Hells Razer
Vintarian-
Posts
141 -
Joined
-
Days Won
3
Content Type
Profiles
Forums
Blogs
News
Store
Everything posted by Hells Razer
-
Version of VS you are playing on and version of the mod you are using?
-
I have been playing since around 1.14.8 and it was already like that.
-
AFAIK it does not. Unless it has changed in 1.16.0 Will go and double check just to make sure though. I dislike using mudbricks and similar materials because they often get destroyed when deconstructing them, and then you have to go and make more, which is annoying. Edit: Also I like them all being in one mod but toggleable as it makes it easier when updating from version to version. Edit 2: Yup, verified it. 7 log tree with full compliment of leaves cut down, axe lost 7 durability.
-
A config file to be able to choose what parts are active would be nice.
-
Homesteading part 2, half a combat update (v1.16.0-rc.1, rc.2)
Hells Razer replied to Tyron's topic in News
Two Three questions: Can rifts spawn inside your house and/or claimed area? If yes, are there plans to allow us to mitigate it in some way? Do you mean disable them completely, or disable the fact that they are class exclusive? -
Actually introducing such a change would be best accompanied by a config option that would allow players to toggle it off.
-
Such a recipe change should be documented on the changelog then.
-
Is this configurable? THANK YOU! It was really annoying that you could not use the piles of small hides that you would have until you acquired access to leatherworking.
-
So I have a question: Why is torque not related to the vanilla mechanical system? Or to put it in another way: Why are you not using the vanilla mechanical system? Coding difficulties? The reason I am asking is because creating a new mechanical energy transmission system reminds me of this xkcd strip: Standards
- 99 replies
-
- automation
- smelting
-
(and 2 more)
Tagged with:
-
[1.14.10] Metal Recovery (for Anvils) PLUS - {0.1.7}
Hells Razer replied to Melchior's topic in Mod Releases
@Hal13 No the bits you get from using the chisel are vanilla items. The tooltip text is unchanged from previous versions of VS where you could put bigger items in the crucible, like plates or ingots. Also chances are that the units of metal you claim you lost are the ones you got back when first smithing the item meaning you generally don't lose more than maybe one metal bit per ingot if that. And if you are that strapped for metal you should search for more deposits. -
[1.14.10] Metal Recovery (for Anvils) PLUS - {0.1.7}
Hells Razer replied to Melchior's topic in Mod Releases
@Hal13 you do know you can use a chisel to turn the broken scraps into metal bits right? -
As I posted earlier: If you do not rapidly click multiple times when placing things in the mixing bowl it will not crash.
-
Had the crash Bentorium reported at the top of the page happen to me while adding water to the mixing bowl to make dough. Details: it happened when quickly clicking multiple times with the bucket. It did NOT happen after I reloaded and clicked with the water bucket in a more controlled way, until I started rapidly clicking with it for the second batch. Also just to be thorough tried it with the industrial one, same result. Also here is the crash log:
-
But they will still be regrowable with just wild farming right?
-
Have you deactivated the tooltips that tell you things like using a knife to gather grass, or what you can put inside a bloomery? because it is one such tooltip that tells you how to do it.
- 96 replies
-
- 1
-
-
- teleport
- quality of life
-
(and 1 more)
Tagged with:
-
It appears that this bug also happens with herbal bread which is annoying as I was trying to not let half a stack of meat go to waste by making it into pies. However even though it did appear I lost the rest of the ingredients when I tried to move the leftovers to my backpack it updated to previous number, so it seems to be some sort of update/ server desync bug. Edit: I'm on 1.15.7 and 1.4.4 versions, single player.
-
From Golden Combs (1.16-Current) Apiculture Mod
Hells Razer replied to Vinter Nacht's topic in Mod Releases
Please no that sounds just like busywork for busywork's sake.- 185 replies
-
- beekeeping
- bees
- (and 5 more)
-
A thought occurs. @l33tmaan Is your test area at sea level (at 110 using default settings), higher or lower? Because being higher, for example on a mountain or something changes the ambient temperature. I am talking snowing when on sea level less than ten blocks horizontally there is nothing more than rain. (I have a tower that goes 60 blocks higher for more wind and during autumn and early spring have had snowfall up there while it was raining while on the ground.)
-
@l33tmaan This seems like the better solution.
-
As the OP says: Also quick question @Vinter_Nacht how long are sheep milkable? edit:D'oh! just saw "Recalibrated Lactation Periods for Sheep/Aurochs" in the upcoming features.
-
Yes I can see the snow piling in the screenshot. As for the meat rack, it's x0.26 just like everything in a cellar.
-
Then you have overcorrected as you can't age meat before it goes bad as it is.
-
That is because he is not the mod creator (neither am I just to avoid misunderstandings). The teleporter only needs a temporal gear to fix as I just did not 10 minutes ago. I have not checked if there is a config for more expensive teleporter repair that would explain something like that.
- 96 replies
-
- teleport
- quality of life
-
(and 1 more)
Tagged with:
-
Doh! I meant aging for raw meat. I have not checked the sausages since the update.
-
@l33tmaan Have you set up curing time in relation to month length? Because after the latest update it says that it takes 27 days for curing to complete off the rack and 9 on it, when it goes bad in 5 days max in the cellar. The reason I am asking is because I play with 30 days month length and I suspect it may be the reason that makes it so. Unless it was due to overcorrecting.