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Burktross

Vintarian
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Posts posted by Burktross

  1. Would it be possible to see a "mixed seeds" item in the future? I often have a hodgepodge of assorted seeds that I'd like to press all at once but I can't. Pressing them individually wastes a lot of time and a lot of seeds that are odd intervals of the recipe.

    I imagine you could craft it like...

    regular seed + regular seed = x2 assorted seeds
    assorted seeds + regular seed = x2 assorted seeds

     

    • Like 1
  2. 1 hour ago, JamesB said:

    I've just been tweaking the times in the json to try and witness the soft resin turn into hard resin.

    Don't try and tweak the cure time, tweak the game time. I accelerated my game time by several orders of magnitude and eventually saw the resin cure.

  3. When filleting, tenderizing, and chopping the fish into bits, they are more than capable of filling your hunger when thrown into a stew with cranberries.

    It might also be a good idea to add gradual degradation of the trotlines' hooks and lures, or make it so that fish can get away if you do not harvest quickly enough.

  4. I'm a bit concerned with balance regarding fishing. I've set up 12 copper trotline hooks with copper lures, and these things get fish non-stop, even in the winter. This has made my first winter rather trivial, as even though I had to preserve my other limited foodstuffs, I have a constant supply of fish to keep my protein satiety up. 

     

    Would it be possible, perhaps, to lower certain fish catch chances based on the side of the body of water and temperature? Additionally it might help to have diminishing returns for more hooks; putting 12 hooks in a small pond as opposed to 6 probably wouldn't be all too much better. I imagine that could be implemented with some sort of proximity check for the amount of fish-catching blocks in an x block radius.

  5. Wattle World

    wattleworld_logo.thumb.png.9e10eaecee307948ac478eee9bed8637.png

    What it is
    Wattle World, from the term "wattle and daub" buffs the amount of plaster blocks you receive from crafting and increases the materials you can craft plaster with.
    - Using sand: x2 blocks (from x1 in vanilla)
    - Using dirt: x4 blocks
    - Using cob: x6 blocks
    - Using strewn straw: x8 blocks

    Why
    Wattle and Daub, referred to as simply "plaster" ingame, as a building material was very prevalent in medieval Europe. Despite its ubiquity in historical buildings, it's rather annoying to acquire ingame, thus limiting how commonly a player might use it. 

    Limestone, can sometimes a chore to find and also a chore to grind (literally), making it a very time intensive material to acquire. Sand being mandatory in the recipes also severely limits plaster's access to players who set up shop in grassy, soil-heavy areas-- the exact places you would expect to see Wattle and Daub structures! It is more economical in every way to just use planks-- but that's very boring.

    In the future
    Considering making additional wattle and daub blocks that would represent more primitive versions of the material, with untreated, muddy daub and rudimentary timber supports using firewood. This would provide players with a low-tech, but still aesthetically pleasing material to build with in T0.

     

    Download at the mod website!
    https://mods.vintagestory.at/wattleworld

    • Like 3
  6. 12 hours ago, ZigTheHedge said:

    Unfortunately, no.

    All the support for CarryCapacity, that is possible, is implemented already. It's pretty buggy though. Main problem is the placement of animated containers, which I implemented earlier, and it differs from vanilla approach.

    Ah alright. Unfortunate, but understandable.

  7. On further inspection, 1.14 does in fact need changes for trees.

    Specifically, in leaves.json from 

    game:blocktypes/wood/leaves
    

    to  

    game:blocktypes/plant/leaves
    

    And the same for branchy leaves. Likewise, 

    sapling-{wood}

    should become

    sapling-{wood}-free
  8. Love this mod; definitely makes planting fields a lot less time consuming; however, I'm not sure if the 1.12.14 version is working for trees in 1.14. Destroying leaves seems to get me the same amount of saplings as without the mods. Getting seeds out of grass seems to work fine.

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