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Impyre

Vintarian
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Everything posted by Impyre

  1. Are guys sure you restarted the server after making the change to the whitelist? I've had no problems. Run /serverconfig whitelistmode off, then restart the server and you shouldn't have any problems. I always use /stop to shutdown the server so that it writes any changes made to configs... then start it back up as usual. As an aside, I too would like to know how to add players to the file directly. I'd hope the server was smart enough to parse the list with just player names, but the way the entries in the whitelist appear, it seems a jumbled mess of random info. If you'd like the safety of a whitelist, without the hassle of constantly turning it off and on... another option is to change default player role to suvisitor, or define your own default role. This would allow you to control what permissions players have when connecting. Somewhere around line 326 of the serverconfig.json you can see something like this: "DefaultRoleCode": "suplayer", "ModPaths": [ "Mods", "path to mods folder" ], If you change it to "suvisitor" then by default, players will have the following role: "Code": "suvisitor", "PrivilegeLevel": -1, "Name": "Survival Visitor", "Description": "Can only visit this world and chat but not use/place/break anything", "DefaultSpawn": null, "ForcedSpawn": null, "Privileges": [ "chat" ], "RuntimePrivileges": [], "DefaultGameMode": 1, "Color": "Green", "LandClaimAllowance": 0, "LandClaimMinSize": { "X": 5, "Y": 5, "Z": 5 }, "LandClaimMaxAreas": 3, "AutoGrant": false The above role can be customized however you like... but by default they can't do anything except use chat. You can even turn that off if you like. I personally like this option because if you want to invite new friends, it's much easier since you don't have to do anything for them to be able to join. Any server mod can change their role to "suplayer" once they arrive and then they can play as normal.
  2. @l33tmaan not sure if this is the right place to post this... but I had an idea/suggestion for this mod. I'd like to see small-ish tins added. They could be kind of like bottles, but for small food items (muffins, candies, dumplings, bread, cooked nuggets, etc). It might make sense if they didn't get as strong a storage buff as bottles do, since it wouldn't be as easy to seal them. Maybe they could be sealed with wax like crocks? I'd like to be able to store more things on shelves and I think having a single piece of candy take up a whole shelf slot is silly. Tins would fit very well with the rest of the items in this mod.
  3. It is for me, but i'm only running a handful of mods that add new textures. How much space you need depends on how many mods you have that add textures, and how many textures those mods have. That said, the only time I've ever had this missing texture thing happen to me is when the texture atlas is *slightly* too small... not small enough to cause crashing, but just small enough that occasionally textures get bumped off the atlas. For me it was fat (but only while placed on the ground) and oiled hides. I'm using the current version of expanded foods and fruit dough textures seem to be in place.... although, if i'm not mistaken there are several different fruit dough textures depending on the color of the fruit used. Perhaps it's worth checking the other fruit dough textures to see if it's just one or if it's all of them.
  4. Just wanted to give you a heads-up... there's a bug with the survival handbook page for "Muffin (part-baked)" any attempt to access that page of the handbook crashes the client. I have loads of other mods running, but this seems very specific to expanded foods and to this single item. Confirmed on multiple clients. Also confirmed on both MP and SP. Here's the crash log in case it helps! client-crash.txt
  5. this is a common issue when you have multiple mods installed that add new textures to the game. do some research around the forums about increasing the size of the texture atlas
  6. Can anyone explain why bismuth bronze and brass cannot be used for cauldrons? Is it just the recipes missing or is it lack of model/texture too? If it was intentionally omitted, why?
  7. Loving this mod. Combined with expanded foods it's pretty amazing. Was really appreciative of the fact that you can do clay bottles... but once I saw how amazing the glass ones look with stuff in them I had to upgrade them all lol.
  8. I'm adore this mod. It really expands foods considerably, and personally I feel like the way in which it was done really respects the game's sense of progression. Some more powerful foods open up as you master the various aspects of agriculture, but aren't so easy to get as to completely trivialize the midgame meals. I also really appreciate the added versatility of expanding the cooking pot meals and loosening some of the restrictions. I planted 6 olive trees, hoping for a bountiful fruit harvest. To my dismay however, they're counted as vegetables. I can kinda see why, and it makes sense. I have an orange orchard that will be coming in soon too, so there's that. But what to do with 4 or 5 stacks of olives? Turns out they're quite good for oil... though i'm not sure how i'm gonna use 50L of olive oil before next year. Maybe I'll put some olives in my salads and pasta.
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