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Pamela

Vintarian
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Posts posted by Pamela

  1. 1 hour ago, Satras said:

    I found tons of ebony in warmer medium humidity forests, between rain forests and deserts/steppes. They also seem to like tall mountains. Where did you find walnut?

    It was just in a small forest with walnut and pine trees.

  2. Do the new wood types grow in certain areas?  I've found Redwood, Bald Cypress & Walnut, but no luck with Larch, Ebony and Purple Heartwood.  I know the last two are very rare, but wondered if I needed to look in a certain type of terrain.

  3. 29 minutes ago, Spear and Fang said:

    Bump: See original post for download.

    Version 2.6.1 Updates - testing performed under v1.15.0-pre.12 (unstable)

    • Tweak: Minor change to slippery fish to hopefully make it more predictable (spawnitementity)
    • Fix: Cooking fish eggs death loop fixed - Once again, many thanks @Lisabet

    Chrome is blocking the download.

  4. On 6/30/2021 at 10:28 AM, jakecool19 said:

    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.

    The database says 1.0.0 is for game version 1.14.10.....which is it, or does it work in both???

  5. 11 hours ago, Spear and Fang said:

    Hi Pamela,

    For Windows, you'll have a folder up one level from your mods folder called ModConfig i.e.

    
    C:\Users\<userid>\AppData\Roaming\VintagestoryData\ModConfig

    In that folder you should see several .json files, and maybe some folders (depending on which mods you have installed).  The names of the files/folders will be a dead giveaway as to which mod they belong to.  You can edit those json files with your favorite text editor (notepad?), since they are really just text files. 

    A few caveats - don't change the overall structure of the files or remove or add rows, only change the assigned values.   i.e.  You could change a true to a false, or an integer to a different integer, or a decimal to a different decimal.  For example, a number like 0.3 could be changed to 0.5 or 1.0, but don't change it to .5 or 1 - keep the overall "look" of the number the same.  Likewise, don't change a number like 5 to 5.5 or 6.0, it's probably expecting a whole number like 6.

    If things go awry, you could delete the file completely, and the next time you start the game the file will be recreated in that same location with the original (default) values.

    Thanks.  Not sure if I will use it, but it's nice to know how if I want to...LOL!!

  6. 2 hours ago, Spear and Fang said:

    Thank you for the kind words and the valuable feedback!  I have indeed made fishing highly customizable and I believe that any concerns you've had in the past related to that have been addressed (although finding the *best* settings for your world might be a bit of a challenge) .   The chunk based depletion/repletion system will help a lot, as will the reintroduction of slippery fish and their ability to immediately escape.

    Traps are a different story entirely and are a little harder to reign in because they're simply blocks that damage entities that collide with them, so they depend mostly on what's going on in the surrounding area.  An entity would rarely collide with an unbaited trap, and almost always collide with a baited trap because a baited trap is simply a point of interest (like a trough full of food, except that all entities are attracted to it).  They seem to be either highly effective or highly ineffective, depending upon what creatures are normally spawning in that area (I'm looking at you, butterflies!).

    I have added a few customizations for each of the trap types, so simply decreasing the maximum amount of damage they inflict *may* be enough to help balance that out.  I'll give some thought into adding a (configurable) percentage chance that bait can be stolen from traps as well.  That may really help out with their effectiveness.

    I will elaborate on some of these configuration settings soon, and others are pretty self explanatory.

    
      "AltarDropsGold": true,
      "DeadfallMaxAnimalHeight": 0.7,
      "DeadfallMaxDamageSet": 10,
      "DeadfallMaxDamageBaited": 20,
      "FallDamageMultiplierWoodSpikes": 25,
      "FallDamageMultiplierMetalSpikes": 80,
      "FishBasketCatchPercent": 5,
      "FishBasketBaitedCatchPercent": 10,
      "FishBasketBaitStolenPercent": 5,
      "FishBasketEscapePercent": 15,
      "FishBasketUpdateMinutes": 2.2,
      "FishBasketRotRemovedPercent": 10,
      "FishChanceOfEggs": 20,
      "FishChunkDepletionRate": 5,
      "FishChunkRepletionRate": 1,
      "FishEggsRepletionRate": 10,
      "FishRepletionMinutes": 15,
      "FishChunkMaxDepletionPercent": 95,
      "LimbTrotlineCatchPercent": 5,
      "LimbTrotlineBaitedCatchPercent": 10,
      "LimbTrotlineLuredCatchPercent": 10,
      "LimbTrotlineBaitedLuredCatchPercent": 15,
      "LimbTrotlineBaitStolenPercent": 5,
      "LimbTrotlineUpdateMinutes": 2.4,
      "LimbTrotlineRotRemovedPercent": 10,
      "RaftWaterSpeedModifier": 0.2,
      "RaftFlotationModifier": 0.03,
      "SnareMaxAnimalHeight": 0.8,
      "SnareMaxDamageSet": 12,
      "SnareMaxDamageBaited": 24,
      "WeirTrapCatchPercent": 5,
      "WeirTrapEscapePercent": 10,
      "WeirTrapUpdateMinutes": 2.6,
      "WeirTrapRotRemovedPercent": 10,
      "WormFoundPercentRock": 6,
      "WormFoundPercentStickFlint": 16

     

    This might seem like a simple question, but I'm not sure how to "customize" this mod, or any others for that matter...LOL!  Can you give me some instructions??

  7. 14 minutes ago, Spear and Fang said:

    Hi Pamela,

    I've done only limited testing with 1.15.3 and the only issue I found was that wooden lanterns for the new wood types were...odd.  Not game-breaking, just not displaying properly.

    I'd like to think that other than that the mod would work ok with the 1.15 releases, as I've built it to be fairly resilient and it survived the transition from 1.12 -> 1.13 -> 1.14 quite nicely.

    Having said that, I'm finishing up some last minute changes this week for the new release, and will be doing a lot of testing with the latest 1.15 release next week, so expect to see a brand new version in about 10 days.

    I put it in my game and it seems to be working fine on pre-6. Have not used wooden lanterns, so shouldn't be a problem for me at this point.

    It's a GREAT mod and I really enjoy it!!

  8. 25 minutes ago, ahueonao said:

    What I do for capturing chickens is easier (and also looks nicer 😌) - fence a pen area (5x5 is a decent size) in flat land and place a small trough in the center, then fill it with grain, and then connect dirt blocks to the outer side of the fences - this creates a one-block tall dirt 'ramp' that lets the animals get into the pen, but not out. Then you just need to chase the chickens towards the general vicinity of the pen and they'll do the rest themselves once they notice the full trough (you'll need to keep your distance once you get them near the pen so that you scaring them doesn't interrupt their going for your bait). You should remove the access dirt ramp as soon as you get your chickens (one hen and one rooster) in, to avoid predators getting in at night. Snow buildup during winter can also allow animals to go over fences, so prepare accordingly if it snows in your area. You can also fence-in pigs and longhorns this way, but since you can't scare them, you should build the pens right next to where the wild animals are, and you can scoot the fenced area closer to you little by little after that.

    This sounds much easier than chasing chickens all over hell and back!!!!!

  9. 3 hours ago, JamesB said:

    You can use the spile from this mode and plug it into a pine tree and place a bucket below it to gather "soft resin".  That soft resin should eventually turn into the same resin you get from the side of pine trees.  I have yet to see that happen in game as l33tmaan set the curing time to something like 6 in game months.  I've just been tweaking the times in the json to try and witness the soft resin turn into hard resin.

    Got it.  Thanks.

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