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jakecool19

Vintarian
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Everything posted by jakecool19

  1. Hey guys I was able to isolate the issue with that was clashing in the 0.15 prereleases. So this version(1.9.1) of the mod should be compatible with all the current prereleases! (up to 6) Also I forgot to mention that crazy caves has been changed, it is no longer something you turn off and on. Instead it is like the tree system now, you can configure how big you want tunnels to be, which are the horizontal cave segements, how big the shafts are, which are the vertical cave segements, if you always want the caves to be big near lava and if you always want them to be extra branchy. Just for reference Crazy caves had tunnel height and width set to 1.5, and always big near lava on.
  2. Hello everyone here is the big update I have been teasing about on Discord in all of its very buggy glory. Unfortunately due to a crash I do not understand it is not compatible with 1.15 as of now. Please read the mod frontpage carefully, not only have a lot of new things been added but some things have gotten some much needed nerfs including: The sluice will now have 100% efficiency BUT it can only sluice one item from a block unlike regular panning which can pan a block 8 times. This means significantly less items and hopefully makes it more balanced in comparison to the washer machine in QPTech. The glider can no longer be used in caves Shields only offer a chance of blocking damage depending on how long you crouch with them and using the left/right mouse button will stop it from protecting you Special thanks to @Novocain for the air bar, @goxmeor for the status effect system, @Quixjote for the updraft idea, and @WesCookie for his design ideas on the support beam and cave in feature!
  3. @PierceThanks for letting me know, it will be fixed in tomorrow's update. @JamesB What version of the game are you on and what version of the mod?
  4. It should still be fine for 1.14.10, although whether it will work for the 1.15 prereleases is unlikely.
  5. I have no idea when it was implemented, I only learned about it watching a tutorial on how to build an anvil. It makes it really convenient for things that are flat, like chainmail. Only ingots, plates, blooms, and blister steel can be worked as far as I know.
  6. Sorry I am bad at explaining things, here is what I am talking about:
  7. Hey amazing mod, it makes a lot of tedious things much more bearable. Don't know if this has been reported or not, but there is an exploit regarding metal plates. Metal plates can be worked and you can make a metal plate from a metal by just heavy hitting in the middle "finishing" the plate. This allows for quick gaining of experience, and with the duplicator skill, completely free metal plates which could be smelted back into ingots which could be used for anything.
  8. Really awesome status effect system, although I have ran into a bug with applying it to entities. It seems that if you apply an effect to an entity, reload, the effect is not there anymore, it does not seem to get saved with the entity.
  9. That is the wrong key, you need to use "tamingGenerations".
  10. Sorry, forgot to mention this yesterday but I changed the tent so that it will have config options in the config. You may need to delete the config and load up a world to generate a new one with the options.
  11. Ok I released a patch that should address the inability to craft with non quenched tool heads.
  12. You toss it into a block of water, not a bucket or barrel. It has to be above 600 degrees and it should steam and sizzle when it hits the water. It has to be below 200 degrees after quenched to craft with it, so leave it in the water until it stops sizzling.
  13. The hopper does not go directly under the sluice, it goes on the end of the ramp where the items will fall off.
  14. Another small update adding a quenching mechanic to iron and steel tools. Iron/steel tool heads can be quenched when they have a temperature higher than 600 degrees. Once quenched they must be less than 200 degrees to craft with and the tools they make gain a 20% bonus in durability. This is compatible with the WeaponPack mod and with any other mod that changes the vanilla crafting recipe for vanilla tools. There are options in the config to disable this mechanic, choose what metals this works on, and how much durability is gained. Also fixed the tree multiplier not working thanks to @Lich and this should be compatible with pre 0.15.
  15. Sorry about that, I will release and update shortly to fix that.
  16. The reeds have to be on farmland in order for them to detect it as well as the farmland needs to be in the work area. As for the beehives they should get those no problem if it is in the work area.
  17. Yes, 0.4 is 40% but 0.1 would be 10% so you would get even less if anything. 1 is what you want if you want 100%. And you can always go more than 1/100% if you want even more
  18. The sluice only gathers things at 40% the chance of the wooden pan, but it seems you got some really bad RNG with that batch of sand. To raise the chance got to VintagestoryData/ModConfig/UsefulStuffConfig and edit SluiceEfficiency to whatever you want.
  19. Could you check your client-crash.txt and see if there is anything related to EF? This mod does not modify animals or animal behaviors at all. That is a vanilla bug and the milking behavior is very wonky and constantly experiences client/server desyncs. Do not hold right click after a failed milking attempt, and relog to refresh the description info to see if it is truly ready to milk or not.
  20. I had forgotten to add a storage flag to the toolheads so that they could be put into the crucible. The latest hotfix should fix this
  21. A cool new update based on a suggestion from the awesome Twitch streamer @Dundra from DundraTV, special arrows! Fire Arrow: Will ignite entities on impact, will not ignite blocks. Turns into a regular arrow after use if it doesn't break. Crafted with a torch, fat, and any arrow in the crafting grid. Beenade Arrow: Will release bees on impact. Turns into a regular arrow after use if it doesn't break. Crafted with a beenade and any arrow in the crafting grid. Explosive Arrow: Detonates on impact, cannot be used to mine ore. Arrow is destroyed after use. Crafted with an ore blasting bomb and any arrow in the crafting grid. NOTE: Unfortunately, due to the current VS system not allowing more than 1 hit every half second(500ms) if an entity is hit directly they will only take damage from the arrow itself and not the explosion. If you want them to take explosive damage aim as close to the feet as you can without hitting them.
  22. Can you reproduce the crash?
  23. Can you provide the crash log?
  24. Released a hotfix to address those
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