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Ashiel

Vintarian
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Berry Picker

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  1. Thanks. I'd be really cool if I could cook both, as I am the "homemaker" of our group. Thanks for suggesting this mod, 'cause for reasons I didn't understand, while my mod did work and allow for cooking the bushmeat, it didn't show up in the pot or bowl, so they looked empty (meaning I probably needed to alter or add something that I didn't know to). I'll try this mod in lieu of the one I made.
  2. You're very welcome. I'm pretty sure your mod is my favorite out of all of the mods I've used so far (if I had to lose all but one mod, I'd probably keep this one). It's very near perfect in terms of what I enjoy in mods like these (it creates new gameplay options, offers immersive ways of doing things, and is not overly complicated). I did get the fish soup to work. It was indeed a mod conflict, and sadly it was a conflict with a mod that I myself made using the mod-creation tool in Vintage Story. The mod I made allowed you to use bushmeat for cooking (growing up in the southern united states of America, I can very much assure you that people can in fact cook gamey meats like raccoon, opossum, squirrel, etc). Not really sure why it broke being able to cook fish but I might go fiddle with it and remake it for 1.14 later, but for now I'd rather be able to cook fish (and bushmeat jerky is a fine alternative in the meantime). In terms of balance vs immersion, I'll take immersion over balance. I also agree that no matter how hard you make it, it's only a matter of the number of traps you set up before food becomes a casual thing (I myself will usually build about 8-10 weir traps spread out along a river or something to ensure I can eat daily), so I don't really see a lot of value in reducing catch rates because it won't actually make it harder, just make it clunkier. Relatedly, I rather like that it encourages basing and settling near water supplies where fish and stuff can be found. That seems pretty "accurate" to me in terms of realism. I also find that getting a good source of fish early game allows me to spend more time playing and building, rather than just wandering around getting other types of food. I am very excited about meat drying and fish filleting, and wanted to say thank you for your amazing work.
  3. I tried using the search function but didn't yield any results. How do you actually configure things like the experience rates for different skills? I've been cooking pretty much non-stop on our group's server (making meals for everyone) and barely scratched enough experience to gain even a single level in cooking, so I had intended to try to tweak some of the rates of experience gain for some of the skill categories. However, there doesn't appear to be any files explaining what the different values are. Based on the names of the values, these seem to be what I'm looking for: "expBase": 40.0, "expMult": 10.0, "expValue": 0.8, "expBase": 40.0, "expMult": 10.0, "expValue": 0.8, The problem is, I don't understand what these are actually influecing. "expBase" sounds like it would be related to base experience value for an action. "expMult" sounds like it would be a multiplier for the base experience per action, but "expValue" seems like it would be setting an additional % based multiplier to some number. These numbers are the default values taken from the cooking skill file.
  4. Currently as of 1.14 release, I can extract seeds (with the shears) and plant them but they never grow. Not sure why, but they never progress past "will grow in less than a day". Seems like something broke somewhere?
  5. I would like to say that I love this mod, and my favorite trap is the weir trap. I enjoy making weir trap farms, as I find them both useful and pleasing to the eye. With that said, is there any chance you could make it so that spoiled/rotten fish are removed from the traps automatically? I suspect they would be eaten by crawdads, crayfish, crabs, or tiny fish too small to be caught in the trap itself if left alone. In a single player game it's not very noticeable, but my friends and I play on a persistent server and if they've played for a while, when I log in all the fish in the traps are rotten and I have to wander around cleaning out the traps that were fresh when I left. Berry farming is a much better source of rot anyway, and fresh fish dumped in a container for a few days achieves the same rot-collection without having to clean out your traps just because your friends played that day while you were at work.
  6. This is a cool mod but I'm kinda sad that there's still no good class options for players particularly interested being the guy/gal that farms, cooks, or supports other players. This is also an issue applicable to the base game as well. Nothing seems to make you better at cooking, farming, medical crafting, or general crafting, and if you already have an immersive mod that lets you convert crops into seeds (which anyone should be able to do by default since the grains are the seeds and stuff) then the forager has nothing for them that's especially useful after the immediate start of the game (since their bonuses are limited to wild crops and berries only). Maybe instead of a forager, a farmer or homemaker archetype would be nice. That said, I'm note sure I like the new vintage class system or where it seems to be heading in the modding community as it pertains to class-only crafting. Tweaking statistics to urge in a particular gameplay direction seems fine, but gating crafted items behind classes just rubs me the wrong way. Could a class perhaps be able to "cut corners" and make a recipe more efficiently? I could get behind that probably (since it would effectively translate to a passive like "uses X% less materials to craft *this item*") but why can nobody else craft a thing even with someone around who can show them how?
