-
Posts
163 -
Joined
-
Last visited
-
Days Won
13
Content Type
Profiles
Forums
Blogs
News
Store
Everything posted by Vinter Nacht
-
Signs Of Life The mod is far from abandoned. Leaps and bounds are now being made in its progress, and it's much more than the experience that was had in the release we did above. All of the time and care taken to create this mod will be evident when it's completed. While I will not give an ETA (because we see how well that worked) I will say that Huldra_Nacht has been elbow deep in mycelium and substrate working to bring this mushroom cultivation mod to you all. I'll attempt to prioritize updating the initial post with more up to date information about the mod and where it's going.
-
From Golden Combs (1.16-Current) Apiculture Mod
Vinter Nacht replied to Vinter Nacht's topic in Mod Releases
I apologize for the delay, I don't check the forums often. Fired hives have to go into the backpack slot. This is not a bug, it is an intended feature, and is prominently noted in the DB entry.- 185 replies
-
- beekeeping
- bees
- (and 5 more)
-
Unfortunately, it's not yet updated to 1.21, and it is known to crash on it.
-
I'm just updating since it's been a couple of weeks. Progress continues to be made, but life keeps throwing roadblocks in the way of us making progress at the rate we want to. The work continues, and things are looking promising for us completing the first growth cycle again soon. A full breakdown of the changes and what's been happening will be coming along as soon as possible.
-
It's been a long time since I did a forum update on this. I wanted to let everyone know it's still in production, and coming along nicely. We took a look at where we were and realized we needed to roll back to the beginning and start building from scratch. Visually, the mod was beautiful, but there was an experience we wanted to produce that simply wasn't coming through with the original design. Things are moving along well, a fully realized experience rather than a patched-together series of steps. I'm excited about what's coming... It may be a few weeks, or a couple of months... But it's almost mushroom season.
-
Here's the problem... One man's tedium is another man's gameplay. The problem with food, in my experience, is that it is *wildly* abundant, and it's far too easy to stock up a winter's amount of food in no time flat. Now, the spawn area does have a role to play in this, but not nearly so much as to make a significant difference. Berries, fish, the occasional chicken, and wild crops go a long way to filling my larder before winter. There's just *too much food.* Don't forget that tule and cattail roots don't rot until you cook them. Building a supply of those is a breeze; they're the perfect emergency food. Animal respawns are frankly broken, but, IMO, in the opposite way you suggest. Far too many of them exist, and no mechanic makes it possible to hunt out an area. This means, for good or ill, there's an infinite amount of animal respawns, and I never have to worry about running short of them. Animal domestication is *glacial*; a second-generation animal shouldn't still carry wild traits. Wildness isn't genetic (exclusively); it is largely the result of interaction and comfort with humans. (Edit: However, getting a penned combination of non-domesticated animals from which to generate food is entirely possible. The problem is that pregnancy and birth rates and growth to adult rates make it super easy to produce as much food as you need. Especially with so many animals feeding on dry grass.) The process of creating an internally consistent game focused on a slower pace would, by its very nature, automatically drive out those who aren't fans of what many would call tedium. There's a drive in this group for fast progression that constantly hits the dopamine button in the same way that "chips go brrrr" in Balatro does. Is there a possible balancing point? Sure. But that balancing point is likely to be unsatisfying for both sides in multiple ways. ("Both sides" is a false dichotomy, but fiddling over degrees isn't going to get us anywhere.) I will say this: So long as 4k is a "long way to go", the pacing of progression will forever be locked behind the "but I had to go so far to get it" mentality. It's not an unfair or a wrong one, but it is an enemy of slow-paced progression. If everything you need is within 4km of home... It's going to be hard to pace progression.
-
This will probably surprise no one, but I prefer a glacial state of progress, with significant amounts of time spent in the stone age, and generally never reaching even iron. 30 day months, 2 hour day/night cycle, and deep need for more content that supports this style.
-
I would focus on #1 and #2, and anything that deepens the survival aspects is good by me.
