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jakecool19

Vintarian
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Posts 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.

    • Like 1
  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!

    • Like 3
  3. 1 hour ago, Xandu said:

    Thank you. Now i get it. Was it always possible to put plates back on an anvil? This seems a little bit weird cause it does not seem to work with anything else.

    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.

  4. 28 minutes ago, Xandu said:

    Thank you for your report,

     

    Do you mean the master smith ability is too powerful? Moving the voxels directly in the right positions. The ability is meant to make smithing faster and you need to do a lot of smithing to get it.

     

    If you have no custom configuration the duplicator skill should have a maximum chance of 25% to give you an extra plate, a plate should cost 2 ingots and you can smelt it into one ingot. So if you create a plate and resmelt itto an ingot you have have a avarage lost of 0.75 ingots per plate.So i do not see the exploit there or do i miss something? 

    Sorry I am bad at explaining things, here is what I am talking about:

     

  5. 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.

    • Confused 1
  6. On 6/6/2021 at 11:28 PM, Lich said:

    Is there a way to configure the height of the tentbag to be 7x7x7 rather than 7x3x7? the tent blocks I made were designed for a higher height in mind and it would be cool to have it work with this! 😅

    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.

    • Thanks 1
  7. 15 hours ago, Justin Finger said:

    Can't get the quenching to work... tried a barrel full of water and a bucket of water? Tried using it in the crafting grid with the bucket of water even... nothing worke... CTRL+CLICK, SHIFT+CLICK, nope.

     

    What am I missing here?

    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.

  8. 17 hours ago, James Berkheimer said:

    I have a hopper over a chest under the sluice.  But none of the items are going into the chest.  They're being dumped on the ground.  Is there any trick to this setup?

    The hopper does not go directly under the sluice, it goes on the end of the ramp where the items will fall off.

    • Like 1
  9. 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.

    • Mind=blown 1
  10. On 5/27/2021 at 2:00 PM, Lich said:

    Is there anything special you have to do to make the tree size work? Any value I input seems to have no effect whatsoever, 5, 10, 25, even 1000 -- absolutely no change in game. I am generating a new world each time.

    Sorry about that, I will release and update shortly to fix that.

  11. 13 hours ago, Digitalr said:

    Uhm... May be i not understand something, but i cannot program hatvester locust to harvest reeds or honeycombs. 

    I define working area (with memory gear),which contains dozen harvestable beehives and flowers around, put knife in the chest, define chest, deploy locust, charge it with stack of coal, and download memory.

    Locust take knife and... Sleep.

    Same things, if working area contains reeds.

    But, if working area have ripe berry bushes, this little bastard harvest berries and leave them on ground.

    What i do wrong?

    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.

  12. 15 hours ago, GrecoPlay said:

    Well, if for 40% it is 0.4.For 100%? I mean the value of SluiceEfficiency in the mod configuration (I am not an expert in this of mod configurations), I test 0.100 it did not work for me xD

    It can be 1.0 or 100 but I don't know what it is?

    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

  13. 52 minutes ago, GrecoPlay said:
    
    Is it normal that from 64 sand I only got 18 copper nuggets? Or is this a configuration of the mod? If it is a configuration, how do you change this?

    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.

    • Thanks 1
  14. 20 hours ago, WesCookie said:

    Any breaded food. I've tried with veggies (chopped and unchopped) and meat (smashed and nuggets).

    Is there anything I can check to help you find a source for the bug? I was also testing it on stream while jakecool was watching last night and he seemed stumped as well.

    Could you check your client-crash.txt and see if there is anything related to EF?

    1 hour ago, Assassinmaniac said:

    We are playing with the mod on a multiplayer server and are not longer able to milk ewes. Did somebody else run into that issue? Already restarted server etc.

    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.

  15. 11 hours ago, Jessica Melder said:

    How does one melt down the toolheads? I tried the forge and the firepit, but neither worked.

    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

  16. 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.
    • Like 2
  17. On 4/26/2021 at 5:12 PM, Scout said:

    I have found to things i think that are a bit weird the way they are right now:

    1. Chickens have a maximum saturation of 12. I think it must be a bug that chicks need 20 saturation to grow up.
    2. Any animal needs full saturation to grow up. Once it does so its saturations seems to drop down to 0 again. I dont know if this is intented, but in my opinion saturation should stay high.

     

    Released a hotfix to address those

    • Thanks 1
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