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Zippy Wonderdust

Vintarian
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Zippy Wonderdust last won the day on February 11 2025

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  1. Version 1.3.0 released -recompile on DotNet 8.0 for VS 1.21.x
  2. Zippy's Re-seeding Reeds version 2.1.0 changes -Recompile for 1.21.x on DotNet 8.0
  3. Version 1.1.0 released -adjust patching code to handle new pot types(colours) introduced in 1.21.x
  4. Zippy's Thatch Patch version 1.1.0 Changes: -Edit game dependency value in modinfo.json (the old version will work on 1.21.x, but this one won't complain about it!)
  5. Thanks for being so patient! I actually intend to add a configuration option for the textures via ConfigLib/IMGUI that can be toggled on or off by the server admin. Coming soon... ish...
  6. Version 1.1.0 released -Updated the patch paths to deal with the fact that animal asset folders are totally re-arranged in version 1.21.x
  7. Version 1.2.0 released Added code to allow edible items that are also plantable (loose seeds, seed packets, grains and peanuts) to be planted or eaten at the player's discretion. RightMouseButton will now plant when focussed on farmland and eat when focussed on nothing (i.e. looking at the sky); also Ctrl-RightMouseButton will eat under any circumstance, even when focussed on a block. Tweaked perish times to be shorter
  8. Zippy's Crop Tweaks is a collection of farming tweaks that I have implemented over time for a private server that I play on. It has grown to become a full-fledged mod with (in my opinion) some rather interesting gameplay dynamics, so I thought I'd release it to the public. My initial impulse was to call it "Yet Another Crop Mod", as there already exists a wide selection of them on the ModDB! If I have inadvertently copied another modder's ideas I apologize; it wasn't intentional. I don't play with any crop mods besides this one and I developed this mod 'tabula raza' from my own inspirations. More details in the mod description.
  9. Version 1.2.1 changes -One extra change to support Smithing Plus; mark meteoric iron metal bits as smithable on a copper anvil
  10. Version 1.2.0 changes -Added compatibility with Smithing Plus (hopefully no more crashes!) -New graphic assets; meteorite shards -New texture for meteoric iron anvil -New drops; meteorites now occasionally drop crystallized nickel
  11. Version 1.1.0 changes -Slightly de-buffed meteoric iron chunk drop rate when mining meteorite blocks (dist invexp => strongerinvexp). Blocks will almost always drop only 1 meteoric iron chunk. On rare occasions they will drop 2 or even 3 chunks, but only *very* rarely. -Increased the required heating time for meteorite shards and meteoric iron bits. They now take longer to process. -Changed temperature handling so that leaving a newly created meteoric iron chunk in the firepit will cause it to fairly quickly heat up to working temperature so it can immediately be transferred to an anvil. -Added chiselling recipes that allow meteoric iron chunks and meteorite shards to be broken into meteoric iron bits. This is a *lossy* process which does not return the full amount of materials. This has been done on purpose as a way to partially recover materials from an item that the player has smithed improperly. -Changed all metalbit grid recipes to require both a hammer and chisel when breaking items down into metalbits (because it just makes sense).
  12. Important! There is an error in version 1.0.0 of this mod that will crash your game whenever a piece of rotting reedroot tries to transition to a quantity of rot. This has been fixed in version 1.0.1, so please upgrade!
  13. Zippy's Cattail Stew allows cattail, tule, and papyrus roots to be used in stews, soups, porridge and other dishes. Just a simple little tweak to stave off early game starvation.
  14. Ach, Captain! She canna take the pressure much longer!!
  15. I don't want to go too far down the rabbit hole, but overheating could be covered by the addition of a flask/water-skin item which lowers body temperature by X degrees every time you drink from it. Hydrate or Diedrate has had a very in-depth go at this but I don't think an implementation needs to be anywhere near as complex as that to be rewarding. Just have body temp rise based on environment + clothing and fall by a certain amount whenever you drink some water. I think that's all the game would really need.
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