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Very Important Vintarian
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Everything posted by Elwood

  1. Thanks for your interest but I have decided to discontinue this mod. Please read the reason in the OP.
  2. I will have a look and see if I can update it.
  3. Elwood

    Sifting Table

    yay. I like immersive things like this. Add a little shaky shake action requiring holding the right mouse button. Besides early game use some other later game uses could be added. separating sand and gravel from cobblestone, sieving grain, mixing two materials together. Mechanical power with hoppers etc.
  4. I think it would be useful to have a world type for modding with all the settings you say. The current flat world seems to loads super fast because there is no terrain to generate and minimal rendering. other things. no weather. no clothing selector. What i have been doing when i want a fresh start is create a world to repeat tests is prepare a normal world manually. flatten it. Put all the tree types and ore types and animals you want to experiment with. Set the time factor to make days super super long. clear my inventory and stand in the perfect spot. then exit and create multiple copies of that save to load in a fresh one every time you want to conduct a new experiment (such as after testing bombs ). i think /time hoursperday can be used to make the day very very long. I think one of the servers I played on double the hours per day. I usually do this when I play because the default day is too rushed. also the /time speed command can make time progress fast. So if you want to make charcoal quickly or a baby chicken 'hatch" quickly then set it to a high number and watch the world pass you by. I'm curious what other workflows other modders have to make life more efficient.
  5. Sounds like an interesting concept for a simple mod. I agree most of it could be done with alternative recipes and item variants in a mod. Combining the barrel, firepit and grid crafting to make things interesting. I don't think it belongs in the core game since veganism is a very recent concept and impossible in the primitive time era and people would have starved without the generosity of animals. Some ideas bonemeal - compost (spoiled food + grass) - or random drop bones when digging peat. (animals often get trapped in peat bogs) Fat - oil from soybean or flax. we dont have a butter churn or wine press yet but maybe soybeans covered in rocks within a barrel could produce a vegetable fat? feathers - could be a rare drop from breaking branches (vegans allow "cruelty free feathers are naturally molted by birds") faux leather - as redram suggests - linen. possibly laminated using tree sap. even temporal gears could have some recipe or random drop. example random archeology drop if using a special tool in a certain rock/soil type. added to pots as a rare drop. Its very easy (relatively speaking) to patch vanilla to add rare random drops, no coding needed, just editing text files. Recipe changes and drops are easy if the outcome is a vanilla item. It becomes harder if you wanted the alternatives to have their own models like faux leather having a different appearance. But if you are ok with it looking just like real leather then this is very easy to mod. I think that is generally what the MC mod does. Alternative recipes to make the same item.
  6. Thanks for the feedback. I made this long ago and have been away from VS for a while. I have been catching up on modding in discord and might need to look at other newer mods to figure out how to package this properly if I do pick it up again. I just remember how time consuming this was when I did it.
  7. Yes only ore bomb exists in vanilla game but this mod was using a different mode on the bomb in the modding api. I havent looked at this mod in a while. probably doesnt work anymore. I have been thinking of updating this but i have to relearn modding first.
  8. Temperature and moisture also affect what plants and trees, animals and behives will spawn in an area. So vice versa, you can tell you are in a moist area when you see mushrooms for example.
  9. These are great ideas. I have been thinking about this as well. Early ages the foods would be weak in nutrients and saturation since foraging was time consuming and often groups would go a long time without proper balanced diet. Agriculture was a great advancement to our civilization and led to less time foraging and allowed people to develop skills. I was thinking the current food system is too easy and you never starve. So when these advanced cooking principles are added then the forage foods and basic cooked meat should be reduced to 10% of the nutritional value unless prepared in some way like a stew. Either that or add some additional buffs to prepared food like strength, speed, natural defenses, immunity to poison, etc that degrade over time.
  10. This mod has been continued in the The Neolithic Mod in this forum. Thanks to everyone for all the suggestions and ideas here and in discord chat.
