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pawsbrake

Vintarian
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Posts posted by pawsbrake

  1. @Lisabet @l33tmaan @jakecool19 @DArkHekRoMaNT

    I had the same issue with the animals being glitched, faded out, but it was in VS 1.13 and I had no mods at the time. It happened in a world after exiting the screen several times with alt+tab, going to other screens, and I saved and exited the world, came back later and loaded the world up and it was as it looks on @Lisabet pictures. I tried everything I could think of to fix it, but ended up having to re-create a new world for it to go away.

     

  2. @AstralVoid

    It is my understanding that when the program detects a change in blocks due to an update/mod it automatically asks if you want to create a backup and perform a remap, doing this in an existing world after introducing this mod performed the backup process, then nothing. It didn't remap. I need to parse the logs, but I'm sure there was an exit somewhere due to an error.

     

    Edit: Removed excessively long logs I posted, Niker323 fixed the issue.

  3. From what I can see in-game, you can produce: Wire (each metal type), Coil, Battery, Electric Chisel, Wrench, Engine Shaft, Generator Shaft, Wire Mold (Raw & Fired), Capacitor (Low, Medium & High), Charger, Connector, Cable, Engine, Furnace, Relay, Rotary Generator, Forge, Water Wheel. It introduces an energy type called TF that can be produced using the rotary generator with the water wheel. This and other mods could expand on this premise now that this groundwork is laid.

    • Mind=blown 1
  4. @Draconic_ @Susel_de_Baibak @LocoMiner @l33tmaan @Niker323 

    So I was having the same issue, so I went to Niker323's github to check out the recent commits and so I opened up the original 1.1.0 zip that I downloaded from the link he posted above:

     

    and I compared it to what is on his Github, and noticed a number of files missing, so I downloaded them from his repo and repackaged 1.1.0:

     

    And now I'm not seeing any of those issues in my world:

     

    I know you can do this yourself, but I've attached my repack in case you want it. I'm sure @Niker323 will fix it in his link soon.

     

    Update: Okay, no it wasn't that at all. It's something with existing worlds. When I create a new world with the mod, it is fine. If I apply it to an existing world with other mods, the issue is as described by you all above.

     

  5. I'm ~50 hours into this world, I have iron, waterwheel tech, and I'm ready to start getting blister steel ingredients together. I have Gen 2 sheep, had a good supply of rabbits but go sick of the males killing the babies and trying to organize them so killed them all. I have ~60 berry bushes in a fenced area on the other side of the house. To the right I have planted plots of Oak, Pine, Birch, and Maple so I don't have to travel far for wood. The patch of flowers is my collection of flowers in preparation for the beehives I'm setting up soon. There is a two block deep pit around my crops, it is an effective source of meat almost every morning. As you can see on my minimap, my method of mining is to go to the corners of chunks, put in a bucket of water, and dig to bedrock while making updates and notes on the map of what that hole contains. It's been fairly effective, especially when coupled with wide area prospecting. I can't stress enough, I love this game!

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    • Like 3
  6. 9 hours ago, Rhonen said:

    that was before balancing.
     

     

    Helvehammer have high requirements, i guess. Test it with a windmill to get compareable data. :)
    The MaxStrength of 30, 45 and 85 percent are the result of gathering real waterwheel informations and testing / balancing.
    So you can combine multiple waterwheels, or try a complex transmission.

     

    if you want change the default setting, edit the config files, as noted in handbook and in the topic's notes of 3.3.1 ;)
     

    
    /VintagestoryData/ModConfig/medievalexpsion/

     

    @Rhonen Thank you! Modifying these values is exactly what I needed. Sorry I didn't explain myself better.

  7. On 3.3.3, I cannot get over 45% efficient on breastshot, even in a creative test world. Is this intentional or am I doing something wrong?

     

    Update: Sorry, my misunderstanding! I read the guide in-game and I see those are the set values for efficiency. I was confused because in your videos I saw them at 60% for breastshot. 45% is very low, it is hardly worth it to get this as it will run a helvehammer sooooo slow at that speed. And I see with the steel that you have to put into it now (ouch) you can't reach 100% even utilizing overshot with flumes and steel hatch. Then we are going to have to upkeep it or it will die? With the cost in iron+steel+maintenance, lack of power, inability to reach 100%, how is this ever better than a 20-sail setup? I request please either make it more powerful or cheaper or no maintenance.

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  8. For the purposes of 'curing' compost, is the speed of curing slowed down by being put in chests or other storage that gives a ~x.054 modifier to aging? I see the 'compost bin' slows down the speed of composting for 'other', is curing compost considered other? Perhaps putting hot/cooling/curing compost in the compost bin can give it a speed modifier to becoming the final 20% compost? I love it as is, but am unsure of how to get compost to cure at a uniform speed...put it in my backpack? Chest? Barrel?

  9. Quote

    The items should be in the trough inventory though, so breaking it will return whatever items the hopper put in

    Wow, yeah that was a mess. Wish I'd have known that before I pumped hundreds and hundreds of dry grass into it, lol

    • Like 1
  10. @jakecool19 This new release has fixed the issue @l33tmaan was describing above, at least for my game it did. I am having an issue now where the hopper hooked up to a trough empties the hopper completely, even if the trough is full. Doesn't matter how it's hooked up to the trough, dried grass, oats, whatever, it will absorb it into the void.

    • Like 1
  11. If I attach an elbow chute and a hopper, or even a hopper directly to a trough and put in dry grass it will fill the hopper and then keep emptying the hopper until nothing is left in the hopper. Three stacks of dry grass can disappear down the chute and the trough will never have more than 64. If I break the hopper and chute all I get is the hopper and chute, no sign of the dried grass.

  12. I can fill the trough completely and the animals eat out of it just fine, and as long as I stay in-game there are no issues. Every day I put a few more pieces in to top it off, no big deal. The animals are at 16/16 saturation. But if I save and exit the game and come back in, even for a few seconds IRL, the contents of the trough are empty, all the animals are pressed against the fence trying to get to growing garden food, and they are starving 0/16 saturation. I'm currently running the latest 1.14.3, but this was an issue prior-to the update on 1.14.2. I am running with Farm Life v0.9 mod, but this hasn't always been an issue. I checked the logs and there's no errors that explain this. Anyone experience this and find a fix, or is this a known issue?

  13. It would be nice to have a wrench that can rotate the chutes, some are next to impossible to get the way you want them and it makes placing them infuriatingly ponderous at times. And more chutes, like a 4-way that has openings on the front, left right and top, and other variations. The ability to feed in and out of anvils, bloomeries, etc. for automation purposes would cut down on the amount of chutes needed.

    • Like 8
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