-
From Golden Combs (1.16-Current) Apiculture Mod
Vinter Nacht replied to Vinter Nacht's topic in Mod Releases
Admittedly, me either. https://mods.vintagestory.at/download?fileid=32206 This is the current version.- 185 replies
-
- beekeeping
- bees
- (and 5 more)
-
From Golden Combs (1.16-Current) Apiculture Mod
Vinter Nacht replied to Vinter Nacht's topic in Mod Releases
Sir, Madam, or Other... You are using a version from 1.18 that was released in May of last year... And you are using it on the 1.20.3 Vintage Story release. Get the latest release of FGC.- 185 replies
-
- beekeeping
- bees
- (and 5 more)
-
I very much appreciate this post, it's something that's rarely commented on and I often overlook it since my focus is gridless crafting. This would "best" be accomplished by creating all "new" recipes that replace the vanilla reference to the axe to my axes. If you're interested in doing the footwork on that, I'd be happy to talk with you in Discord and help you along the way. Otherwise, I'll have to get to it "Eventually" (TM)
-
From Golden Combs (1.16-Current) Apiculture Mod
Vinter Nacht replied to Vinter Nacht's topic in Mod Releases
Good catch! I mean, you can put unlined frames in them, but it's not a great plan over all. I'll update the file.- 185 replies
-
- 1
-
-
- beekeeping
- bees
- (and 5 more)
-
Thank you! This is my wife's first mod, and I'm incredibly proud of her progress. There's a lot of work to be done yet, but the current patron-only release is stable and fully playable. I'll post updates as the project comes along. I'm excited to be a Husband, Wife, (and Wife...) modding team.
-
“Nature Alone Is Antique, And The Oldest Art A Mushroom” - Thomas Carlyle Support Your Modders, Get Updates, And Access Early Releases! “Where Spores Drift” is a mushroom mod focused on growth and cultivation methods that are reality-inspired. Through it, you can start cultivating mushrooms using a bit of grass and the humble handbasket. From there, you’ll be able to explore a full range of mushroom cultivation options, including mushroom beds, logs, linen sacks, and other options. At every step, you’ll need to pasteurize or sterilize your tools, growth containers, and substrate materials to provide the perfect growing environment for your mushrooms. A Very Special Announcement This mod is more than just another addition to the Aetherial Labs library. All of the beautiful art you all have been graced with has been the work of my wife, Huldra_Nacht. This mod represents her first foray into the coding side of things. She’s making incredible strides (at least when compared to my first (and continuing) fumbling steps, and that heralds a future with even more Aetherial Labs content coming your way. Where We’re At In Development 0.2.0 (1.20) - Patron-Only Release New Blocks - Mycelium Basket - A basket used for cultivating your mushrooms. Created by interacting with a placed handbasket using an inoculated substrate. New Items - Inoculated Grass - Created by interacting with a mushroom using a handful of dry grass. Inoculated grass is one type of inoculated substrate. At the time of the 0.2.0 release, the mod was still in its early stages of development. However, the mycelium basket has been introduced, and the tools necessary to use its core functionality are in place. You can collect spores from any mushroom using dry grass and use the resulting inoculated grass to convert a placed handbasket into a mycelium basket. You can then place three inoculated grass into the basket and water it using a watering can. When its moisture reaches 100%, it will begin growing. After the allotted time (seven in-game days for testing, it will be ~7 days for most mushroom types at the 1.0 release, modified by the DaysPerMonth setting. On a 9-day month, it will take ~50 hours, or 2 days, 2 hours), you can harvest a crop of 3-10 mushrooms. This value is currently entirely random; it will be influenced by how successfully you meet its growing conditions throughout its growth cycle in future releases. Presently, you cannot grow tree mushrooms. Technically, the mushroom basket is fully capable of this. However, we have disabled this ability in anticipation of future development. There is an argument to be made that, in its current state, it's a fully functioning mod. While broadly true, there’s a long way to go to meet our vision. Due to this, the mod is only available for download by our patrons at the Unhallowed Host ($5) level and above. Public beta releases may occur when the mod is closer to our final vision. What’s To Come The next update will see the implementation of a few important features. - Pasteurization/Sterilization Processes: Safely growing mushrooms means ensuring your substrate is as free from contaminants as possible. Before collecting spores, you must sterilize your substrate through a new process. - Growth Requirements: We’ll begin fully implementing the growth processes intended for the final release. - Moisture Loss: The growth container (Mycelium Basket) will further implement moisture loss. At first, this will be a flat rate, but in its final version, it will be climate-responsive. - Rain-sensitive: Baskets exposed to the open sky (including under leaves) will gain moisture during rainy periods, which can be detrimental to the successful cultivation of mushrooms.
