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Everything posted by l33tmaan
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You're fine, there actually is an issue going on with that. Not sure WHY it does that, though. I posted a fix on the previous page, but it'll be fixed in the next update.
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Nope, only when you're trying to make a meal like salads or yogurt.
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Why are you trying to make bread in a pot?
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The regular mixing bowl or the small one?
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... now I have to go check and see if you can put liquids in querns.
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I'm not sure what to tell you, because I wasn't able to do it until I added it into EF just now...
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Are you talking about meat stews? That's a base game thing. Although I think I may have missed adding cured bushmeat to meat stews, so good catch. Have you ever been able to?
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Same way you get JUICE to turn into WINE: You wait. Takes about 20 days.
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Any specific ideas?
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I heard that there's going to be a screwpress in 1.15, and having worked with one in Expanded Foods, I have a couple of suggestions that I've arrived at through people's feedback: It should be able to turn 1 input into 2 outputs, a solid and a liquid. If I crush berries I should get juice and crushed berries, which are nutritionally useless but good for compost or luring animals or making paints or whatever. This is probably them most important suggestion. It opens up a lot of options. You could even use it to press wood pulp into paper! There should be a large version that can crush many stacks of items at a time - an industrial press? It should be compatible with chutes and hoppers at this point. People will use any and every kind of container possible to draw liquids from it, even if it doesn't make sense. Just an FYI. If anyone else has ideas they can post them, too.
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How to inherit class/entityclass from bloomeries?
l33tmaan replied to SturgeonFish's topic in [Legacy] Mods & Mod Development
Not bad, but you may want to soften up your specks a bit so they aren't so stark. -
Oh... that's a good idea. I'll add it to the list.
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How to inherit class/entityclass from bloomeries?
l33tmaan replied to SturgeonFish's topic in [Legacy] Mods & Mod Development
Nah, color selection and a bit of erasing. Easy stuff. -
How to inherit class/entityclass from bloomeries?
l33tmaan replied to SturgeonFish's topic in [Legacy] Mods & Mod Development
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How to inherit class/entityclass from bloomeries?
l33tmaan replied to SturgeonFish's topic in [Legacy] Mods & Mod Development
You want those grey specks in the third image to be applied to the first 2 images, too? Photoshop's got a decent color range picker, let me see what I can do. -
No worries, it's on my list.
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How to inherit class/entityclass from bloomeries?
l33tmaan replied to SturgeonFish's topic in [Legacy] Mods & Mod Development
I've been doing a bit of mercenary texture work lately, if you need any assistance. -
That's because you're using beeswax, not resin. That's an oversight on my part, I can take care of it for the next update.
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I will continually bring up the Nests idea until someone yells at me and tells me why it's a bad idea. Whatever system that tamed animals use should be something that can be extrapolated for wild animals and monsters as well. If chickens go back to their hen box every night to sleep, then wolves should have a den that they go back to after they've killed something or when they're tired. You can apply this to drifters appearing out of space-time rifts, or bandits spawning from a bed inside of a small ruin. Apply pathfinding and other behavior on top of this and you can really introduce a sense of dynamism to the environment, especially if things can "take over" another creature's territory. Imagine actual animal migration patterns!
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It just occurred to me that they were 99% probably talking about the pine resin block that you just walk up and harvest with a knife. That shouldn't apply to the spile. I've tested this on trees generated in creative as well as the ones in survival spawned by worldgen, and both of those work. I'm pretty sure it should work on trees that you've planted.
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Oh... those are the foot paths added by this mod, they're just in the /game folder because that's where the wooden paths are. However, I TOTALLY had the same recipe for foot paths and stone edging. Whoops. UPDATED TO 1.3.6! you can actually make stone paths now lol
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Much appreciated! I didn't know there were other foot paths.
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Uhhh... are foot paths a 1.15 thing? The only ones I'm seeing in the handbook are the ones from this mod.
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It might be a while before the next update, so place this in assets/expandedfoods/recipes/grid: meatnugget.json EDIT: Also, your mixing bowl GUI issue is probably just a bit of confusion. I changed the collision boxes, so you have to click on the bowl itself to put things into it. Not the table. That was kind of weird anyway. I am able to make foods just fine, though. The only time I've run into that green arrow issue is when I was testing stuff and the server stopped when I would cook foods that didn't have shapes or anything to render. IF THIS NEW MEATNUGGET.JSON DOESN'T WORK FOR YOU, TRY RENAMING IT TO MEATNUGGET2.JSON.