Thranos
Vintarian-
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The fact that the only alternative to pit kilns is strictly locked behind iron, and basically locked behind mechanical power at best or titanium at worse (Refractory Bricks) is appalling to me. I made a beehive kiln, fired it twice, and had half the blocks explode. I've never used it again. It's just too expensive for too little. I can't fathom why there wasn't some kind of system where you could make a beehive kiln without the iron door requirement, but with no ability to fire fancy clay variations- or something else, anything else between "literal hole in the ground" and "effectively steel-age". It's a bizarre choice that feels like a complete misstep.
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1.17.x+ Meteoric Expansion v1.2.2 - New Content: Meteor Showers
Thranos replied to Taska Raine's topic in Mod Releases
Are there any plans to update this to 1.20? -
No longer seems functional as of 1.20, sadly.
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Consider checking the mod thread on the VS Discord, but yes. 1.20 is being updated (in the words of l33tmaan) "Soon (TM)"
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So much dirt... so. much. dirt. What's a good use?
Thranos replied to SongOfRuth's topic in Discussion
Fill in (explored) caves near your house to give drifters less places to live. -
BuildingPlus v1.1.1 - New submod with new shingle roofs!
Thranos replied to Templar132's topic in Mod Releases
Honestly, this mod is so damn good I just use everything except the crashing blocks, but yes, these blocks cause crashes. Sad that this seems to have been abandoned. -
LOVING the new additions. Furrowed farmland is excellent for larger crop fields, and genuinely feels like it should be a vanilla mechanic. A question about the smokers, though- doesn't the meat seem to keep for a little too long? I know smoked meat keeps well, but it's keeping really, really well. Like. Too well. Years well.
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Oh god. You didn't realize that can be made with any wood in any combination?
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The issue is that the fix isn't on the mod DB which makes it a pain in the ass to use on a multiplayer server due to the lack of auto-DL. It's fine for SP, but having to walk every MP client through manually adding/updating mods and troubleshooting the painfully diverse ways a simple task can be done incorrectly is just not worth it. I'd sooner have a server without it than have to deal with that again.
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The exposed root height seem a bit much- maybe half of what they currently are would be better?
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Sadly, not functional on 1.17.9, looks like. Wild Farming's absence from the mod list is very quickly felt! A must-have, hope it gets updated eventually.
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All ranged-weapon using players are occasionally affected by this on the server I'm playing and sort-of-running, but we've discovered the following: A- It doesn't affect everyone at once B- If someone gets this bug, they can fix it by restarting their client, which works 100% of the time C- No errors appear in the server console D- Everyone can see the frozen projectile hanging in the air, even if the bug is not affecting them at the time E- The Bullseye reticule disappears when whatever goes wrong goes wrong, 100% of the time Hopefully some of this helps.
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Versions past v1.2.8 cause a CTD when I look at trees (specifically the lowest trunk block) I had previously planted. 7/6/2022 1:52:24 AM: Critical error occurred System.NullReferenceException: Object reference not set to an instance of an object. at WildFarming.BlockEntityTrunk.GetBlockInfo(IPlayer forPlayer, StringBuilder dsc) at WildFarming.BlockBehaviorEntityInfo.GetPlacedBlockInfo(IWorldAccessor world, BlockPos pos, IPlayer forPlayer) at Vintagestory.API.Common.Block.GetPlacedBlockInfo(IWorldAccessor world, BlockPos pos, IPlayer forPlayer) at Vintagestory.Client.NoObf.HudElementBlockAndEntityInfo.ComposeBlockInfoHud() at Vintagestory.Client.NoObf.HudElementBlockAndEntityInfo.BlockInView() at Vintagestory.Common.EventManager.TriggerGameTick(Int64 ellapsedMilliseconds, IWorldAccessor world) at Vintagestory.Client.NoObf.ClientMain.MainRenderLoop(Single dt) at Vintagestory.Client.NoObf.ClientMain.MainGameLoop(Single deltaTime) at _esGsESICkihAc8ShXuIoQwZFwP4._lPY9uZeagiMGC6tvSE11dF7naaz(Single ) at _8UC8FAMhwKY89IbtSRDjsNSApPJ._KbwUAfxjCHyIG0aK445AAA9FHl5(Single ) at _8UC8FAMhwKY89IbtSRDjsNSApPJ._R0wAt2N0TpONMxGD0HJG3bDrRcI(Single ) at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(Object sender, FrameEventArgs e) at System.EventHandler`1.Invoke(Object sender, TEventArgs e) at OpenTK.GameWindow.RaiseRenderFrame(Double elapsed, Double& timestamp) in C:\Users\Nexrem\Desktop\transfer\opentk\src\OpenTK\GameWindow.cs:line 476 at OpenTK.GameWindow.DispatchRenderFrame() in C:\Users\Nexrem\Desktop\transfer\opentk\src\OpenTK\GameWindow.cs:line 452 at OpenTK.GameWindow.Run(Double updates_per_second, Double frames_per_second) in C:\Users\Nexrem\Desktop\transfer\opentk\src\OpenTK\GameWindow.cs:line 375 at _7zNxEbLnuy6Bq08TdMSIu9ZbrKf._vvUTh6X5xLRNnjtX2xSE7z8yMeh(_SUsdg1ytavxaRcNNkhfDrODGhGP , String[] ) at _yA4PJazdKq1OMm8H6js6v5AhQB._vvUTh6X5xLRNnjtX2xSE7z8yMeh(ThreadStart )
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Two stews, I got the exact ingredients they used: First stew- Redmeat, Redmeat, Dumplings, Potatoes from More Crops Second stew- Onion, Potato, Dumplings, Dumplings Unable to replicate with just potatoes, so I don't think it's More Crops conflicting, but...
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They cooked half and put the other half in the stew. The cooked, unstewed, and non-crashing half have "Chicken nugget, eggs, spelt flour, salt, and water". Apparently they made some redmeat dumplings with the same layout and mixed them in the stew, if that helps.