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Everything posted by Travis Pluid
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Some sort of leaden weights, possibly lead boots, that make it so you sink to the bottom of bodies of water and don't get shoved around by flowing water, allowing you to (slowly) walk around on the lake or river bed. Suggestion inspired by trying to dig out a Clay Deposit in a Rivers mod river.
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Just was trying to get back into the game after being away for a bit- but I like a good amount of mods for content and exploration. I'm having some troubles with stability though, and wanted to get some help to see if there was something obvious I was missing. Got a copy of the second crash I experienced after sorting through the mod list a bit and getting it semi-stable. I would appreciate any help anyone would be willing to contribute. client-crash.txt
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Ore Excavation/Veinminer?
Travis Pluid replied to Travis Pluid's topic in [Legacy] Mods & Mod Development
Cool, I'll have to try it out. -
I dunno if this is the mod to do that- but that most certainly would be a wonderful mod.
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And it's also nervewracking to lead them with food.
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A Copper, Silver, Brass, Tin Bronze, Bismuth Bronze, or Black Bronze Cauldron might make sense to decay slower, with those metals and alloys being at least slightly antimicrobial, or majorly so. Copper being the most, Silver second, and Zinc(ie Bismuth Bronze) is third.
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I agree that the massive quantity of bony soil might be a bit OP- but it really does fit in this world- this is a world that died, and even if the surface has recovered, the Death still lurks in the shadows. It almost makes the caves like massive Ruins, in that you can find the mass migration of people from the surface and their animals, and find where they ended up- the dead cavern layer.
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Ore Excavation/Veinminer?
Travis Pluid replied to Travis Pluid's topic in [Legacy] Mods & Mod Development
Huh, that would be nice. But seriously, it's kind of insane to me that there seems to be absolutely NO veinminer mod for this game of any sort. It's been around in various forms for half a decade now. The first Veinminer mod for Minecraft was made in 2013, just four years after the early days in 2009. And this game seems just as moddable, if not incredibly more so. Still just seems bizarre. Maybe it's from the Grind culture that seems to have been a thing around this game since the start. -
1.16.0 Necessaries - now with a repairing ability! [1.1.1]
Travis Pluid replied to ZigTheHedge's topic in Mod Releases
Just an option I thought I might toss out- it might be a bit confusing, but it maintains the ability to get sticks, AND also gives branchy leaf blocks to play with. Just seems like a good middle ground to me. Of course, it's your mod. You decide what you do with it. -
1.16.0 Necessaries - now with a repairing ability! [1.1.1]
Travis Pluid replied to ZigTheHedge's topic in Mod Releases
Is there any way to make it so that breaking it with the branch cutter drops a different, but identical appearing item? Say you cut a Birch Branchy Leaves block with the Branch cutter- could you inject a bit of code that it drops a Birch Hedge or something? -
So, how does Quality affect plates?
- 1430 replies
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From Golden Combs (1.16-Current) Apiculture Mod
Travis Pluid replied to Vinter Nacht's topic in Mod Releases
Looking pretty nice. You could also make peg-boards to hook them on to hang from, since they're both meant to be hollow, yes? Just a suggestion if you want something a bit more interesting than shelves.- 185 replies
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- beekeeping
- bees
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client-only [VintageMods] - Waypoint Extensions
Travis Pluid replied to ApacheTech's topic in Mod Releases
Ah, cool. I didn't think it would have broke. I suppose there's no need to update, if you're still just using 1.15.5? XP -
client-only [VintageMods] - Waypoint Extensions
Travis Pluid replied to ApacheTech's topic in Mod Releases
What's the new update do? -
You go to Roaming, then VintageStoryData, then to ModConfig.
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From Golden Combs (1.16-Current) Apiculture Mod
Travis Pluid replied to Vinter Nacht's topic in Mod Releases
And that is sort of supported by real life anyways. Beekeepers smear a bit of wax along the underside of the top section of a frame to give the bees a "guide". Though I'd say a Plank and 3 sticks for an "Empty frame", then add some amount of empty frames, maybe 5, and a beeswax together to get five "Prepared Frames" that can actually have bees build comb on them. By the way, question for Vinter- are you planning on adding a need to "correct" and straighten out wax combs, like in real life? Maybe as an optional task you have to do with a knife, that increases output?- 185 replies
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- beekeeping
- bees
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Well, it also happens with bottles- any chance to add a check when you rightclick with a bottle that it's not stacked? I have no idea how to really code, so I'm unsure how feasible that would be.
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Found a dupe bug- if you use a stack of more than one bottle to pull a Liquid out of a firepit, you can fill more than one bottle- say, you pull some Juice out of a cauldron with a stack of two empty bottles. Each time you pull out one portion, you get one put into each bottle, which can then be split apart, into two bottles, each holding one portion. Thereby doubling your juice.
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From Golden Combs (1.16-Current) Apiculture Mod
Travis Pluid replied to Vinter Nacht's topic in Mod Releases
Nice!- 185 replies
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- beekeeping
- bees
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Huh. For some reason, the Guidebook and the actual in-world item disagree on how long it takes to Cure sausage.
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Or you can boost the Freshness modifier of meathooks.
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Oh, I thought it wouldn't go in the standard ingredient slot.
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By the way- how do you actually add Wine to, say a meat stew before you start cooking it?
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Oh, apologies- I must have had Primitive Survival on the mind- I set up a couple weirs and some hooks at the same time as I set up the rack. I meant to write Ancient Tools but I just had Primitive Survival front and center.