  7. Amen to that. There's a lot of ways to do things. Sure, if you're a hobbyist you can set up a hydroponic garden with perfectly measured nutrient levels, lights, spacing, the works. Or you could just do what my family has done for my whole life and just dig rows, throw some seeds down, add some fertilizer occasionally and then harvest a buncha stuff. Or you could grow stuff in vertical pots. There's about a thousand and one ways to do things in a lazy but effective way. Mushrooms can also be grown in lazy but effective ways. The easiest and laziest way I know of is just drilling some holes in a damp log and stuffing bits of the mushroom stems into the holes and waiting. Low tech, low fuss. I also concur with Godogma: the less complicated a process is, the more likely I am going to care about it from a game-play perspective, and the less interested I will be with mods that add overly complicated systems to the game because they will almost invariably be systems I will rarely if ever actually use. This is especially true if there is a less troublesome way to achieve similar results that doesn't waste time and energy. That said, I actually popped over here to note that none of the plants I've been planting with this mod are growing. I'm guessing maybe something in the 1.14 update broke it. They will get to the "less than a day" stage of growth and then just sit there forever. Literal weeks have gone by at "less than one day" left to grow. It's kind of become a running gag with our group that plays on the server ("Well a day to god is as a thousand years, so they must be very divine plants").
  8. Thank you, I will try this. Maybe I have some sort of mod conflict...
  9. What are the recipes for using fish in cooking pots? In your post it says you can use them in the place of meat in soups and stews, but I cannot find any combination that works? Putting two fish into the pot doesn't begin a meat stew, and haven't been able to add them to vegetable stews that I've tried either. Is this a bug or am I doing something wrong?
  10. I personally really like what I see here, and I wouldn't stress too much about "balance". Anything that adds new options will inevitably make the game easier than not having options, simply because fewer options means you must achieve something or fail. However, I think for a lot of mods like these, the increased options are not only attractive from a realism standpoint, but facilitate a wider variety of gameplay and gameplay styles and paces while adding additional content. Mods like this make it more interesting to not rush so much and give more options for living a bushcraft living off the land sort of play. Big thumbs up!
  11. I wanted to make it so that you will always find some meat, hide, fat, and bones on a freshly killed animal. I adjusted the drops under the harvest section of the animals in /survival/entities/land, then ran modmaker, but it doesn't seem to be working. When I kill a hare in game, I frequently still end up with an empty harvest window when dressing them with a knife. I'm trying to figure out why it's not working. Here's the patch data from the mod that modmaker made. This one is for female hares specifically, but the adjustments are identical for male hares. Adjusted other animals as well, and none seem to be working. I'm guessing maybe I don't properly understand how avg and var work. I had assumed (perhaps wrongly) that avg is the baseline average drop, and var is a variance range up and down (e.g. if the avg was 2 and var 1, then you would get between 1-3), but I'm not so sure now, since by my understanding the following should mean that a female hare always drops 1 small hide, 2 fat, and 2 bones. [ { "op": "replace", "path": "/server/behaviors/6/drops/1", "value": { "type": "item", "code": "hide-raw-small", "quantity": { "avg": 1, "var": 0 } }, "file": "entities/land/hare-female.json" }, { "op": "add", "path": "/server/behaviors/6/drops/2", "value": { "type": "item", "code": "fat", "quantity": { "avg": 2, "var": 0 } }, "file": "entities/land/hare-female.json" }, { "op": "add", "path": "/server/behaviors/6/drops/3", "value": { "type": "item", "code": "bone", "quantity": { "avg": 2, "var": 0 } }, "file": "entities/land/hare-female.json" } ]
  12. Thank you. I've been so frustrated trying to understand why I can't cook meat. I guess I'ma have to figure out how to mod it then. :c
  13. I build a firepit, gathered clay, made a pot, fired the pot, placed the pot on the firepit, placed ingredients and fuel. Nothing I do makes it provide the message that it will cook, and it won't do anything except burn away all the fuel. Screenshot Below https://i.gyazo.com/a160080e21ef8b64b16db39c1cf178bd.png EDIT: Also 2 uncooked meat alone will not work either. Been trying various combinations from the wiki's cooking page and it just doesn't do anything.
  14. Yep. I rather enjoy the throwing mechanic in this game (even though it took a sec to get used to). By default a hare has 5 hit points. Any spear less than a flint spear cannot kill them, even with a perfect throw. However, based on the size of the spear, it should kill them even if it was just a sharpened stick with a fire-hardened tip. For the larger animals like the pigs or goats/rams, I think it's fine. However, for hares, foxes, and raccoons, I think it's silly. I appreciate the tip about modding. I love modding games and honestly didn't expect it to be that easy. I might have to look into adding things like fire-treated wood weapons and maybe an atlatl and slings to further improve throwing spears and rocks. A proper shot from a sling could cause immense harm even a grown man in armor, because of good ol' fashioned blunt force trauma. ^.^
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