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Everything posted by l33tmaan
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no animals were harmed Primitive Survival
l33tmaan replied to Spear and Fang's topic in Mod Releases
Yeah, if they get around to it, they get around to it. Maybe I'll get impatient first, who knows? As long as they get made. -
no animals were harmed Primitive Survival
l33tmaan replied to Spear and Fang's topic in Mod Releases
Well... if you don't get around to making dried berries then maybe I will. Can't be that hard, right? -
[1.14.8] Grass Stuff 1.1.0 (Back to the Basics)
l33tmaan replied to Minnigin's topic in Mod Releases
Oh, man. That looks good. You might have to make a more general roof mod after this. -
no animals were harmed Primitive Survival
l33tmaan replied to Spear and Fang's topic in Mod Releases
You know, I thought there were more items besides leather and bushmeat jerky that need curing, but maybe I'm wrong. And I'm pretty sure the jerky is from a mod. But uh... maybe you could dry out berries and mushrooms to increase shelf life? It'd be great if you could use them in meals, too. I know "berries that last longer" isn't a high minded idea, but it's something. Do cheeses need to cure? -
no animals were harmed Primitive Survival
l33tmaan replied to Spear and Fang's topic in Mod Releases
Think you might be able to make it into a general purpose smoking rack, so you can put things like oiled leather and other curing items onto it? -
I feel like cooking XP could be 10 times faster and I wouldn't complain.
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Honestly, I think you could roll Hunter and Forager into one class and introduce a blacksmith/homesteader/whatever. Cooking and/or building bonuses, among other domestic "I never plan to leave the base" bonuses would be welcome.
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[1.14.8] Grass Stuff 1.1.0 (Back to the Basics)
l33tmaan replied to Minnigin's topic in Mod Releases
Oh, wow... I somehow expected making the model to be slightly less tedious. Or were the other parts made of less rectangles? -
[1.14.8] Grass Stuff 1.1.0 (Back to the Basics)
l33tmaan replied to Minnigin's topic in Mod Releases
Woah... how does that look on a house? -
Exclusive fertilizer would be a neat start. If you go in the direction of a general farmer, then you might want to drop the animal loot penalty, since it would be weird for a farmer to harvest less meat from their animals.
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[1.14.8] Grass Stuff 1.1.0 (Back to the Basics)
l33tmaan replied to Minnigin's topic in Mod Releases
If you do make a roof, could you try and make it look like a slope? Or would that be weird? -
Updated to 1.3.1. Temporal roads now give out 128 blocks per temporal dust, but the rest of the recipe has been drastically increased to compensate. Enjoy actually making these now!
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Oh yeah, the old pics used to say. Clay roads are 1.45 times faster. Stone roads are 1.6 times faster. Temporal roads are 2 times faster.
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Forager feels slightly underwhelming. Any chance you could make the bonus apply to grown crops, or is that an intentional decision?
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The mod is called Goblins. I'm really curious as to how this mod somehow wound up on your machine...
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Honestly, if all of farming could get a rework so that you could eventually have generations of crops grown with different techniques that grow faster/have higher yield/are more cold resistant/whatever, that would be awesome. You could just include mushrooms with that.
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Yeah, it's a mod. Did you download a modpack or something?
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[V1.14.+] Lazy Warlock's Tweaks (steel update)
l33tmaan replied to The_Lazy_Warlock's topic in Mod Releases
I can't do it either, so I'm guessing it's not in the mod yet. -
[1.14.10] Metal Recovery (for Anvils) PLUS - {0.1.7}
l33tmaan replied to Melchior's topic in Mod Releases
Huh? But I am on 1.14.2. I'm using the mod from the link, too. EDIT: Deleting the file and redownloading it fixed it, for whatever reason. Not sure why, since it had the same name and everything. -
[1.14.10] Metal Recovery (for Anvils) PLUS - {0.1.7}
l33tmaan replied to Melchior's topic in Mod Releases
Hey, I love this mod. It should be in the base game. But it isn't and for whatever reason, I can't actually smith anything anymore. Here's the info from my server-main.txt. All I did in this instance was load in, hammer away at a hot ingot (which did not turn into a pick), and log out. -
Updated to 1.3.0! This mod now includes More Wooden Paths. I've also added various road edgings and fixed the snow texture not appearing on blocks (I think). I don't know why there's a visual bug with the corner edge shadows, though. I'll look into that.
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Oh man, I've been breaking people's items for no reason? Very helpful stuff, I'll give it a shot!
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No, no, I've added my own roads, but they don't currently have snow and free variants. If I add those variants in, then it would break any of my existing roads since they wouldn't have those variants, right? That's bad. I would prefer it if when someone installed the next version of More Roads, it overwrote the old non-snow roads with the new, snowy roads so people don't have giant swathes of ? blocks going from one village to another.
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Sorry, I wasn't very clear. I meant the roads from my More Roads mod. Currently they're like vanilla roads and don't get snowed on, but I might want to change that. But given that they're the same shape as vanilla roads and would therefore be hidden in the snow... I'm not totally certain. This seems intentional to me.
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That's very interesting. Let's say I wanted to split my own roads into snow/free variants without destroying all the existing ones. Would that be possible?