does not have a 1.15 tag currently.
  16. Updated to 1.15! Removed erroneous versions @Craluminum
  17. Updated for 1.15! Includes seed extraction for the new crops, plantable spores for the new ferns, seeds for the new flowers, and @Christian Kane reduced drop rates for herb related stuff from loot vessels.
  18. Yes, everytime you mine there is a chance of a cave in. If it is a bug/issue it would be best here as I can keep track of it better here
  19. Ok guys I have made this version of the mod, 1.9.2c for 1.14.10 only. If you are using 1.14.10 do not use the versions 1.9.0+ on the ModDB and if you are running 1.15 do not use this version. @Kevin C usefulstuff_v1.9.2c.zip
  20. Please give me the crash report, once you can
  21. Go to the config and set GasesEnabled to false. If you do not see the option, delete the config, and load up a world to generate a new one
  22. Finally got around to making a tutorial video for the mod, also just released a patch so the firepits and torches should release carbon monoxide over time.
  23. It is a bunch of settings now, by default it will have no effect on your cave generation, it only will if you change those multipliers
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