Hal13
Vintarian-
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Everything posted by Hal13
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From Golden Combs (1.16-Current) Apiculture Mod
Hal13 replied to Vinter Nacht's topic in Mod Releases
The handbook is missing an entry for the waxed linen frame liner, your manual links to it but there is none.- 185 replies
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- beekeeping
- bees
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i think it would be nice to be able to pile the peat briquettes... maybe similar to clay shingles?
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From Golden Combs (1.16-Current) Apiculture Mod
Hal13 replied to Vinter Nacht's topic in Mod Releases
Yes that's the one. Wasn't that called hive pot? And the small top one honey pot? Looked again, no it's called ceramic hive... right click didn't work either but it showed left click to pick up, if it's still in the new version i'll make a screenshot when i get the new hive out of the kilns. And everything was fine when i took it out of the kiln only when i wanted to move it to another location that happened.- 185 replies
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- beekeeping
- bees
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From Golden Combs (1.16-Current) Apiculture Mod
Hal13 replied to Vinter Nacht's topic in Mod Releases
Encountered a bug (playing in 1.15.9, but before the newest mod version, might still be there or might be fixed already), placed an empty hivepot, wanted to move it later, tried picking it up (second bagslot was free) with leftclick like i get instructed on screen, it disappeared after breaking. Am not yet able to reproduce, as the new pots are in the kilns for a few more hours.- 185 replies
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- beekeeping
- bees
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tbh i never knew you could get tabs there... But i guess it's because of not enough space on the left, where they should be...
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Take a look at the bottom of the page, there is a link to the refund policy
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Should be, the game places the stones on the surface according to what can be found underground, i only found obsidian on the surface where there is much lava underground. Take a waterbucket with you and you can get tons of obsidian... The mod even has inbuilt 3 custom markers that can be set easily, atm i use numpad1 for ruins (i use the excavation sites as landmarks), numpad2 for wild crops, and numpad3 for translocators, with numpad0 deleting the closest waypoint.
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From Golden Combs (1.16-Current) Apiculture Mod
Hal13 replied to Vinter Nacht's topic in Mod Releases
Just to clear that up: the whole structure has to be made from the same wood?- 185 replies
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- beekeeping
- bees
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The argument stays you would get markers on your fields (which you will frequent more often and if you don't like these markers you'd have to deactivate the crops markers or delete the markers each time) and using a custom marker for "wild crops" does the job with a simple button press already, without cluttering the map around your base... Though i wouldn't mind more possible custom markers...
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As a workaround for you there is a mod that gets rid of exlusive recipes (or better the trait requirement for them). Instead of classes a trait menu might be interesting, i want this positive trait and that one, now i have to balance them out with negative traits... Maybe one positive trait is free and for each 1.5 (rounded down) more, you'd need a negative trait? postive 1 -> negative 0; positive 2 -> negative 1; positive 3 -> negative 1; postive 4 -> negative 2; ... of course any trait that modifies something is exclusive with other traits modifying the same. Not a fan of introducing different races for player characters; and as the players did decide on player characters not being humans i highly doubt it will be added later. That's definitive changes i'd love to see too, though add cannot start freezing If i'm not mistaken that would mean you go through the panned material fast, but only get 1/2 or less the loot, which i kinda think is bad as long as i still have to pan myself... i wouldn't mind a sieve or something that automatically goes through a block over the course of an hour or so but nets only half the loot as if i'd panned it myself... Yes, there were gears (or better their assets) in pre-alpha, but they were purely decorative and never actually in the game (you had to externally change your inventory to get them). and these assets were deleted right after the release (in alpha 1.0.1), meaning they were in the code, but not in the game, and only until the first patch after alpha release, wouldn't call that "for a long time"...
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That very much depends... Heavily malnourished people (and animals) tend to become sluggish to preserve the little energy they can muster. muscles are being more or less devoured by their own bodies too... But mostly i'd stay it's stamina they lack at some point, without a stamina mechanic one could say the running in VS isn't sprinting more like a faster jogging speed, then it would make sense that a well fed person can keep a higher speed (as long as they aren't too well fed). You wouldn't have to go as abstract as immune system... fat tissue does help with taking hits, it's rather likely that the gladiators (at least the ones who weren't in for getting slaughtered as death punishment) in ancient Rome were not only muscular but kept a healthy thick fat layer (at least according to what was found about their diet), fat tissue bleeds, the cut fat layer looks gross (both great entertainment in the arena), but if a blow only goes into the fat (literally a flesh wound) it wouldn't keep you from fighting and afterwards it heals rather quickly too.
