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Godogma

Vintarian
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Posts posted by Godogma

  1. Thanks :) Now I'll be able to quickly deal with that issue and clear up a LOT of storage.

    EDIT - Unfortunately after putting the file in the mods folder it doesn't show up to be enabled in the game mods list and I don't see the recipe in the handbook crafting menu nor is it showing in creative mode?

  2. Now this seems like an excellent mod, unfortunately my current playthrough couldn't accommodate the change. I'd have mass die offs of chickens, pigs and sheep if I tried it. On the other hand the composting bin seems very useful as it sits both to quickly deal with large amounts of slowly spoiling crops (I vastly over prepped for my first winter and there's no way I can get through all the onions and stuff that are slowly going bad; not with the stuff in the jars that's slowly going bad as well).

    Any chance you'd be willing to give us a second download for the composting bin by itself?

  3. 4 hours ago, Taska Raine said:

    It's possible that there was a parsing error when the config was read due to an unexpected value or character. In that case, the mod generates a new one with default values to avoid a crash. It's possible that this was the case. Would you be able to check your config and confirm whether or not this happened?

    I really have no further ideas as to what could cause it to just flat out not work at all. No errors, nothing, it's rather perplexing x3

    I tested it recently with a world height of 448 recently too so world height changes ruled that out I suppose

    This is what my configuration file currently says:

    {
      "Destructive": true,
      "MinimumMinutesBetweenMeteorSpawns": 10,
      "MaximumMinutesBetweenMeteorSpawns": 30,
      "MinimumSpawnDistanceInChunks": 1,
      "MaximumSpawnDistanceInChunks": 6,
      "MinimumMeteorLifespanInSeconds": 3,
      "MaximumMeteorLifespanInSeconds": 10
    }

    My tinkering is about to have that set at 1 and 5 for minutes between spawns and see if I get anything out of it.

     

    EDIT - With the revised settings of between 1 and 5 minutes between meteor spawns I did see one fly through the air and it did seem to wreck the tops of three or four trees but I couldn't find anywhere it had actually hit the ground. So, I can confirm that MeteoricExpansion 1.0.2 works, I'll now update to 1.0.3. :)

    I hadn't noticed you'd updated the mod or I'd have updated first.

    I didn't hear a sizzle or a crack or anything so I don't know if it was airburst or not; which sound setting controls the meteor sounds? It might have been because I was in a windy canyon type area when I saw it... Then again, my base is in a windy canyon/bay type area.

    • Like 1
  4. If you wanted something else to add to the game for a smoker; smoked cheddar is very delicious if you know what you're doing and increases shelf life but I'm not sure it's necessary (I have cheese that has a spoilage time in years in my cellar in game now after all)... Could be fun though. :)

     

  5. I dunno about too darn easy; I have nearly a dozen basket and weir traps out and I check several times a day ... often getting one or two fish per day if that and as for too many baits and the like? I've caught fish on cubes of soap in real life, as have several people on worldwide television.

    I'd say go for realism instead of the illusion of balance myself.

    I still haven't tried fishing on a line with the mod, but I might try that after I've gotten some sleep.

  6. Mass Mushroom farming? Who wants mass mushroom farming? We're on homestead scale if that; having reliable mushroom farms where you want them on a household level is very easily doable and has been done for centuries.

    Not to mention now we have blast furnaces in the base game; Vintage Story has firmly entered the Industrial era.

    I like the greenhouse bonus for wild plants though and I'm glad you haven't just abandoned the mod.

    • Like 1
    • Thanks 1
  7. Would you consider possibly increasing the stack size for Ash so we can make a full 50 liters of lye at once in a barrel? It's somewhat resource intensive to build all these barrels and tedious to do 20 liters at a time then transfer the contents of 3 barrels into one for the evaporation process (no matter how many barrels I make I always seem to have 10 liters left over)...

    Or did I miss something and have been doing this wrong the whole time and I can just add more on top of the 60 Ash in the barrel to make more than 20 liters at a time?

    • Like 1
  8. I noticed issues with cooking and a few other things moving up at a snail's pace myself; I put several years worth of meals away in the cellar prepping for winter as I had more vegetables than space and didn't notice many gains there either.

    • Like 1
  9.  

    2 hours ago, Sukotto82 said:

    I've noticed if your in creative you can simple shift right-click with mushrooms in your had and it will plant it on the ground. 

    I was thinking about being able to shift harvest mushroom stims to simply be able to move them by added a new item called mushroom stim that you could shift click to plant by removing making it so you can plant it in survival without being in creative. it's simple and as mentioned they are not a vary good food source compared to other crops.

    I'm one of those annoying Minecraft players that have an auto farm and auto sorting system for every farmable crop and item in the game even if I don't use most of them at all. some farms are simply there just to be there. I don't actually use them all. I wish there was a way to auto sort items in VS that would be one of the best things ever to me.

