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Hrafn Rune

Vintarian
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Everything posted by Hrafn Rune

  1. Hey, I'm having a bit of a bug with the most recent version of this mod. It could be user error or a conflict and I will try disabling mods and reporting back. But anyway: I cannot seem to make potion bases. I put the ingredients in the grid with a mortar and pestle but nothing comes out. EDIT: This one was actually user error. I was....using the wrong mortar and pestle from another mod and.... I'm just going to go hide in shame now. Sorry to bother you.
  2. Hey, sorry to bother you. I'm having a bit of a bug with the latest version 1.3.11 for Vs version 1.14.10. It's possibly that it could be a conflict, and I'll try to sort that out by disabling mods and report back if it is. But anyway: When attempting to make meat nuggets, I am unable to cut the smashed meat into meat nuggets. I assume that you place both the smashed meat and a knife in your grid and voilà, but it isn't working. Thanks for looking at this when you can. EDIT: I figured it out surprisingly fast. It isn't a compatibility, but it's the 1.3.11 version. Rolling back to the previous version causes it to work as normal. I can also now access the mixing bowl GUI which was something I wasn't able to do (but wasn't sure if that was intended.) Edit 2: I'm having another issue. I was having it before but didn't realise that it was related to this mod. I can't cook any of the food in this mod. It never finished in the firepit. The arrow turns green and then....that's it. I'm also locked out of GUIs after that and can't access a firepit again. I'll be checking if it's an incompatibility. Edit 3: Unfortunately I have confirmed that it is this mod causing the prior issue. On the latest version, 1.3.11 and on the prior version --I have yet to test earlier ones--I am unable to cook food from this mod. Sausage or bread for example never finishes in the firepit. The green arrow fills up, it's about to finish...and nothing. After exiting the GUI I am then unable to right-click on and open the GUIs of anything else. I confirmed this by algorithmically removing and checking mods in relation to Expanded Foods, starting with the most likely incompatibilities and narrowing it down. However, I got it down to nothing but Expanded Foods and still had this bug. Confused, I made a fresh installation of Vintage Story with only Expanded Foods loaded and yet the bug persisted. It should be noted that vanilla foods cooked up just fine every time I tested it, be that with a full load of mods, just a few, Expanded Foods alone, or none. Thank you for your attention to this and for such a great mod. I hope this can be fixed.
  3. So, issue with the newest update of this mod. After updating, none of the blocks or items showed up in game and previously placed wattle fences showed as question mark blocks. Rolling back to the previous update fixed it.
  4. No airships. Literally unplayable. I joke. I finally got around to playing this. Fun, so far, but challenging. Add airships that you can build, and it would be the best mod ever.
  5. Excellent work on releasing this stand alone. I'll still be giving Caelum Terras a play through too once I'm done with my world.
  6. To what extent does it do so? I use both mods and I've seen Teleportation structures but also the new ruins from this mod.
  7. I don't know why or how but it's working fine for me now. May have been a conflict. It was weird. I'd place a thatch roof down and only a bounding box would be there but the block ID would say it's from another mod. Then I'd get a crash very shortly after. Whatever it was, it's fine now.
  8. Thank you for the advice, but if I stand in the centre of my base, I can't see all of it because it lies outside of my render distance. For me, destructive just isn't feasible.
  9. I've been using this for near two weeks now in non-destructive to test it and not risk turning on destructive due to my large base and I'm glad I have. I love this mod and it's great visually but I did see a meteor hit my largest castle tower right where my bedroom and some storage is. This isn't a detractor from the mod, my castle and town is just large.
  10. Aw, well thank you for figuring it out and I'll check back here if you find a workaround.
  11. Ah, I think I might know what the issue is then. The mod is loaded. Certain of that. But its a LAN world.
  12. I love this mod but I can't for the life of me get it to work. I assume it's user error but I followed your instructions exactly. The only thing I could think that is preventing it from working is that I am using a temporary free server for mumble since I obviously don't have one of my own. It works the same as normal servers, though so I don't know. The log in Mumble never says that it's connected to Vintage Story.
  13. I'm interested to try this. I hope you're still developing it. We need more mods like this as well.
  14. Woo, VS is officially entering the world gen mod territory. It's 2012 Minecraft all over again and that's great.
  15. Yeah I would really love a config. I love the glowshroom, brayer, and turturs. Really adds life to the game. but the two bug-like mobs are an issue because I play with a insectaphobe.
  16. Thought of a brilliant use case for this mod. I found myself lamenting the lack of something like redstone that could create hidden passages behind doors. But with this you can chisel a panel out of your wall block and it will look seamless.
  17. Hmmmm, not sure if I want to risk it. My base qualifies as a "mega build". Towers also go fairly high.
  18. There seems to be some kind of crash with medieval expansion where the game things that thatched roofs are doors from that mod.
  19. Thank you. Yeah, I figured that out. They are spawning. Just took a while for me to see one. Another question: I have a nice castle with some good chiseling. If I set this to destructive, how likely is it that it could strike my base?
  20. If you've changed the default world height will that prevent the meteors from spawning?
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