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Going with increased health does make sense though too, and the situations where losing max health means deathloop shouldn't work out another way if you lose speed or another stat relevant for combat. I mean if you gained speed by eating good you'd have to balance mobs against that instead of against increased health, which may result in mobs you can't outrun with 0 nutrition or always being able to outrun any foe with max nutrition. maybe diversifying the benefits is the way to go? if you get approx. +50% (of the default values) to HP and speed at max nutrition instead of nearly +100% to HP balancing should be easier... And you don't lose all nutrition either by dying meaning as long as you don't die repeatedly you will be better of than someone newly joining the world. It may be nice to actually have a benefit for not maxing out nutrition scores, idk, how about hungerrate and/or hungerdamage getting higher with better nutrition levels in addition to the benefits of more health and/or more speed? malnourished people tend to not feel the hunger as much as ones that are well fed. That way you might have an edge in combat for the malnourished player might have an edge through winter.
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me neither i only knew them because of Future without people (or whatever the english title is) where they've shown a huge billboardlike digital ad (not sure if that was in NY or Tokyo) that possibly will be the last electrical device which will turn off, because it's powered by some vertical shaft wind turbines integrated into the frame. Adding options doesn't mean getting rid of others the vertical shaft windmill definitely would be more expensive to expand than the one we already have, but depending on type wouldn't care much about wind direction, it's possible that it generates a little less power and that the power gained by expanding it would decrease. That would give both a nice big niche, the ones we have already would be depending on wind direction (though theoretically the German christmas pyramid shows it could be used vertically and firepowered not only on a horizontal axle and wind powered, i mean sure hot air floating up is kinda wind and would even generate wind in a horizontal direction additionally) relatively cheap to expand and generating a bit more mechanical power, the vertical shaft ones would kinda generate power no matter where the wind blows, but to get the same output as the directional one you might need more material and place to build it. Depending on what type got implemented the same models (with different textures and recipes) could be used for watermills, killing 2 birds with 1 stone...
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actually these CAN be scaled up (or down) similar to the ones we already have in the game, depending on the materials used and the length of that axle, similar windmills are used today to generate electricity. problem is you need to somehow direct the wind through them, in the picture that's what the curved walls are for (todays equivalent instead curve the sails to get the same effect). And they don't have to be above the quern either, nor do they need to be vertical. Theoretically the windmill would have to check for placed blocks around it in the correct shape (at least if implemented like the ones you've shown), but theoretically it would make a difference if one builds the windmills we have in the game facing the direction of the wind or not... one could just slate the sails a bit to accomodate for that. either like these: https://www.naturalnews.com/wp-content/uploads/sites/91/2018/08/Vertical-Wind-Turbine.jpg https://amc.stust.edu.tw/Sysid/amc_en/01.png (This one should be buildable with the sails we have in game already) or like this: https://i0.wp.com/www.german-way.com/wp-content/uploads/2020/10/715px-Moderne-Weihnachtspyramide-Krippe.jpg?resize=715%2C1023&ssl=1 (This one could additionally even be powered by making a fire under it, ignore the christmas decoration i only needed something to show the principle)
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i like most of the changes, but the changes to treegrowth, so how should i configure the mod to use vanilla treegrowth mechanics? "MaxTreeGrowthStages" 1? "SaplingToTreeSize" no idea "TreeSizePerGrowthStage" no idea "TreeRevertGrowthTempThreshold" no idea "TreeRegenMultiplier" no idea (would that work with vanilla trees? regrowing their leaves, making farming rarer tree seeds feasable?) "HarshWildPlants" 0 (or 1 not sure yet, the first winter in 1.15. won't happen for approx. months irl) "FlowersEnabled" 1 "SeedPanningEnabled" 1 "CropSeedsEnabled" 1 "BushSeedsEnabled" 1 "CactiSeedsEnabled" 1 "MushroomSpawnEnabled" 1 "VineGrowthEnabled" 1 "LogScoringEnabled" 1 "ReedCloningEnabled" 1 "LivingTreesEnabled" 0? "HarshSaplingsEnabled" 0 "SeaweedGrowthEnabled" 1
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@Pamela Wild automapmarking wild crops wouldn't make too much sense, you'd have to harvest them for the mod to mark them, but they don't regrow, on the other hand you'd get several markers you quite likely don't want to delete on your fields as the crop blocks are afaik identical. you can just set one of the 3 "manual" mapmarkers for crops and make use of that. similar with obsidian you might want to mark lava lakes or something like that, but the mod would just add (or try to add) a marker everytime you mine some stray block of obsidian, just make use of the custom markers. or did you mean like quartz? i just remembered you can find pieces of obsidian laying around above ground, that might be a nice addition... no surface ore does not respawn, same with wild crops Actually that is a nice idea, correction that's already in, if you rightclick a surface ore while holding something, meaning you can't pick it up, the waypoint will be generated none the less. @egocaribAfter playing with this mod for a few hours (okay nearly a full day play time) i think i never want to miss it again... even though there are really many waypoints now on my map (i don't mind still am pre metal ages, i will find a use for all that copper, once i'm able to smelt it [yes i know how to but it'll take 72h irl (-timeskips by sleeping) for the charcoal to be processed with the settings i use atm])...