-
From Golden Combs (1.16-Current) Apiculture Mod
Vinter Nacht replied to Vinter Nacht's topic in Mod Releases
You have to love it when people produce all new, never before seen weirdness... Even if the "never before seen" part was just your dev environment.Will see if I can reproduce.- 185 replies
-
- 1
-
-
- beekeeping
- bees
- (and 5 more)
-
From Golden Combs (1.16-Current) Apiculture Mod
Vinter Nacht replied to Vinter Nacht's topic in Mod Releases
New release is out for FGC 1.19.7 1-19-V1.4.30 - Fixed Frames not rendering in Super when opened - Fixed Ceramic Hives not getting wax ring when harvestable - Fixed langstroth not updating meshes during interactions involving adding a populated skep/two tier hive. - Added pt-br lang files.- 185 replies
-
- beekeeping
- bees
- (and 5 more)
-
From Golden Combs (1.16-Current) Apiculture Mod
Vinter Nacht replied to Vinter Nacht's topic in Mod Releases
You don't, sadly. My hives are still based on the vanilla skeps, and that's just how they work. I hope to fix that in an update someday.- 185 replies
-
- beekeeping
- bees
- (and 5 more)
-
From Golden Combs (1.16-Current) Apiculture Mod
Vinter Nacht replied to Vinter Nacht's topic in Mod Releases
It will eventually get an update to whatever is the current version at the time that happens. I am presently on a hiatus for personal reasons.- 185 replies
-
- 4
-
-
-
- beekeeping
- bees
- (and 5 more)
-
From Golden Combs (1.16-Current) Apiculture Mod
Vinter Nacht replied to Vinter Nacht's topic in Mod Releases
Not something I'll be doing, I'm afraid. It's out of spec for the mods design.- 185 replies
-
- beekeeping
- bees
- (and 5 more)
-
Working with my users is never a waste of time. However, you may also want to make sure the log is UD vs any other direction. (Inside up)
-
Hey Musi! Do you have Discord? I'd be happy to talk with you and help you figure out what's going wrong. It may just be that you're not waiting long enough for the log to split. Early tools, like stone axes, tend to take longer to break a log. However, it sounds like you may have tried that. I'd love to help!
-
From Golden Combs (1.16-Current) Apiculture Mod
Vinter Nacht replied to Vinter Nacht's topic in Mod Releases
That could certainly make for a substandard experience; I understand why you would have found it less than rewarding. The mod is specifically tailored to a certain type of game play and player. Sorry it isn't to your tastes!- 185 replies
-
- beekeeping
- bees
- (and 5 more)
-
From Golden Combs (1.16-Current) Apiculture Mod
Vinter Nacht replied to Vinter Nacht's topic in Mod Releases
Thank you for this. This is a very specific error that I immediately was able to reproduce. I'll get on fixing it immediately.- 185 replies
-
- beekeeping
- bees
- (and 5 more)
-
From Golden Combs (1.16-Current) Apiculture Mod
Vinter Nacht replied to Vinter Nacht's topic in Mod Releases
Yes, any time you disassemble the hive it resets. This is merely emulating the skep behavior, but it also provides an important lesson in managing your hives. Langstroth hives should be harvested infrequently to get maximum output. If you only take them apart when they're full, you'll ensure you get the maximum possible yield with no delays. Otherwise, each time you check the hive, it has to go through the whole 'check for flowers', 'wait for the timer to fill frames' process again, rather than just ticking away to the next time it fills the frame. Manage your hives wisely- 185 replies
-
- beekeeping
- bees
- (and 5 more)