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l33tmaan

Very supportive Vintarian
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Everything posted by l33tmaan

  1. Where is this code located, exactly?
  2. Yes, it's on the list.
  3. Yeah, I've heard some new bricks got added recently. I'll take care of it.
  4. That's a totally new error message... I wonder if it's because of something that was updated in 1.15.8?
  5. You should be able to use pumpkin slices in pie just fine. As for peanuts in trail mix - I'll have that in the next update.
  6. Probably not, this mod just adds herbs that are already in the game, but unused.
  7. Egg + Water for the dough, then meat/veggies/whatever else. They're real simple.
  8. Did you mean something like this?
  9. Not to ruin the discussion, but you guys know Jakecool actually made a very similar multi-block kiln in his Useful Things mod, right?
  10. If I were to do something like that (not saying I can yet), I would probably want it to be its own block so it wouldn't look so weird.
  11. Are you talking about how long you have to seal it in a barrel before it turns into vinegar?
  12. I'm always open to rebalancing things. Are you saying wine rots too quickly?
  13. So... all of the earliest and cheapest cauldrons you can make are also the best? That seems a little unnecessary - there's already little point in making iron or steel cauldrons. Why do people keep posting errors I've never seen before? I'm not 100% sure if it's caused by my mod, but it seems to have trouble referencing an item ID for some reason. Maybe ask Tyron about it? I'm sorry. I love the idea, but I'm afraid of stuffing TOO many QoL features like that into this mod. I think it would be better as a standalone thing.
  14. Hey, if I knew Tyron was gonna be on, I'd have actually stuck around!
  15. There is, but that's silly, so I didn't do it. You'll want to edit the "lidPerishRate" number in cauldron.json.
  16. It sounds like you've set up camp in a wolf spawn zone.
  17. Yeah, there's an issue inherent to this discussion: It's easier and more convenient for modders to create and maintain as few mods as possible, but it's more convenient for the player to be able to control their modded experience as much as possible. What a dilemma.
  18. I doubt it, I've run so many mods that I've added thousands of items and recipes to the game without causing entire mods to start failing...
  19. Expanded Foods is simply too big for me to be capable of maintaining more than one version at a time. Hell, I can barely maintain one version! I wouldn't make separate packs for bottles, or drying meat, or boiling stuff, because that's extremely tedious and makes it harder to get BIG NUMBER on the ModDB. Which, in the end, is truly the only thing that matters
  20. If I had to guess, something isn't registering any of the items from my mod properly. This looks suspicious to me: 22:50:10 [Client Warning] Client side assembly resolver did not find the assembly in the binary path, the lib path or the mods path. Tested for the following paths: /usr/share/vintagestory/Lib/UIAutomationWinforms.dll /usr/share/vintagestory/UIAutomationWinforms.dll /home/vhodina/.config/VintagestoryData/Mods/UIAutomationWinforms.dll /usr/share/vintagestory/Mods/UIAutomationWinforms.dll Couldn't register IPC channel.
  21. I'll try and look into the pie issue, but I'm at a loss as to why it's been doing that. On the plus side, I have been busy...
  22. Keep sawblade locusts and bells as they are, and also add nastier monsters.
  23. I hope this mod gets updated this year...
  24. What?! I haven't heard of that before!
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