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Maamessu

Vintarian
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Posts posted by Maamessu

  1. Hi there! I have a bug to report.

    If you try to dump out potion liquids from a bucket, rather than dispersing into the ground like water or other liquids, the potions instead become physical items you can loot.

    I am magically able to hold liquids in my backpack without containers! XD

     

    Spoiler

    2022-03-25_23-00-33.thumb.png.f17ae40e8910012ee152a5072f1148bd.png

     

  2. On 3/11/2022 at 2:30 PM, l33tmaan said:

    I'll address these in order:

    • I don't get any flickering, regardless of what block/fuel I put in the firepit. Then again, I'm also in an empty creative world.
    • Uh, that probably shouldn't be happening.
    • For me, it makes the sound like it's trying to place it, but I don't lose any bottles. You say they totally vanish?
    • Yeah, pie doesn't like extra nutrition anymore for some reason. Still looking into it.
    • I had to change the recipe a bit and it seems to require yogurt + 1 other of any item in order to actually make it. I think that's new? I swear it wasn't like that in 1.15. There's always some other problem hiding I need to fix...
    • I haven't really touched mod compatibility stuff at all yet, Wildcraft especially.
    • Yeah, you can't use whole veggies in salads, either.
    • Easily fixable, if tedious. I like fixing jsons more than C#.
    • You can use liquids in salads, just 0.1 L worth.
    • I have their `maxContainerSlotStackSize` defined in their jsons, but... it's not doing anything. Nor does it seem to do anything when I change the cooking pot's `maxContainerSlotStackSize`, so I suspect something happened on the back end that completely ruined this entire attribute. I hope not!
      Edit: It's just a separate attribute now. I fixed it. :) 

    Hi again l33tman!
     

    • New server and new install, with the latest testing version still has the flickering of cauldrons. Annoying but not a huge deal, honestly.
    • The water problem seems to be related to cauldrons not able to place source blocks like buckets. Tested it by simply trying to empty a cauldron fo water into an empty 1x1 block.
    • Yeah, bottles totally vanish. We've lost a lot of bottles to the ether this way. The placing sound is heard, and a bottle is removed from the hotbar, but does not get placed. It happens not just on surfaces (floors, tables, etc) but also on bottle racks if you right click a bottle onto a rack slot already containing a bottle. It basically happens anytime we right click with a full or empty bottle in hand without crouching, even when aiming at walls.
    • The cauldron sizes are working properly now, yay!
    • Like 1
  3. Hey l33t! I have been doing some testing on a server running VS(Linux) 1.16.4 and EF 1.5.3-pre.3, here is what I've come across so far:

    • Saucepan, cauldron (large and small) flickers black when fuel source starts to burn in firepits (tested with firewood only).
    • Trying to place water into a 1x1 source block from a cauldron (large and small) lowers the water level of the source block and eventually makes it vanish.
    • Placing a bottle (empty or full) on a surface while not crouching makes the bottle disappear.
    • Placing a pie crust causes client crashes.
    • Can't make yogurt meals.
    • Cannot use Wildcraft herbs in breads (due to Wildcraft taking over herbs from Wild Farming, I assume).
    • Can't mix Wildcraft fruits with new fruit tree fruits in breads/muffins (mixing them in pemmican works fine, though).
    • Whole Mushrooms not usable in salads.
    • Mushrooms cannot be chopped (there are recipes for chopped fly agaric, but you can't make them with the new fly agarics, etc).
    • Liquids cannot be used in salads.
    • Wildcraft juice cannot be turned into syrup.
    • Wildcraft fruit wines cannot be used in stews.
    • Saucepan, cauldron (large and small), all only have room for 6 litres of liquid at a time. I am not sure if this is intended or an oversight, but I thought it very strange.
    • Like 1
  4. Does the latest version fix the issue of animals having too many babies per litter? The server I am on has the same problem as the other posters: one pregnant animal gives birth to over 30 lambs, deers, bunnies, wolves, whatever.

    It's pretty messed up.

  5. 1 hour ago, jakecool19 said:

    There already is a config, although it does not have a disable farmland setting. You can disable HarshSaplings and that will make it so that saplings do not care about moisture, temperature, and nutrients.

    Thank you for the response. This helps a lot, but an option to remove farmland requirement is really what I am hoping for. Players on my server don't want to bother with farmland for trees. :(

    • Like 1
  6. Hi!

    Really excited about the regeneration trees.

    Is it possible we can get a config option to remove farmland requirement? Or maybe set it so that only trees planted on farmland regeneration, and trees planted off farmland regenerate?

     

    THank you kindly.

     

    Edit: I realized it already works like this, sorry! It wasn't clear. Thanks again!

    Edit 2: I realized this is not how it works. Saplings can be planted on normal soil, but the soil must then be tilled to grow.

    A config would be greatly appreciated.

  7. 3 hours ago, Templar132 said:

    Still, please, sombody send a list of mods here with this issue, im curius to experiment with their quantities.

    Like, 2 buildingplus is enough to brake leaves. 30 lichens (god forgive) and 1 buildingplus is not. Trying to calculate mod heavyness, lol

    My modlist, sans BuildingPlus.

    Linux user, Manjaro KDE.

    Spoiler

    modlist.png

     

    • Like 1
  8. 3 hours ago, Simidysam said:

    At First, i really love the content of your mod, simply amazing.

    tried some of your new stuff in my castle and was happy with the beautyful new content...

    but then i took a walk outside the castle and saw that there is some really crazy stuff going on with the texture of the leaves from trees and flowers in my world....

    Everytime when i disable your mod, everything is back to normal.

    I'm having a similar issue to the above poster. For me it also affects stone and grass textures.

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