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Everything posted by Travis Pluid
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1.17.x+ Ancient Tools v1.5.0 - New Content: Carts
Travis Pluid replied to Taska Raine's topic in Mod Releases
Cool -
1.17.x+ Ancient Tools v1.5.0 - New Content: Carts
Travis Pluid replied to Taska Raine's topic in Mod Releases
So, what's the new update include? -
1.15.0+ YABBA "Glass Chapter" - AKA That Glass Chiseling Mod
Travis Pluid replied to Quixjote's topic in Mod Releases
If you're interested but worried, make a backup first. -
Hm. Not exactly the most elegant solution, but it IS a solution.
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[1.14.10] Metal Recovery (for Anvils) PLUS - {0.1.7}
Travis Pluid replied to Melchior's topic in Mod Releases
I dunno, maybe try using a hammer on them? Sounds weird. -
You probably meant "Is not compatible with the "Reduced Grind" mod."
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Or, another suggestion- use Mortar to fill in Compromised stone, and restore it.
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1.16.4 VS Movement Mod v.1.0.9 - "Boat Update " (Prerelease)
Travis Pluid replied to Dante's topic in Mod Releases
Also, the config file doesn't actually seem to work? As I changed it, and it didn't actually do anything. EDIT I figured out how to actually get it to change. Go to the mod, to src, then Datafields, search for "CMD", then set Sprintstep to False, and Walkstep to True. Then, save it. -
1.16.4 VS Movement Mod v.1.0.9 - "Boat Update " (Prerelease)
Travis Pluid replied to Dante's topic in Mod Releases
So, the Config file doesn't generate itself in the normal mod-config folder under VintageStoryData, it is actually in the mod itself. -
What generation of domestication are they at?
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Weird. I wonder if it would be possible to speed up the farmland ticking and checking how close it is to water. Like, every time the moisture level would tick down, first check to see if within 3 tiles of water.
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Because that's how it seems like to me. And I only just noticed after building my first farm around a waterfall and making a nice channel for it to run down into a pond. Is this actually intended, or is this a bug from me using mods? If this IS intended, I really, really hope that is either changed, or someone makes a mod so that just because water is flowing, doesn't mean it isn't wet.
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Am I the only one that has huge lag spikes?
Travis Pluid replied to David Petersen's topic in Discussion
I'm having similar issues, to the point where I can't use the control-leftclick to make cobblestone in the crafting table, because whenever a lag spike hits, it just bundles most of the loose stones together in my cursor again. -
This mod is included in Expanded Foods, and that's updated. As is Salt.
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[1.14.10] Metal Recovery (for Anvils) PLUS - {0.1.7}
Travis Pluid replied to Melchior's topic in Mod Releases
Try a chisel? -
1.16.4 VS Movement Mod v.1.0.9 - "Boat Update " (Prerelease)
Travis Pluid replied to Dante's topic in Mod Releases
Yeah, I've had this happen too- I thought the reason for it might be a clip into the thing you're climbing thing. -
An Easy Way to block Mob spawns with Mod/Gamerule/file edit
Travis Pluid posted a topic in Questions
I was just wondering if there was a way that still worked to disable mob spawns entirely- right now, I just wanna have a nice, peaceful, "realistic" survival experience in my gameworld, and that means I'd prefer not to have a mutant abomination from beyond time spawn in the dark corner of the room. -
For me, the old Minecraft Modpack Terrafirmapunk has a pretty good balance I'd say. Some mechanical power, some steam power, early electrics... I would love to be able to automate the EVERYTHING. But I guess that's just the Factorio player in me. XP
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1.16.4 VS Movement Mod v.1.0.9 - "Boat Update " (Prerelease)
Travis Pluid replied to Dante's topic in Mod Releases
Is there a way to change the default setting of the Autostep? I like to have it on Walk and Run mode, but it seems every time I load up my world, it defaults back to Sprint. -
no animals were harmed Primitive Survival
Travis Pluid replied to Spear and Fang's topic in Mod Releases
Done. Got the C to do something, but I have no idea how to continue after the Hovel. If there is anything to continue. Have no idea how to get D and H to do anything. EDIT Okay, got D and H to the same state as C, but beyond Chickens, Wolves, Oaks, and Hovels, do they do anything? And do the Ethereals actually do anything besides open the book? -
no animals were harmed Primitive Survival
Travis Pluid replied to Spear and Fang's topic in Mod Releases
I do, yes. Tried inserting ever kind of gear into the lectern as well. And I wanna know how to use the gosh dang artifacts. XP -
no animals were harmed Primitive Survival
Travis Pluid replied to Spear and Fang's topic in Mod Releases
I can't figure out how to open the book, or how to use the relics. I can put the gears on, and I can place the relic on the pole, but nothing beyond that. -
How do you figure out what an item's Item Code is? Like, for example, a temporal gear?
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no animals were harmed Primitive Survival
Travis Pluid replied to Spear and Fang's topic in Mod Releases
New gears, hmmmm? Interesting. -
[1.14.10] Metal Recovery (for Anvils) PLUS - {0.1.7}
Travis Pluid replied to Melchior's topic in Mod Releases
You already get back the clay, I believe? Every voxel you remove adds a voxel before you have to convert another lump of clay into voxels.