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that's likely more or less impossible. It may be possible to somehow calculate the world size of a fully generated world, but i guess there is no way to predict the worldsize once players played in it. Why? In the worlddata inventories are saved too and chiseled blocks are likely to take up more diskspace than nonchiseled blocks (especially if they consist of more than one material) and playerdata is saved too and ... What i want to say is: There are too many variables, some are unpredictable. Not sure how it would be done, but maybe fully generate a few different sized worlds, then double the space they need? That should give you a decent enough estimate on drivespace needed. And then scale that up to the available drivespace and you should have some buffer left no matter what players do on the world?
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another idea for the tree seed shortage some face. instead of shears having an aoe clearing out leaves faster, something far more fitting for a machete, shears could be used to cut saplings from branchy leaves (something that actually is done with shears) with a relative high chance (maybe around 10times the seed drop rate without using shears?) and give 1-2 sticks instead if one is unlucky. And speaking of machete, making use of that aoe leave clearing might result in less useful/fewer sticks (wouldn't really affect seed drops though as you don't hack through them to clear the area). I regularly face the problem of too many sticks and just enough or too few seeds/saplings (at least for everything not pine or birch), so this would address both.
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okay i've seen more than one player complaining about stick shortage and tree seed drops are slightly too low for some treetypes too. I know that you are supposed to clear the leaves before chopping down the tree to get the max out of it, but partially that is really difficult because the leaves are rendered seemingly up to 90% away from their hitbox here an example (though that one is more like 80%) yes the offset makes trees look more organic than in minecraft, but maybe reduce it to max half or a third away from the actual block? That way players can actually break them all without as much trouble and maybe even get a steady supply of seeds even of the more rare trees and should be able to get enough sticks for their needs (though i never understood the stick problematic).
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maybe the despawn should be disabled through the storm? that way towards its end it'll be harder to fight the drifters, because of the corpses piling up and giving them cover and as you can harvest (most of) them afterwards it'll be more rewarding too... You get temporal stability back that you lose in storms and unstable areas constantly, but else surviving is the only reward, which makes just going away and waiting a while or sleeping it away more rewarding than the temporal storm mechanic itself... But i think we're going on a tangent here.
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yes? haven't tried to use my folder on another pc, but thanks to streetwind i was able to install several version alongside each other with everything the game normally puts on the systemdrive in the version folder, hence it should work to play on a different pc... you might want to look into the following topics:
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First things first, if you have trouble getting your livestock fed, wait for spring, they won't starve to death and you go through way less metal, of course if you want to go realism and feed them anyway, i recommend to keep their numbers somewhat low through winter. The higher you place the windmill, the more likely it always catches enough wind to turn, hence the windmills should be pretty high up (use one of the highes points of your base for them). A greenhouse does do wonders, the additional 5°C might be enough to keep some crops/berries growing (though with less yield) or at least not dying, and as you can keep flowers in it the whole year, you can use it to get a pretty decent honey/wax supply, make sure there are skeps to seed the other skeps all the time though. and if you don't plant anything on the fields in your greenhouses tall grass and horsetail will grow on the fields too. Build a drifter farm underground for a small flax/temporal gear gain. Mining and processing ores of course are best done through night and winter, when being underground or working for long times doesn't matter, if you don't have anything else to do in winter nights sleep, any bed let's you skip several hours. though you do use up saturation as if you'd just stand around for the same time. you could do tunnel roads for winter exploration. and you can pan all the sand and gravel you don't need for anything else... tbh. in the newest world i don't know yet what to do in winter, as that winter will be LONG, i think i had set it to 12 days a month and one ingame day being 48h irl long... i'm sure i will sleep daily... skipping 19h irl each day...
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There can only be a single crock on a full block surface now? (could be a 1.15 thing i just now took my first batch of crocks out of the pit kiln)
- 1430 replies
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It is possible to change classes after starting a game, but maybe the server doesn't allow to do it? As Xandu said the classes are a vanilla feature and are handled by the base game itself, you might want to ask the server staff for more information... @XanduThinking about adding this mod. Any incompabilities with 1.15.9 you know of? later updating the mod would just require me to overwrite the archive in the modfolder right? As i currently play with REALLY long ingame days (24h ig=48h irl), are time dependent buffs/effects dependent on ingame time (/time speed and /time calendarspeedmul, like pitkiln, soaking wet debuff, plant growth, ...) or real time (like cooking time, fuel's burnduration, ...)?
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Not entirely sure, but could it be simpler to just generate a mapmarker in the center of the areas each time the game generates peat, blue clay and fireclay? kinda similar like the auto map marker mod does it just not on player action but world gen? To me it looks like the map just takes an average of the topsurface texture and with grass spreading on top of clay and peat they kinda always become greenish... maybe change the toptexture of the grassy variety a bit?