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SturgeonFish

Vintarian
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Posts posted by SturgeonFish

  1. I'm trying to get the game running in wine/proton. I am doing this because launching thru mono on linux is causing me to crash in certain scenarios with the mods I have for a server. I can load into a world no issues on either but my mouselook is locked and unresponsive once I do. I can fly around, use all of the interface (except for clicking on handbook entries), and the game seems to be running fine. I just cant move my head at all, which makes it unplayable.

     

    Anyone else have this issue or know a fix? I've tried disabling vsync/emulating a virtual desktop in wine with no luck.

  2. On 9/16/2021 at 12:47 PM, Vinter_Nacht said:

    Can we get some additional configuration options?
    I'd like to be able to manage the amount of poop animals produce, and turn off the 'follow food in hand' option, specifically.

    I second this, I'd also like the abilty to turn off wild animal pooping.

  3. Ok cool, I was trying to evaluate a 0.6% (ebony seeds with shears + afforestation) chance against a 0.5% one. If I can make a request, some additonal skill for the ultra rare tree seeds would be be something I'd greatly appreciate. Even with a 20% boost it's next to impossible to keep a stable supply.

    • Like 1
  4. I see I had a bunch of stuff not set up right, and my project structure was off. This seems functional, all the recipes/drops/smelting and stacking are working. I like being able to mix and match tiers too. The only issue now is the textures not quite being applied right but I'll fumble around to fix that. I'll have to make proper tier textures too.

    Thanks a ton for the help, I'll get this polished up but I'm definitely crediting you once I put this up for release.

    • Like 1
  5. I am working on a mod to add bloomeries made out of refractory bricks, and I've managed to get the recipes/drops working fine. all that's missing is getting the base to properly act like a normal bloomery. I have this at the start of my base block .JSON:

    "code": "betterbloomerybase",
      "class": "game:BlockBloomery",
      "entityClass": "game:Bloomery",

     

    And I've tried it without "game:" without luck. Are there any extra hoops I need to jump thru in order to inherit the bloomery class? I should also mention that my added blocks (base & chimney) follow a block-{direction}-{tier} scheme, I don't know if that's complicating things.

    • Like 1
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