    I was going to add a way to grow berry bushes in my mod but when I seen this mod I decided not to do it. it would have been done differently. it would make all berry bushes have the ability to stack 2 bushes high and what would happen is when you plant just the one bush on the bottom above it would grow a small bush that would get bigger overtime until full size then it would become farmable. you could then break the top bush and place it down then you would have the two bushes start growing a new bush on top of each of them. I don't remember what mod it was. I want to think it was a pam's harvest craft mod but not sure in Minecraft that make a berry bush spread and grow not only up but sideways too. I don't know the limits to how big these can get but it was something like that which game be the thought of doing something similar in VS.

    if I could simply remove the creative only tag for planting a mushroom down I would. it would be a very basic and simple mushroom farming option as a stand alone mod.

    Sounds like a good couple of mods to have to me if you were interested in putting them together.

    1 hour ago, Stefano Da Giau said:

    Is it just me or is impossible to extract seeds from bushes? The mod seems to work for the flowers, even for horsetail, but I can't extract from berry bushes

    @Sukotto82

    That would be at least partly incorrect, I don't not about cranberries, but blueberry bushes are low on the ground, they don't grow tall

    Our blueberry bushes here are taller than me and I'm 6'2" tall.

    Looking it up evidently there are both "high-bush" and "low-bush" varieties of blueberries and some of them grow up to 12 feet tall; I suppose the ones we planted are of a high bush variety. Low bush blueberries evidently grow to between 2 and 4 feet tall.

  10. And yet I've had decent results with a log, a drill bit and a piece of oak from my front yard.

    Just because you can make things overly complicated doesn't mean you have to. Unless you're going to boost growth rate, satiation etc for mushrooms it's just not worth the extra effort because they only give 80 satiation to start with.

    EDIT: Having just checked I've confirmed that they're the least effective 'vegetable' class crop in the game with all the others varying between 100 and 300 satiation; would being able to grow them be very neat and entertaining for a homestead build? It sure would, but making them require all sorts of custom assets to even produce reliably or in useful fashion means there's not going to be a lot of interest if you have to jump through a lot of hoops for the current reward.

  11. Why not just look up how people grow mushrooms in real life and keep it at least semi-realistic like the rest of the game? The more you over-complicate something (especially something that in reality isn't at all difficult) the less likely someone is to use your mod.

    Shiitake Mushrooms are grown on hardwood or hardwood sawdust, oyster mushrooms are grown on straw and white button mushrooms are grown on composted manure (typically, but you can get success with regular compost)... A little dirt on top and a spritz of water and a cool, dark, damp place plus a little time and presto!

    EDIT - Most types of edible mushrooms can even be grown outside with no issues by drilling holes in logs and leaning them up against something in a stand of trees for cover and spritzing them occasionally if it's not raining enough. Growing mushrooms in somewhat primitive greenhouses dates back to at least the 1800s, so making the process complex and annoying for the player is entirely unnecessary and probably annoying to code as well.

    • Like 1
  12. 7 hours ago, l33tmaan said:

    Yeah, it's a byproduct of adding new variants of any item. Happened with wooden paths, happens here. I don't think there's a way around it since the variants are technically entirely separate items.
    But the bushmeat pemmican is identical to Rue's aside from that. My attitude when this stuff happens has shifted to 'just turn your world creative for a few minutes and fix it'. Just replace those ? blocks with bushmeat pemmican and you're good to go.

    I haven't had the game long enough to learn all the ins and outs of that; how does one turn the world creative for a few minutes to fix it?

  13. On 12/10/2020 at 2:12 AM, l33tmaan said:

    This one is just the original that's tweaked a bit and put into a .zip file, you just need this for now.

    Hmmm, in your version it doesn't seem to have the original recipe - I have a ? block with numbers on it attached to where I had pemmican made  with Rue's original.

    Edit - Or is that what you meant when you said it broke the original?

  14. 9 hours ago, l33tmaan said:

    Not very, turns out. I hope OP doesn't mind, since this mod is already a rewrite of Pemmican, but I think I was able to add in redmeat and poultry pemmican variants. 
    It breaks the old pemmican, but... oh, well. You could just as easily stick to a single pemmican type that uses any kind of meat to make, but then you'd be wasting saturation if you used anything but bushmeat, which kind of defeats the point, no?
    @Rue Feel free to use whatever you want from this file!

    Trail Food.zip

    Do I need both his original file and this one? Or should I swap so I don't get conflicts?

  15. Alright, I'm not sure what I'm doing wrong but I can't seem to get the commands to work for boosting my experience and levels and such back to what they were at before I bought the Strongback perk.

    EDIT - Took a break, got less frustrated and got the commands to work.

  16. 13 minutes ago, Fluffems said:

    @GodogmaAnother thing you can try is what my friend did he deleted all the text in the Json file and left it blank. Then he started the game up with two mods off saved and exited and turned them back on. The game loaded up with them back on then and from there he used the commands to get back what he had lost. It took him a bit longer but he said his stuff is running fine now.

    Yeah, I deleted everything the mod added to the folder when I couldn't get it to work and redownloaded and reinstalled. Now I'm going through the process of adding experience back to the skills.

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