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Stefano Da Giau

Vintarian
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Posts posted by Stefano Da Giau

  1. I've noticed that tools (only tried stone/flint and copper) have the tendency to show remaining durability adding to the starting value instead of reducing.

    For instance, a tool with 65 durability goes up to 130 and then breaks.

     

    The second matter is that I was messing around to craft a reed basket and somehow managed to get a full stack of them, I only had something like a single stack a reeds. I'm not sure how the whole process happened and I can't replicate it because of it.

  2. Voted long ago but since the comments are list opened for the thread.. I don't mind the idea of supporting beams and cave-ins mechanics.. That being sad, adding something like that definitely needs a rebalance on how to find veins/clusters, and their size/rarity.. No one wants to waste many resources in making a tunnel fully supported by beams, that take a lot more time to set up, just to have a false positive based on how the map cluster has the chance of spawning a ore vein, not actually spawning it

    • Like 2
  3. Wow, this mod is kinda cool! I don't personally with boars eating rot which makes me think it would need to implement another feature, which use low quality food producing low quality livestock and meat :3 but anyway seems a great work! I will try it right now.

  4. Quote

    26.12.2020 12:29:53 [Error] Item with code locustmod:drill has defined an item class drill, but no such class registered. Will ignore.

    This on 2.2.1
     

    Also, While exploring, I found the place where the mining gauntlet is, some parts of the place had as floor a block named "stone path" that couldn't load the textures properly.

    And lastly, the Electric sword can be spawned in 2.2.1 but there is no recipe for it in the handbook

  5. 6 hours ago, Dauron said:

    In the mod zip file you would need to replace the 2 files under assets\extrachests\blocktypes with these two files: chests.jsonlabeledchests.json

    I changed these files to include the back carrying. I did not include back carrying by default because it's too powerful.

    If you are on a server the server needs to do the change as well. The server dictates the allowed behavior.

    Hope this helps!

    Nope, I'm a loner so.. I need them mostly because this way is a bit more practical to move all the stuff I collected from my initial base to my final one :3 Thanks a latte

  6. On 12/17/2020 at 7:22 PM, Godogma said:

    @Stefano Da GiauIs there a command that will check if this is functional? I installed it on a map I imported from 1.13 but I haven't ever seen a meteor and I've played several hours since I installed the mod. I changed the configuration to do destructive so I could get resources from meteors in the configuration file but I haven't seen one fall.

    I don't really know unfortunately :3 you can try setting up the time between meteors on 1 minimum and 2 max (minutes), reduces distance in chunks on 1 minimum and 2-3 max, making them all last between 9 and 10 seconds.. That way you will have plenty of chances to see them.

    As @Taska Raine asked to me, which world height did you set when you created the world? I haven't personally tested mode than 384 or something in the range, and that was fine

  7. 16 hours ago, Xandu said:

    Hey,
    i added a configuration section to the mod description. Hopefully this will fix some of your confusion. I know that the exp value things can be quite confusing. I am bad in naming things. If there are still some questions please contact me. So i know where i have to be more specific.

    I am also currently working on the cooking skill experience gain.  It will probably end up in 6 to 8 times more experience.

     

    You can use the R key for the strong back ability.

    Yep I found the key by randomly pushing keys ahahahah

  8. 12 hours ago, Ashiel said:

    I tried using the search function but didn't yield any results.

    How do you actually configure things like the experience rates for different skills? I've been cooking pretty much non-stop on our group's server (making meals for everyone) and barely scratched enough experience to gain even a single level in cooking, so I had intended to try to tweak some of the rates of experience gain for some of the skill categories.

    However, there doesn't appear to be any files explaining what the different values are.

    Based on the names of the values, these seem to be what I'm looking for:
    "expBase": 40.0,
      "expMult": 10.0,
      "expValue": 0.8,

    
    
    "expBase": 40.0,
      "expMult": 10.0,
      "expValue": 0.8,

    The problem is, I don't understand what these are actually influecing. "expBase" sounds like it would be related to base experience value for an action. "expMult" sounds like it would be a multiplier for the base experience per action, but "expValue" seems like it would be setting an additional % based multiplier to some number. These numbers are the default values taken from the cooking skill file.

    I've tweaked those values in previous updates, and I didn't notice any substantial change in the levelling speed. However inside the mod in the xskills/patches subfolder I noticed that every skill file has values for the experience of every action linked to the skill. increasing the values increase the speed in a linear way. The problem is that there is no pottery/cooking/survival/blacksmithing file in that subfolder.

    I got access to the Survival/strong back skill, where am I supposed to go to find the additional inventory?

  9. 13 hours ago, Godogma said:

     

    Sounds like a good couple of mods to have to me if you were interested in putting them together.

    Our blueberry bushes here are taller than me and I'm 6'2" tall.

    Looking it up evidently there are both "high-bush" and "low-bush" varieties of blueberries and some of them grow up to 12 feet tall; I suppose the ones we planted are of a high bush variety. Low bush blueberries evidently grow to between 2 and 4 feet tall.

    Ok then I guess italian alps ones are the midget kind lol pardon my ignorance

  10. Is it just me or is impossible to extract seeds from bushes? The mod seems to work for the flowers, even for horsetail, but I can't extract from berry bushes

    @Sukotto82

    Quote

    it would make all berry bushes have the ability to stack 2 bushes high

    That would be at least partly incorrect, I don't not about cranberries, but blueberry bushes are low on the ground, they don't grow tall

  11. 2 hours ago, Taska Raine said:

    Ah, that warning is a result of some code that I forgot to remove. It shouldn't have any effect on the operation of the mod.

    The only other thing that I can think of is that you may have edited the backup config in the .zip folder for the mod instead of the config in the VintagestoryData\ModConfig folder, or that the the config was reset to default for some reason and the meteors never came close enough to be audible.

    I'll try to put out an update that will let you control the spawn range shortly.

    Nope :3 I knew there was one in the .zip file but I didn't touch it

  12. 8 hours ago, Taska Raine said:

    Yep, if they are within sound range you should hear a slight sizzle There are airburst sounds and impact noises when they hit the ground, too. That's odd... you should be seeing them frequently enough at that spawn rate, at least in the distance.

    Do you see any errors in your server/client logs at C:\Users\{You}\AppData\Roaming\VintagestoryData\Logs ?

    If you could share the contents of your config, too, that would be great. In case that something got tweaked that shouldn't have been.

    I only found right now a line in the client-main.txt file stating:

    8.12.2020 21:38:03 [Warning] Texture asset 'meteoricexpansion:textures/.png' not found (defined in Shape file meteoricexpansion:entity/meteor)

     

  13. 2 hours ago, Taska Raine said:

    It was personal preference really. I'm not aware of any limits to the distance that they spawn... the only trouble I forsee might be if they 'land' where the chunks haven't been loaded. No resources or anything will spawn, I hope that's all that would happen. I can totally add config options to control that with the next update if there are no major problems.

    I can change to seconds too but that comes with a potential problem that I noticed in testing... too many meteor tails out at once eat up a lot of particles and well, then the tails become patchy when there's none left to use x3. I'll look into that one. Since it's controlable, shouldn't be a problem.

    Oh I haven't thought about that, the matter was just to check if everything is working properly, now that I think about it I haven't seen anything in the first 2 hours of a playthrough, and I set the mod to activate every 1-2 minutes, is there a sound effect triggered by the fall/impact by any chance?

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