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jakecool19

Vintarian
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Posts posted by jakecool19

  1. 11 minutes ago, Ichorus Thief said:

    Does anybody know where the main config is? i cant seem to find it! 

    If you are on Windows type %appdata% in the Search bar, click the folder that pops up, then VintagestoryData/ModConfigs. There you should see all the configs for all mods that have configs. 

  2. Ok, I released a small update for a workaround for the invisible piles bug in the pottery kiln. Now when it finishes, it will put all your fired clay creations in a breakable vessel in the middle. Breaking it in creative will not drop anything so keep that in mind! Also, I will be taking a break from modding, due to a change of circumstances in my life, so updates for this and my other mods will be much slower from now on. Please keep bug reports and suggestions on this forum page, do not reach out on Discord.

    • Like 2
  3. I will be taking a break from modding, due to a change of circumstances in my life, so updates for this and my other mods will be much slower from now on. Please keep bug reports and suggestions on this forum page, do not reach out on Discord.

    • Like 1
  4. Ok, I released a patch to prevent wild animals from giving birth. This will hopefully curb the animal explosions, or at least help me pinpoint the cause of them. Also, I will be taking a break from modding, due to a change of circumstances in my life, so updates for this and my other mods will be much slower from now on. Please keep bug reports and suggestions on this forum page, do not reach out on Discord.

    • Like 2
    • Thanks 1
  5. 3 hours ago, Michael Parks said:

    I trapped a couple of wolves close to my base a couple days ago and now there are dozens of puppies everywhere by them. What the heck is going on?

    Your guess is as good as mine at this point, will be a while before I can fix it.

  6. 19 hours ago, Cloaked said:

    Hi!

    Really excited about the regeneration trees.

    Is it possible we can get a config option to remove farmland requirement? Or maybe set it so that only trees planted on farmland regeneration, and trees planted off farmland regenerate?

     

    THank you kindly.

     

    Edit: I realized it already works like this, sorry! It wasn't clear. Thanks again!

    Edit 2: I realized this is not how it works. Saplings can be planted on normal soil, but the soil must then be tilled to grow.

    A config would be greatly appreciated.

    There already is a config, although it does not have a disable farmland setting. You can disable HarshSaplings and that will make it so that saplings do not care about moisture, temperature, and nutrients.

  7. 1 hour ago, r r said:

    The flow of water is correct.
    Even if I put it in the hopper in this state, it won't be converted and nothing will come out.
    If you break the slice, the sand you put in will come out as it is.

    img23251.jpg

    How much time are you giving it? By default it takes a quarter of an hour to process a single block. Also it can only give one item per block, so you could just be very unlucky. Put a stack of sand in it, and leave it for a day. Also place a hopper and chest there to catch the items so they do not respawn.

  8. 1 hour ago, infinitetech said:

    why not just have the herbs and other "plants expansion" items as toggleable config items or toggleable group files?

    Plants Expansions mod already exists and it is made by another author. They want the herbs to make a spice system, as well as introduce their own, and since I have no interest in the food applications of the herbs, so they are better off in their hands. Plus, the nice thing about the herbs is that they are actually unused vanilla assets, so no remaps would be required when they get moved over.

    • Like 1
  9. @JamesB @Geebee@Jason Brown I knew of the invisibility, but the crashes are new. Unfortunately with the way the devs coded the ground storage system, my hands are a tied when it comes to modifying it, but I will see about making some generic container block to hold the finished problems, since ground storage is difficult to work with right now. Can one of you give me a crash log?

    • Like 1
  10. New update! This time overhauling tree/sapling growth to be more realistic as well as some QOL additions to the mod itself. Saplings and trees will now need to be planted on farmland and have criteria specific to their kind. Healthy trees planted by the player will grow bigger and regenerate their leaves. Destroying a log, or the farmland the tree is on will kill it! Don't know what a specific tree needs? Check the new in-game guide, Botanist Guide, to see more specific information on tree types. Don't want to be bothered with real life tree stuff? Now this mod has a config for you to disable what you do not want.

    In the future, herbs will be removed from this mod and integrated into the Plants Expansion mod.

     

    • Like 1
  11. 26 minutes ago, AlanD said:

    Bit of a heads up, I had to adjust the spawn rate of baby rabbit, it was... excessive. Here's just a handful I chased into the water. The group I ran up on completely covered the ground.

    too much.JPG

    What version are you using? That bug should be fixed in the most recent hotfix

  12. 6 hours ago, Hussar said:

    Hmm, I'm getting "Cannot place this block here. Requires a solid ground."  Trying to place poop directly to farmland, either planted or unplanted.

