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Llama3013

Vintarian
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Llama3013 last won the day on December 25 2021

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  1. I might look into it, today or tomorrow.
  2. Hey, I have just released a new version of Alchemy that adds two new clay bottle recipes to the game. One is it adds a recipe to build two at a time and another that adds 4 at a time.
  3. Hey Nol, as far as I know I think its working with 1.17. I did some quick testing and everything appears to be working. Let me know if that isn't the case and if anything is wrong.
  4. Yes, this is definitely a bug. I will try to look into it this week. I think I know what the problem could be. There seems to be plenty of bugs with liquid containers stacking in the base game. I will investigate this but not sure if I can fix it. Thanks for the bug reports.
  5. So my plan is actually to remove the already existing potions that are made using the grid crafting and just to create new potions solely through the cauldron with the potions effects based on the ingredients. The recommendations for the raw food effects are great, exactly what I was looking for. The rot time calculations are a good idea if I can implement them properly. For the nutrient drinks, (if I get around to implementing them) I would add it like this and probably just have it detect the lowest nutrition value and boost that value. Thanks 1Joachim1, for the great suggestions. I have stopped modding for a bit since I got a new job and had to move but I plan on working on this some more soon.
  6. Hey DX65, yeah might mess around with something like that in the future. Maybe I could make a nutrient equalizer or something that would take from the highest nutrient and spread it amongst the lowest or all the other nutrients. At the moment I will be working on the cauldron update and bug fixing. Yeah at the moment the cauldron is just a barrel with a metal texture. I am thinking that I might change it in the future. I was actually thinking that maybe if it would be alright, I could have my cauldron craftable into yours and vice versa.
  7. Hi everyone, I have been working on an update slowly for a while now to add a new way to make potions (This update is not ready yet). Currently to make a potion in this update I would place up to five items in the new alchemy cauldron with some potion tea or aqua vita in the liquid slot (like a barrel) and then click the mix button to create two litres of a potion that would give the effects that are listed. Anything can go into the alchemy cauldron as long as it has item attributes of potion essences which I have added with json patches into the game. I would like to add crops, various plants and other misc. items from the base game to the alchemy process rather than just flowers/herbs. The increase in ingredients used for potions lead me too making a new handbook specifically for potion ingredients. Currently I have a potion essence handbook that shows every item in the game that has a potion essence attribute. It works the same as the normal handbook, so you can hover over an item, open the potion essence handbook and it will head to that item's page which will tell you the ingredients essences. So at the moment the biggest task is to add potionessence attributes to everything that should be able to mix into a potion. Which is the reason I am making this post, its a big task to give so many items specific values. Here is the list of values that can be added to an ingredient: healingeffectivness, maxhealthExtraPoints, walkspeed, hungerrate, rangedWeaponsAcc, rangedWeaponsSpeed, rangedWeaponsDamage, meleeWeaponsDamage, mechanicalsDamage, animalLootDropRate, forageDropRate, wildCropDropRate, vesselContentsDropRate, oreDropRate, rustyGearDropRate, miningSpeedMul, animalSeekingRange, wholeVesselLootChance, animalHarvestingTime, glow (currently if it has any amount of this it makes you glow at full strength I may make this adjustable) recall (if it has any amount of this it teleports you back home) and duration (This is just how many seconds the potion lasts). All values in the list will add a percentage to your stats except for glow, recall and duration. For example if you drank a potion that has 0.1 units of oreDropRate and -0.1 units of miningSpeedMul, you would gain +10% more ore but would be -10% slower at mining. What I was currently thinking for item essences was herbs/flowers would have higher values giving great buffs but also giving a debuff for example something like 50% rangedWeaponsDamage, 30% rangedWeaponsSpeed but -30% rangedWeaponsAcc. I was thinking for items such as crops that they would provide pure benefits and very little/no negative effects. Maybe something like a carrot would provide a 10% increase in rangedWeaponsAcc. So if anyone has any ideas on what values should go onto what item let me know. Bonus points on anyone who tell me real life benefits or folk lore aspects of certain crops, flowers or items (such as, I have heard that carrots help your eyes so I will probably make carrots give a rangedWeaponsAcc buff since I would say that would be to do with eyesight). Please let me know of any suggestions, feedback, clarifications or ideas with the new direction this mod is taking. All feedback is welcome even if its something as little as what I should rename something too.
  8. Hey thanks for letting know. I had already fixed this previously a in big update that I will release eventually. I just forgot to release it.
  9. Hi @Smeeslug, I have added an update to allow stacking for potion flasks. I think there are some cases where you could gain or lose some of the contents from stacking them but it is rare and base game buckets seem to have the same problem.
  10. Hi Smeeslug, yes that's what I plan on doing in the future. Having the flasks stack at the moment is a bit buggy. I am just working on other things at the moment but hopefully I can get it too work soon.
  11. That's okay, let me know if there are any problems.
  12. Expanded Foods will be updated eventually, l33tman is working on it but there is a lot to do, so it it will be updated when its updated. I will look into the marjoram cuttings and other herbs crafting a bit deeper tomorrow, I did only a quick fix for compatibility with wildcraft and only tested a couple of herbs. Also glad you like the mod.
  13. I have added some wildcraft compatibility in the latest alchemy update. Let me know if there are any problems. (Apologies for the late reply) Yes, the base vintagestory game and wildcraft actually have different items even though they look exactly the same. I think the author of wildcraft added a new item to make it easier to edit instead of json/harmony patching. It will probably now flash the herbs twice as much now since it will flash the base game herb and the wildcraft herb.
  14. Cool, I didn't know it worked like that. It will be a while till I actually use the cauldron atm. Gotta work on alot more first.
  15. Fixed the shelf rendering slightly. (Still not showing correct liquid amounts)
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