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Ivan Stamenov

Vintarian
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Everything posted by Ivan Stamenov

  1. I am not sure how the game handles the falling wood piles in regards to registering the completion of the charcoal pit. You can still have plenty of charcoal with a much smaller charcoal pit (w/l/h <= 6 blocks), which would allow the firepit to be placed anywhere on the perimeter and without the need of wood juggling... In fact in my previous world (the setup shown in my previous post) I have a full steel crate (over 32000 pieces) with charcoal and about 2/3 were gathered with the help of the charcoal pit shown + pine farm + OCD (it just bothers me when there are crates which are not full to the brim). Edit: the documentation states that the maximum charcoal pit dimensions are 13x13x13, which means that probably you have 1 extra layer of wood, which is not a solid block and does not seal the charcoal pit and the wood just burns out. You can have a maximum of 6 wood blocks away from the firepit in the center, but you are slamming 7 on top of it?
  2. The way you are doing it seems overcomplicated... Just put the firepit on top of the wood pile. In this game this works. SSSSSSS SSSSFXP SWWWWSP SWWWWSS SWWWWSS SSSSSSS S - stone block around the charcoal pit, W - wood, F - firepit, X - firepit access, dirt block to seal the lit charcoal pit, P - player, bottom and top half. Fill in the charcoal pit with wood. Put a firepit on top of the wood pile. Light up the firepit and you have 30 seconds to put a single block to seal the charcoal pit.
  3. Well, there are some odd bits and pieces but it does work overall. The quality of life improvement this mod brings far outscales the minor bugs in it.
  4. That's why I used to use stone axes to turn the logs into firewood. Now I am a spoiled lazy industrialist and I am abusing the log splitter and the electric pyrolysis kiln from the QPTech mod to fully automate the charcoal making...
  5. It is definitely possible. In fact, you are left with 15 voxels you have to remove at the end... Don't forget that you can still use the connecting voxels between the arrow heads which are seemingly stuck and not usable - you just need to nudge the end one so it pops on the second layer and then it can be moved freely. To do so the end voxel must have an empty space on one of its sides and another voxel on the opposite side: _XO (_ is empty space, X stuck voxel to be moved, O - another voxel). If you nudge X on the right, it will pop over O.
  6. The check is done for each block within the node search radius, regardless if this block is a rock or air. And the vast majority of quartz veins I found gold/silver in had the precious metals spread across the enire quartz vein. So I'd say you have to be very unfortunate to take a 0 gold/silver node search reading in a quartz vein which does have some. But, even if this happens, the gold/silver contents will be very small and most likely don't deserve the grind to be found and extracted...
  7. Just keep exploring... Also, chalk also yields lime. Another option is to buy lime from commodities or survival goods traders.
  8. QPTech mod comes to the rescue, but it takes a while before getting to the point where the iron/steel making process is mostly automated...
  9. Several years ago there I was happily skipping through the Bulgarian hills foraging for mushrooms when I saw a person waving a hand at me in the distance. When I approached I was presented with a bag of shrooms and asked whether I recognize them. The shrooms looked similar (but not the same) to the ones I gather, so I said "No". Than this individual remarked: "It is a pity, me and my wife made a soup out of these 3 times already..." I hope they are ok....
  10. Waxing cheese is already in the game. You can not change the color though....
  11. If your friend played with the main game files, he/she just needs to get the full installer for the preferred game version from the "Client area" and run it - it will reinstall the game anew without changing anything mods or saves related.
  12. Hi @Tyron, a little woopsie: game crashes immediately after loading, here is what is found in client-main.txt: This problem does not exist in 1.18.3 (disappeared immediately after reverting to 1.18.3). Edit: there is a bug already reported and it is marked as "critical".
  13. You can try "/land claim download [claim ID]" as stated here. Search for "claim" on the page and look at the first hit and the command visible in the screenshot.
  14. I was able to do so with my single player world. Just create land claim(s) encapsulating your base, export the json files (they will appear in the WorldEdit subfolder in the game) and finally import these schematics into the new world using world edit. In the worst case scenario you will need help from a server admin to export the land claim(s) and get a copy of the files. However, this is not a convenient way to backup your base very frequently...
