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Mysticar

Vintarian
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  1. Someone say Hemp? ^^ Pointing at Jobediah's excellent mod Weaver's Weed, which I have crudely and inofficcially been updating for my game and sharing to y'alls (with credit to Jobediah, of course). Can confirm it working as of 17.6 (I haven't upgrade my game of later versions as of now). Maybe Tyron could look at it and incorporate it into vanilla? (Probably without the edible aspect. *cough* For medicinal use, of course!)
  2. If you're playing vanilla, no. After the first 3-4 hours, flint is nearly useless. Keep 4-5 pieces in case you miscalculated something's durability and end up needing an emergency tool on the fly, toss the rest away as useless trash. Some mods can make it more useful (looking at you, flint pickaxe, flint hammer & crude flint saw). But even then, that just extends the usefulness a scant few hours longer and makes the range of options for your emergency tool backup plan bigger; the main point still stands - flint is literally the Stone Age material of choice, and just like we stopped using it IRL once we learned how to use metal (except for hobbies and as a component in cigarette lighters), the same applies in this game.
  3. Update: For some reason, drop rate from harvesting Weed seems atrociously low compared to previous versions, to the point that using the mod hardly makes any sense right now. I'll try looking into how to fix this (no guarantees though... this seems considerably more complicated than what I had to do to get the mod to work again a year ago, and my coding level is noobish. ). EDIT: This one should work a lot better. Enjoy. WeaversWeeds for v1.17.zip
  4. Can now confirm my fix for v15 as still working as of 17.4. Weed doesn't seem to naturally spawn on Forest Floor, but does spawn just fine on sand, gravel, and grass. (credit to Jobediah for the original mod, as usual)
  5. I'm in the process of updating my game to 1.16. Can confirm that my fix (post above) still works in 1.16.3: Weed spawns, drops everything it should, is replantable, and buds are edible. (all credit for the mod still goes to Jobediah, not me)
  6. I did a quick and dirty edit on the mod trying to get it to work on 1.15. again... just removed the game version dependency (and lowered the spawn chance a bit). I can hardly believe it, but it seems to work fine for me now, just did a test run on a new world and found a patch of weeds within three minutes. (all credit for the mod still goes to Jobediah, of course.) WeaversWeeds EDIT FOR v1.15.zip
  7. One of the (many, many) mods I have installed does that... I'm not 100% sure, but I *think* it's this one: (...besides, even if that's not the one, you'll want this for the Sluice alone... )
  8. I'm not 100% sure it's due to this mod, but I just found out I can't craft a saw with an (quenched & fully cooled) iron saw blade. The saw blinks in and out in the crafting matrix when I put in the blade & stick, and can't be clicked on to actually craft it. Anyone else having this problem?
  9. I just saw the "does not play nice" notice on the page. Will happily try it now, thank you!
  10. Could you elaborate on the issue this one has with XSkills? Love to give it a try... but love XSkills, too...
  11. Hello there, if anyone skilled with modding could create the following for me, please? Copper arrowhead & Copper spear head turned smeltable into X units of Copper (for ingots) Bronze Armlet turned smeltable into X units of Tin Bronze (for ingots) No idea what would be a good value for X... but even if it's something low like 10-25, that would be wonderful.
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