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l33tmaan

Very Important Vintarian
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Everything posted by l33tmaan

  1. Plenty of places to find free fonts. I like DaFont.com, personally. Google Fonts is pretty popular, too.
  2. You could just create an expandedfoods domain in your mod, next to your alchemy domain and put the cauldron code in there. If someone has both mods installed, it should be fine. However, the cauldron code... needs much improvement before I would recommend actually doing that. It's pretty rough right now.
  3. Yeah, that's what happens if you load Expanded Foods 1.5.2 into VS 1.16.
  4. Uhh, the game doesn't crash when you try and load Expanded Foods into 1.16? Lucky you!
  5. Not yet, sorry. Right now I need to get it to stop crashing.
  6. If you're not mod-averse, there are Place Every Item and More Piles. That might help.
  7. Copper, for planks and therefore chests.
  8. Yeah, I can talk to @Tels about it. I need to make a config file to disable things, too. Fair warning, though - I'm trying to get Expanded Foods updated for 1.16. Uh, before 1.17 comes out. That'll take priority for now.
  9. Must be, I'm not seeing Suevite stone bricks in vanilla.
  10. Updated to 1.4.3! Now with 200% less handbook spam. (Thanks, @Craluminum) Oh, there should be roads corresponding to every Stone Brick type. I guess Suevite's a thing now?
  11. Updated to 1.4.2! Updated for 1.16, added liquid concrete as a placeholder for future updates.
  12. I don't know that, no. I am working on updating to 1.16, but I've been playing around with More Roads to get used to the new liquid mechanics. All I know right now is that I get a bunch of errors when I try to load EF in 1.16.
  13. How lucky for you! I'm actually working on this in an update for More Roads. Already got wet concrete, so hopefully I can get it to harden into a road eventually. I would also like to get rid of the crafting grid whenever possible. My idea was only 3 steps long though - road filler is a bit too far for me.
  14. Uhh, I didn't do anything to seaweed in any recent releases.
  15. Updated the OP with the new items & foods. Let me know if I missed anything.
  16. Added a link to the new Github repository to the first post. I'm gonna need it.
  17. Updated to 1.5.2! Nothing too crazy, it's just the RC file from a few pages ago, now up on the mod DB since it seems to be alleviating people's issue. I'm feeling pretty good now, so I promise I'll update the original post with all the new stuff tomorrow. Also, it was, in fact, coronavirus. How fun!
  18. For 1.16? Hah, I have a ton to do. I haven't even looked at it in-depth yet, but it crashes when I try and load into a world with it. Between that, the new fruits and mushrooms, the revamped liquid system, the new fruit press... definitely gonna take a while.
  19. Well, that's kind of terrifying. Is the implication here that you'll be swarmed and killed by drifters, or.... something worse?
  20. Uhhh... I'll go drop @Melchior a comment on the AMR mod page. Might be a little redundant since I'm also tagging him here, but I've got an ExpandedDough class that's tied to pie-making... but I haven't used AMR ever since XSkills added a similar feature, so I'm kind of clueless on what the disconnect is here. If I had to guess, AMR touches something the ExpandedDough class also touches, and AMR is overwriting it. Maybe.
  21. Do you mean you try and make the pie and the ingredients kind of 'explode' instead of making the pie? That's a good sign... let me know if you have further issues.
  22. That's because it was overwriting the default recipes instead of adding to them. Is what you're looking at the RC version I put out a few pages ago, or the one off the ModDB? I'm pretty sure I caught that and fixed it in the RC.
  23. I guess it all comes back to Acorns... still doesn't explain what's going on with bone broth, though. Thanks for the info, I'll play around with the patches later.
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