  11. Thanks @Balduranne I sure could use some help with textures. I also struggle with the shapes. Couldn't get the shape editor to do what i want so manually changed to blocks. I'm currently not making any changes to the mod but not abandoning it. I've been waiting for the game to mature a bit before I expand this mod. Many of the fundamental animal parts like sinew, teeth, bone should already be defined in the game even if they are not used yet. Modders should be able to use these base materials in their recipes. For example I don't want there to be a second version of sinew when the next release comes out. I'm also struggling with how to effectively edit json files. Its very time consuming and error prone using notepad++ and online json validators.
  12. I find i run out of time in daytime and nighttime activities. default day and night is too short. On the darkagecraft server they doubled the time for both. So at night i find indoor activities to do like smelting, crafting, bees. Daytime is for exploring. Doubling both i think is a good balance. MC suffers from the same problem. Especially when you have mods that are nighttime specific you always seem rushed.
  13. I think the difficulty in these types of tree falling mechanics is the block that standing trees are made from are exactly the same block as the placeable block. So now you need complicated logic or a "tree registry" to determine "is this wood block part of a real tree" or does it just look like a tree. A simpler approach would be to use a different registered block when a tree is grown versus the blocks that are dropped. There would be no other way a this alternative block could exist in the world so you know its definitely a tree and not part of my house. This would also solve the giant oak leaving wood blocks in the sky. Or the unchoppable small acacia that grows crooked and the algorithm looks for a certain shape. The algorithm could look for any connected blocks of the alternative "log" type. Currently every time a person creates a new variant of a tree, like the 3x3 or a weeping willow with huge branches that grow in an arc, the current tree cutting algorithm will need to be adapted to accommodate new and interesting structures.
  14. version While forming clay bowls I made multiple forms at once. Client crashes with array out of bounds if you do not release mouse button when moving from one form to the next (using the 2x2 pattern to remove clay). Appears to happen as soon as you move to the next form. Does not happen with a single form beyond the forms boundary. See screenshot below.
  15. I like the idea of chutes for automation. At least as a start to semi-automating some processes like grinding grain or rolling logs into a sawmill. For more semi-automation. In primitive times a rope and basket was used for raising loads. (mining or digging wells or raising hay to a loft). A person or mule would pull the rope to raise the load. Combined with chutes could provide early automation for loading resources into chutes. Problem with early automation is it was never fully automated and almost always had humans helping. A human pulled the rope or walked with the mule. Maybe human power next to machines (hired NPCs) is a form of power. Need to be fed or paid or they stop working.
  16. I think understand your point. I should be able to choose any power source i want. Like if i am a farming community i might choose wind power since i can grow flax for linen sails. I can choose power transmission, shafts, belt drives and gearboxes based on resources i have or the design i want (wood & iron for shafts and gears or hides for belts). But the key thing is all power and transmission should be interchangeable and should all work together regardless of my choices. So both power and transmission should be part of the fundamental systems of the game and not dependent on mods. (or we will just end up with power systems with various acronyms) Also what should be fundamental to the game is whenever a new concept or product is created there should be some vision of how the production processes of the product can progress. eg. start with manual linen farming-> human powered loom -> external power -> mechanical looms-> mass production of linen cloth which also requires mass farming of flax, water pumps, irrigation. (I still don't know why i need so much linen but someone else can solve that)
  17. I absolutely love the idea of powered things and I agree with your proposed progression. I think the biggest problem is necessity. Like what is the real problem we are trying to solve with automation? Granted there are some immediate needs for automation in the current state of VS like mass production of construction materials (making brick, wood, plaster, etc) In years of playing modded MC I always asked myself. "why am i building all of this automation or generating large amounts of 'energy'?". I would use my 'magination to create a problem to solve. "we need to produce 64 blocks of iron to appease the lava gods" or use a modpack with quests. I love automation and mechanics but need some real purpose besides avoiding the tedium of grinding to survive. VS needs to first create a problem for us to solve using mechanics and mass production. Maybe the trade system might fit the bill but that could be too much like "questing". Maybe grain and other products need to become a "resource" that is continually depleted to maintain some bonus you have gained. eg. a full granary gives health bonus to the owner if it stays full. But then to keep that progression going or maintaining it we likely need to have bigger threats near the more advanced villages/players like raiders so need to build walls and defenses or you reach. perhaps the need to keep an armory full of swords to keep attacks away. drives the need to build a bigger forge. If VS can ever give a real sense of progression and a purpose to keep maintaining it will be the best survival game ever.