    If you are still using version 1.0.0 upgrade to the latest. Then place the poop, and pick it back up and you should get its proper item form

    • Like 1
  13. 2 hours ago, Hussar said:

    How do you apply the poop itself as fertilizer?  Can it be applied directly?

    Yep you should just be able to right click with it on farmland. Or use it to craft high fertility soil.

  14. Thanks @Dythanos @Thalius and @BearWrestler for your feedback. Released a small patch incorporating some of your feedback. Cave ins will be more random and rocks will become compromised and cracked in appearance before they fall. Using new ocean landforms provided by Dythanos and a new ocean multiplier in the config, set to zero by default though. Halite will also stop spawning in massive pillars and there is a hardcoded max on the default cave multipliers.

    • Like 3
    • Thanks 1
  15. 16 hours ago, Noobs For Days said:

    my friends and i have been having issues where our chicken arent laying eggs in their henboxes since we installe dnot sure if it is bugged or if their is a new mechanic that was added to them

    I am not seeing any issues with it in either 1.15.4 or 1.15.5. Hens will lay eggs every 24 hours if they are not hungry. If you see Hungry! when you hover over it, give it more food. Also keep the coop away from player homes as the chickens will constantly flee and not lay on the nest. Also make sure the rooster is nearby because the hens like to be near him.

  16. 6 hours ago, Lisabet said:

    rabbits (and probably other animals) are pooping in the water; when you pick it up the block stays empty

     

    grazerpoop.png

    also, not sure if naming is off or something, but the tooltip on the poop (grazer) in the inventory shows nothing and in the handbook it's worded differently and shows the fertilizer amounts

     

    poopinfo.png

    poopinfo2.png

    Knew I was forgetting something lol, thank you. Just released a hotfix to stop that and for poop to drop the items.

  17. Hello guys, a 1.15 compatible update of Farm Life has finally been released. It features compatibility with 5 different mods and brings a ton of additions as well as changes. Please, please PLEASE read the entire frontpage before downloading this and putting it into your survival world, as a lot of things are different from previous versions. A brief run down of these features include:

    • Now available for 1.15!
    • New genetics system with five traits: Health, Speed, Digestion, Hunger, Resistance
    • Simplified entity display info
    • Added compatibility for Lichen, Medieval Expansion, Primitive Survival, Useful Stuff, Wild Farming
    • Added shearing behavior
    • Hens will prioritize staying at their nests
    • Pet system added with dogs!
    • Cheap generic animal feed added!
    • Grub farming
    • New Animal trader
    • Increased the number of animals the gloves can pick up
    • Caged baby animals
    • Limits on female reproduction
    • Wool implemented
    • Predatory nutrition
    • Amazing! 1
    • Mind=blown 2
  18. On 8/6/2021 at 4:57 PM, Magnus said:

    New update to mod, with a climbing pick in "lantern spot" and axing a ancient chair, crashes me out, repeated and confirmed.

     

    running on a server, server does not crash but throws up a lot of exceptions.  if needed i can replicate and get the server log too.

     

    included it, removed the IP info though

     

    one update. if the climbing picks are not on the hotbar, lantern slot does not crash .. so workable.. we will keep it on the server, but warn people.  hope for a fix some time.  Thanks

     

    Love the mod, everyone that plays loves the mod!!

     

    crashreport.txt 3.8 kB · 1 download server-event.txt 3.88 MB · 3 downloads

    Oh that's a weird crash, but I have released a hotfix that should hopefully prevent it. Also I fixed a bug with the firebox that caused it not to consume items, and it will now accept peat as a fuel source

    • Like 1
  19. New update of Useful Stuff released! Adds a new block, the ceramic tablet, in anticipation for the next update of Farm Life. The tablet will allow you will to assign names to item stacks and entities. Also I added a new in game guide, to clear up confusion on how to use certain features. The tutorial video had been revised, and will be back up shortly.

  20. On 7/20/2021 at 3:48 PM, KaruMy said:

    First of all, thank you for this awesome and very necessary mod.

    I just want you to know that in the latest version, we can't cut trees to gather resin anymore. It's so tiresome to search for leaking pine trees, especially when you live in a biome where there aren't many.

    I hope you'll be able to fix it, unless I missed something important, and this feature has been removed.

     

    Thanks again 🙂

    Just released a quick patch to fix this, sorry about that.

    • Like 1
  21. 4 minutes ago, Khalida Magalhaes said:

    @jakecool19 Do you have plans to update this mod? I apologise for asking but this, hands down, is my favourite mod. Thank you

    Yep, in fact here is a sneak peek at some things that I am adding:

     

    • Amazing! 1
    • Mind=blown 1
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