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Posts posted by Travis Pluid
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1 hour ago, Katlamos said:
Fantastic mod! Is there a way to stop damage from happening if you get close to the hitbox for the aurochs? They're super cool mobs and I've got a pair in my barn, but I'm terrified to get near them for fear that I'll lose a significant chunk of my health if I accidentally brush against them, even from behind a fence.
And it's also nervewracking to lead them with food.
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2 hours ago, Katlamos said:
So am I correct in understanding that hares should eat hay from large animal troughs with this mod installed? I set up some hutches for the rabbits I managed to catch, but they only seem to have grazed so far on the grass in their pens and haven't touched the food left in the large troughs for them.
Try small troughs?
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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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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.
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20 hours ago, ZigTheHedge said:
@Travis Pluid yeah, it’s possible, but wouldn’t it confuse players? I’ll add it as a configurable option
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.
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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?
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So, how does Quality affect plates?
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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.
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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
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What's the new update do?
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9 hours ago, shadou66 said:
Love this mod, thank you so much for it. I do need to ask a dumb question. How do I access the config file? Are there hot keys to open it in game or do I have to go into the mod file itself? I need to turn off the poop. My fps has been dropping to like 15-17 crazy low. I couldn't figure it out until I walked out into a field and saw literally hundreds of wild rabbits and chickens. I don't think this mod effects the spawning of wild creatures but the poop. The poop was everywhere, on every block. I don't know what's causing the wildlife overpopulation but getting rid of the poop can only help. Come to think of it. I haven't seen any wolves lately. Hmm. Anyway, so I need to turn off the poop and I know that I can do this through the config file but I'm not sure how I should access that file. I know Jakecool is on a break, but if anyone else out there knows, any help would be appreciated.
Sorry didn't see the other posts regarding over population. I still don't know how to access the config file. I'd rather not edit the mod itself unless I have to. Thanks.
You go to Roaming, then VintageStoryData, then to ModConfig.
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5 hours ago, Frederik Gryson said:
An idea I had for the crafting of the frames is a plank with a beeswax beneath it. That way this is a higher tech bee keeping apparatus that requires some development in your beekeeping already.
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? -
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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Or you can boost the Freshness modifier of meathooks.
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11 hours ago, l33tmaan said:
Just take the container that has the wine and left-click on a slot in your stew.
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.
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By the way- does the Primitive Survival Curing Rack count for curing when Expanded Foods is installed?
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9 hours ago, Taska Raine said:
Probably could do something like that, yea. I'm most worried about them becoming too easy to find. Maybe implementing that but having it turned off by default would be the way to go. Players could choose to turn it on via a config option if desired.
That would be nice- it's already the minority of people that would have Destructive Meteors on anyways. Unless you're planning to make the chunks that non-destructive meteors drop also smoke if the setting is on?
Ore Excavation/Veinminer?
in Mods & Mod Development
Posted
Cool, I'll have to try it out.