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l33tmaan

Very Important Vintarian
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Everything posted by l33tmaan

  1. Yeah, I think that happens if you (somehow) have multiple empty buckets in a single slot and try to pull liquids out. I think it's a flaw with the liquid container system or something.
  2. Try this: "L": { type: "item", code: "ingot-*" name: "metal" }
  3. Wait, what? You don't need to be online to play this game. ... right?
  4. Updated to 1.4.4! 10K DOWNLOADS! I am genuinely shocked! Thanks to everyone who's downloaded Expanded Foods before, it's been quite a journey! This should address a minor issue I've been told about constantly. Meat curing time decreased Ready for XSkills compatibility
  5. It's a creative world, there are no mountains or seas. I'm kind of baffled, because this world seems kind of cold all the time and I'm rather sure I didn't set it that way when I made the world. Right-click cheese with a knife. As for bottles, it works like Carry Capacity - make sure you aren't targeting any blocks and hold right-click.
  6. Something I just came up with: You right-click a log with an axe to invisibly make it enter "chopping mode", kind of like with a chisel. When you're holding an axe and target a log in 'chopping mode', the Seraph holds the axe perpendicular to the log, ready to chop. Right clicking now swings the axe and carves out a chunk where you strike, utilizing the chisel/voxel mechanics. Once enough voxels are removed from a localized area, the tree falls down and you can chop it up into the regular log blocks and get some sticks or something.
  7. You think I wouldn't want this for trees, too? It'd be much more engaging to have to actually chop trees properly.
  8. The modifier is at 100, I don't notice any difference if I crank it up higher.
  9. Sounds like I should cut the curing time down to around 4 days?
  10. I've heard complaints that the mining system is currently rather boring. Prospecting has a bit of a learning curve to it, and non-iron ore veins tend to disappear in a few trips, especially if you're playing with any mods that have larger backpacks or really take advantage of Carry Capacity. The actual mining process itself is... whatever. You right click the block, collect nuggets. That's fine. I propose something that involves the player more and utilizes the voxel system that makes chiseling so neat: this involves making two changes to ore blocks (ore generation is a different topic). Ore blocks must be "mined" multiple times to fully deplete them, sort of like a resource node from an RTS game. This means players can stick around mining the same ore for a longer period of time, but still be appropriately rewarded over that period. Now, even if you find a few specs of tin, you still might need a trip or two to fully deplete the block. Depending on what voxel on the ore the player targets, they receive varying amounts of nuggets once they are done mining it. In the picture below, for example, striking the actual copper bits gives you more nuggets than mining the bare rock. If you want to get especially in-depth, chunks of the rock can disappear when you mine it, revealing more 'bonus' nodes to strike. Not only would this look cool, but it would trigger the reward centers in our monkey brains more than mindlessly holding right-click on the whole block - now we can mindlessly hold right-click over specific areas of the block! This doesn't really touch on what numbers would be ideal with this kind of setup, but I think it would be a lot more involving and interesting than what we've got now.
  11. Can you let me know more about the conditions you're trying to dry it in? As for smoking meat: not really, unless someone else wants to work on it with me.
  12. It's TWICE as inefficient as this meat rack that I just have hanging out outside? Huh.
  13. Really? It worked in my testing. Hrmmm. I think my testing world is great for preserving food. What's the perish rate on your meat rack?
  14. I mean, it's the same code with different numbers and outputs.
  15. Starving should reduce your Max HP, not your Current HP. Prove me wrong.
  16. ... can you do that? This is the code that controls how sausage cures: transitionablePropsByType: { "*-raw": [ { type: "Cure", freshHours: { avg: 700 }, transitionHours: { avg: 6 }, transitionedStack: { type: "item", code: "expandedfoods:sausage-{type}-dried" }, transitionRatio: 1 }, { type: "Perish", freshHours: { avg: 48 }, transitionHours: { avg: 24 }, transitionedStack: { type: "item", code: "game:rot" }, transitionRatio: 1 }, ], } As you can see, I can only define it as an absolute number of hours. I don't think how many days are in a month affects these values whatsoever. I'll ask around, but I'm pretty sure that's how it works. Nope, it does!
  17. Just take the container that has the wine and left-click on a slot in your stew.
  18. Obviously the EF rack would count, but if you're talking about the Ancient Tools rack, that should count as well. I don't know of any other racks?
  19. That should hopefully no longer be the case in 1.4.3.
  20. Oh, good. Try the meat rack instead.
  21. I think Lands of Chaos has some underwater ruins in it, have you taken a look?
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