  15. TLDR... As far as I remember, the lightning strike has an 8 block AOE radius. When placing the lightning rod, be sure that there is nothing flammable/killable within 9 blocks around it.
  16. Sure! Altered is assets\game\recipes\grid\fgpressedwax.json so that I can press 16 or 32 honeycombs at once without losing beeswax (I changed the "quantity" elements): { ingredientPattern: "W", ingredients: { "W": { type: "item", code: "game:fgpressedwax*", quantity: 5 } }, width: 1, height: 1, shapeless: true, output: { type: "item", code: "game:beeswax", quantity: 16 } } Altered is assets\game\patches\honeypress.json so that the fruit press can process 32 honeycombs at once instead of 10 (I changed the "litresPerItem" property). This also means that you will get 10l of honey from 32 honeycombs instead of from 10. [ { "side": "Server", "op": "add", "path": "/attributes/juiceableProperties", "value": { litresPerItem: 0.3125, liquidStack: { type: "item", code: "honeyportion", stacksize: 1 }, pressedStack: { type: "item", code: "fgpressedwax", stacksize: 1 } }, "file": "itemtypes/resource/honeycomb.json" } ] In the unmoded game 32 honeycombs will yield 6.4l of honey, so even with this "nerf" you will get roughly 50% more honey. Unfortunately this is inevitable (because of the way the fruit press code is written), unless you are willing to get considerably less beeswax from the honeycombs. You can have either the beeswax quantity or the honey quantity correct, but not both at the same time...
  17. You can try the following mods: "From Golden Combs" adds other beehive options so that there is no need to re-populate the beehive after harvesting and the beehives themselves can get a lot bigger; "Honey press" adds the ability to use the fruit press to squeeze the honey out. I have this mod's files altered a bit though, the original yields a lot more honey than the plain game.
  18. Ugh, you are absolutely right. I somehow mixed "turned off temporal stability" with "no more temporal storms"...
  19. You can still collect everything. But if you want to encounter higher tier drifters (because of the higher chance to drop temporal gears), you will have to go deeper underground. Temporal gears are also sold by the treasure hunter traders.
  20. The Archimedes screws with port prefer to output at the top if they can. There is air above yours and the items will be ejected on top of the chute. So, in order to fix this part, put a slab or a full block over the topmost chute. Also, the Archimedes screws are far too slow for a properly powered quern. They are also quite power greedy. I used to use them for loading the quern's input chest, but ended up removing them entirely... Are you sure you have enough power? You said you are using large gear to speed up the grind, but this means that you have to supply enough power. Querns can launch the grinded items outside of hoppers' AOE, I'd put some walls there so items won't get lost occasionally. I can't see clearly in the screenshots, but if you are using the T-shaped chutes, these can "clog" the system (meaning that items will stuck at this point and won't go further). Because of them I had to rework the chutes section. Here is my current setup. I have one input and one output chest, the hoppers are linked 2 by 2.
  21. Is it possible to add the ability mod authors to mark certain releases as critical and the in-game mod manager to utilize this info by displaying a notification similar to the one we see when there is newer version of the main game? Yesterday I found a nasty incompatibility in a mod of mine ("Vegan Milk Simplified") which caused the game to crash when any item in the handbook is clicked. Nor the crash message, nor the log files hinted towards my mod. So the blaming finger of anyone of the 30 or so people who downloaded this mod will point towards the VS team rather than towards my sorry ass... And currently I don't have a way to notify them about the problem and the newer version of the mod, which seems to fix the problem.
  22. Dear fellow player, If you are one of the thirty people who downloaded "Vegan Milk Simplified", the initial release of this mod had a nasty incompatibility with the handbook which causes the game to crash when any of the items in the handbook is clicked. This seems to be fixed with ver. 1.0.1. Nor the exception, nor the log files hint towards this mod as a reason for the crash. So, if you have it enabled in the mods manager and your game crashes when you click an item in the handbook, there is no need to re-install the game. Please get ver. 1.0.1 or remove this mod. Unfortunately currently there is no way for me as a mod author to push (notifications for) critical updates, that's why I create this topic with the hope that it will be seen by the affected people.
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