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David Stark

Vintarian
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Everything posted by David Stark

  1. Yeah, that's what you have to do. It's intentionally a bit hard. Use the G button to sit on the ground to get the right angle to core it, and core it from both sides, and it works. There used to be a neat trick for how to do it for one less steel without having to delete blocks, but I can't reproduce it now, potentially because of a minor change in the smithing mechanics.
  2. In 0.6, based on player feedback, I significantly increased the damage by these weapons, by 50-100%. This is to compensate for their much slower-firing nature compared to bows. I also added a heavy musket, a larger version of the arquebus that does a large amount of damage, but is so unwieldy that you can't move while loading or firing it.
  3. Another update, this one adding wheellock pistols. Unlike crossbows, hand cannons, and arquebuses, these things stay loaded even if you stop holding them. Their main disadvantage is that they are less powerful than an arquebus and have little durability. Here's an ornate gold pistol used as a last-ditch defense against a wolf.
  4. I am happy to report that this mod works again and is compatible with v1.8.
  5. So I like to play in Wilderness Survival mode, but the addition of bears has rather diminished my enjoyment. I find that I'm getting randomly killed by bears every few hours, too frequently for me to be able to get gears to set my respawn point. For example, yesterday I was about 12 hours into a game. I was equipped with wooden laminar armor and off to chop some wood. Then a bear appeared and hit me, taking nearly all my HP in one go. I started to run away, but it easily caught up to me and killed me. That was 12 hours down the drain. The thing is, if I die in VS I usually think "OK, I have to get better at the game and develop some kind of strategy to prevent this". But with the bears, I don't know what to do. They turn up soundlessly and instakill me. I don't have the same problem with wolves at all, because wolves make sounds, and so I can avoid them or outrun them. So I don't really know what to do here. Anyone else playing wilderness survival, do you have anti-bear tips?
  6. So the way this mod works is that it actually replaces the class that bows use, changing it from ItemBow to ItemRangedWeapon. AFAIK, Bullseye uses harmony patching to change the way ItemBow works, which of course doesn't work in combination with this mod. I will talk to the Bullseye dev and figure out what the best way to make things compatible would be. Probably one of: Bullseye starts harmony patching ItemRangedWeapon too when it's available. I incorporate the changes that Bullseye makes to ItemBow directly. We'll see.
  7. Yes, all the new poisonous mushrooms can be used for making poisons. The way making poisons now work is a bit more complicated because of the switch to the liquids system, and the many more sources of poison. So it's done in two stages: First you craft any poisonous plant or mushroom by itself to obtain poison mash: Then you craft 6 poison mash, a lump of resin, and a bowl to get a bowl of arrow poison: This process is also explained in the guide book.
  8. Made compatible with v1.16+. Poison now uses the new liquids system, and a slightly different crafting method. Creatures added by the Dangerous Waters, Lichen, Primitive Survival, and Wolf Taming mods can now be poisoned. Let me know if there are any issues, or if there are other animals from mods I should patch to be poisonable.
  9. Very cool! You can make animals poisonable by adding the behaviour "poisonable" to the server-side behaviours. Eg: { file: "game:entities/land/chicken-hen", op: "add", path: "/server/behaviors/-", value: { code: "poisonable" } } I will have a look at the mod and add patches for the entities I find there.
  10. Yes, but I can add compatibility on my end for those mods and any others I'm aware of that add animals.
  11. 0.4.4 fixes a crash in game setup caused by confusion about API versions.
  12. I will probably just split this into "adjustments" and "Dave's weird packed dirt hate mod".
  13. Yeah, being unable to do greenhouses is a problem. I think the proper solution would be to allow vertical placement of glass panes. Also, I disabled the clear quartz and sticks crafting recipe. Sometimes I have too many sticks, sometimes not enough. I mostly use large quantities for ladders and pit kilns, I think. Totally. This mod release is more intended as a way to see what people would like separated out into their own mods. Ahh but I play with soil block gravity enabled. And yeah, hay blocks are still an issue. I want to see if I can enable block gravity for them.
  14. A grab-bag of tweaks to customize the game to my liking. If there's anything in here you like, feel free to use it, or ask me to split it out into its own mod. No more copper age giant window panes: Smelting quartz now produces glass bits that can be further crafted into wooden and leaded glass panes. Full glass blocks require glass bits and iron. Wooden window panes are quite pretty, I think. Meteoritic iron is pre-iron-age: You can mine meteoritic iron with bronze tools, but it smelting it yields far less. Making meteors the source of rare but powerful items rather than a minor upgrade for iron. Recycling copper items from panning: You can smelt copper arrowheads directly, and use a chisel to break copper spear heads into copper bits. No more being stuck in the stone age with a hoard of copper items you can't smelt down for some reason. Firewood-to-sticks recipe: No more being short on sticks despite having lots of wood and sharp tools. Disabled cob and packed dirt: Prevent really cheap and ugly constructions. There's still mudbrick. Cobblestone takes longer to break: Prevent everything being made of recycled ruins. You can still do it, but other options (again, e.g mudbrick) are now more interesting.
  15. It *does* crack the block beneath the fire. I checked repeatedly.
  16. @Omega Haxors I can't actually reproduce this problem, and I think we're talking about slightly different things? The fire cracks all six directly adjacent blocks. It doesn't crack, and isn't intended to crack, blocks that are below it and to the side.
  17. Ah yes, that is a mistake, I think caused by the enumeration of adjacent blocks being labelled differently than I expect. I can probably fix this tomorrow.
  18. Long wool coats were actually bred into domesticated sheep during the domestication process. So it would make sense if after enough generations, the bighorn sheep would become woolier and shearable.
  19. Newest update, 0.4.1, fixes the mess I introduced in 0.3 when I remapped all the arrows to new IDs. Normal arrows are now again normal arrows, which should help with mod compatibility. Apart from that I have no immediate future plans for the mod, but let me know if you have requests / suggestions.
  20. New update! I've added ornate versions of weapons, and fixed up some other issues. You can craft these by including a metal plate when making the weapon.
  21. Added blowpipes and poison. Poisoned projectiles do a lot of damage but slowly over time, so you have to be tactical about their use. A poison dart will kill a hare after about a minute, so you can shoot it once and then track it and wait for it to die. Which is how poison blowpipes are actually used IRL. Larger animals can also be brought down by repeated applications of poison and enough waiting, though of course the knowledge that that wolf is going to die of poison in two minutes is not much help if it's currently tearing your face off... The update's been tested in single player and multiplayer, and is compatible with Primitive Survival by lightly altering its crafting recipes. Note that when applied to an existing world, it has to remap all your arrows to distinguish non-poisoned from poisoned ones.
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