  18. I haven't been able to find them either after quite a bit of looking and was looking at the config file to get a clue. It's a pretty rare set of conditions. Dry but not desert. Warm with lots of trees. I started looking at things with similar conditions and found obvious signs of when to stop looking in a forest Mushrooms, ,Forget-me-not, wild daisy ,cow parsley, edelweiss, Heather, western gorse, horsetails, ferns, all indicate too cold so skip to the next forest if you see these. Cactus too dry. Skip it. If you see soybean in a forest you found a climate match for bees I'd say this could be a spoiler but even with this information they will be hard to find. I think the rarity was intended to make this a multiplayer challenge or to extend gameplay but actually makes it very hard for a single person searching I think. I was thinking of making a mod to make it a little easier for single player or make alternative recipes for candles using string and fat. I think this is a great way to make people explore for special items when the game has more content and advanced teir stuff. I found deposits of rare gold and other minerals when I was looking for bees. Just poking my propick occasionally.
  19. I like this idea. (Avoiding spoilers about the mystical temporal gear drifter drop. ) It's currently a rare drop with less than 1% probability with drifters. Making the gear craftable from the shards could be useful. This would give further reason to go hunting them on the darkest nights. Being a rare item people would want makes it a potentially valuable trade item.
  20. yeah i like that idea. this version is just like the bomb which takes a few seconds to light a fuse so not practical if they are chasing you. But lets say a person made it to a high place. wolves circling below. lighting the bomb could stun wolves in range and make them temporarily flee giving you a chance to make a run for it. The AI for entities does have some flee mechanics. like now when you hit drifters they run away. so pretty sure a mod could extend the bomb function to cause all entities in range to flee.
  21. Currently only ore bomb is enabled on VS. This mod simply implements the other types. Also the cage is currently not used so I implemented a simple animal trap using the cage. Bait the trap and come back later to collect random animal drops. (meat, hide, feathers, fat) MoreBombs.zip(Backward compatible to at least 1.7 and recently tested in 1.12.8) Note: Not compatible with the old version because I changed the object. Existing bombs in your world may become broken items. If you already have the old mod in your world then just keep it. This new version is for new worlds and is designed to be more compatible with other mods in the future. Animal Trap 1.0 [1.5.2+].zip (still needs to be reworked) New Bomb Blocks added Bomb Recipes New Animal Trap blocks added Animal trap recipes
  22. I love the idea. I think advanced roads like roman roads should be gated behind bronze or iron. That way you know upon entering a village you can see how advanced they are. Plus the building styles available would match the road structure available. I would also suggest starting with early-age type roads first since the game has most content for hunter/gatherer/farming/copper/bronze age. The mod could expand as the game expands content into advanced ages. Dirt path and grass path was used into the 1900's and would be very important for longer distance and should be cheap. maybe constructed with a tool like a rake or soil spreader tool.
  23. looks like the latest patch breaks this mod. you lose whatever is put inside. Great for a gag i suppose.
  24. Yes this is how i did it, by putting my changes in assets/game. I just extended the bow.json and it worked. I just tried what you suggested and it worked. I created a new bow (copy of bow.json) and named it "longbow" where variants became "longbow-simple" it worked. I also got the "sharpening stone" concept to work. What i wanted to do is allow a person to unstring a bow and get the limb back to put a fresh string on. thanks for the help
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