Jump to content

Vinter Nacht

Vintarian
  • Posts

    147
  • Joined

  • Last visited

  • Days Won

    13

Everything posted by Vinter Nacht

  1. v1.3.0 is for 1.17 - Is not compatible with earlier versions of VS One known bug is that it shows the growth times on mouseover twice. Not a huge issue, just one I haven't resolved yet. The berry bush growth modifiers need testing. As always, go break it.
  2. You can change the amount a crucible can hold in the config, unless I'm mistaken. The adjustment is made per slot. I'll eventually implement a method for creating larger yields from alloying. Also, be aware that the intent of reducing the crucible capacity was, in part, intended to make you build a larger forge with more fires and space for crucibles.
  3. Not stupid. I can see how you made that assumption.
  4. It came to my attention that this wasn't working. I have a version where it *is* working, but am still trying to work out one little detail before releasing a patch. However, please report this on the issue tracker. (You'll find a link at the top of the HRF db entry) Noted, will correct in all my mods. As for SQ compatibility, was this due to a change on your side?
  5. Yep, that'd be the one. This is the person I mentioned, Minion.
  6. So HRF has gotten a new update to 1.2.1-rc.1. This version appears to be generally stable. The only anticipated errors would be me missing an ingredient or something in one of the many recipes found in the mods it supports. It also comes with two new features! 1 - It will allow you to break down arrowheads and spearheads into metal bits for resmelting. 2 - It limits the amount of metal a crucible can hold to two ingots worth. This can be changed in the config. The number listed represents the number of nuggets per slot in the crucible.
  7. Sorry I haven't really been around to address issues and have been slow on responses. Work had me drowning in a hailstorm of garbage last week. @Rescon The newest update should fix the issue with drygrass.
  8. This release has some updated block interactions, changed the amount of hay in a haystack, and corrected a previously unreported bug affecting how pumpkins grow. Refactoring of code to make adding new features cleaner in progress. 1.16-1.2.2-rc.1 - Fixed issue with firepit creation - Ensured FOGDryGrass compatibility with Boiler - Crop Compatibility with MoreClasses completed. - Ensured dry grass compatibility with Ancient Tools pitch making - Updated Pumpkins to grow properly on 30-day months ->Should be adaptive to any days per Month setting. - Fix the bug where you will not get a hay bale back, but your rope will be consumed if you don't have room for a hay bale.in your inventory. - Haybales now require the haystack to hold 256 hay and will remove the haystack on creation.
  9. No, it shouldn't make a difference, I was just making sure I understood you properly. The mod will adapt to 9/10 day months (30 day seasons) as easily as 30 day months. And don't worry about reaching out to me with concerns, that's why this forum is here.
  10. Alesio Costa... I want to confirm something... Are you referring to your server where you have 30 day seasons? The vanilla game offers up to 30 day months as a configuration option, for a total of 360 days a year.
  11. I realized, much later, that I needed to respond to this. My gameplay style means that drudgery/grind is an intended feature. One person's drugery and grind is another's immersive gameplay.
  12. I think the latest one is stable, but I put it out as a developmental mod since it's largely untested beyond basic recipe checking and a clear log. Go to town and try to break it!
  13. Keep posting about this kind of thing. It turns out I made a complete mess of the file on this last release. >.> Problem with being in a rush to push out a fix. I'm going to release again on Sunday after I have some time to polish up all the existing things. It sounds like the output recipe isn't configured properly to drop the correct number of items. Will fix.
  14. I'll look into these times again to make sure they're balanced properly. I do eventually plan on having a configuration option, it just hasn't been a priority yet. I didn't expect there to be such interest in this mod, honestly. XD It's getting more attention these days.
  15. To make a hinge, you need a top flange, a pin, and a bottom flange. Somehow the transform got messed up on the bottom flange, making it invisible in the recipe. Will fix. Re: the names. I see now that the lang file didn't get loaded in the last release. Will be fixed in the next one.
  16. New version out. Bugfixes - Stone tools now do not require a haft to make. It's back to sticks, as intended. (Compat for Primitive Survival's cordage as additional ingredient will be added in the future). Features: Compatibility with From Golden Combs.
  17. I realized I accidentally set *all* tools to require a haft. It's only supposed to be metal tools. Will correct. In future updates, will require cordage made from reed fiber for stone knives. You can just break cattails and papyrus with your hands. Should have the first update out tonight, which changes stone tools to require only sticks.
  18. The amount needed varies, but it's 1 nail per most basic things like planks/stairs/etc. Shelves and the like cost more, and likely have additional costs associated. I don't recall if they require a metal band, but they should (for the supports underneath). "How many you get per ingot" varies, but I believe it's possible to get 18 if you're a skilled enough smith. I highly recommend using Anvil Metal Recovery (With the broken tool return set to off) with this mod.
  19. A Smithing Mod By Aetherial Labs Author: Vinter_Nacht, Texture Artist: AnxietyPealope JSON Files Assist: Raccoon Support Us Through Patreon! "With measured beat and slow, Like a sexton ringing the village bell" - Henry Wadsworth Longfellow So what is Hammer's Ringing Fall? This mod has been in the wings since November of 2021, which seems like another world now. At that time I was pondering the fact that the progression from clay and stone storage to chests was rather abrupt. Chests were so easy to make, you could simply put them together with nary a bit of effort. Once you had your saw, it was chests all around. That was the first "problem" this mod was made to solve, an abrupt jump in tech precipitated with a simple saw. Quite simply, it increases the importance of metal in the lives of the Seraph. Everything from tools and weapons to planks and shelving requires some degree of a metal component. Chests require hinges and nails, metal tools require rivets and metal bands (with the sole exception of the copper ax/pickaxe/etc, whose recipe is only slightly changed). You'll find that there is a need for metal at every turn you make. It is worth mentioning that this mod was primarily made with the concept of a multiplayer environment in mind. Blacksmiths typically find themselves relegated to making armor, tools, and weapons, but precious little else. Little else, that is, unless you count a seemingly endless number of chutes for the automation inclined. With Hammer's Ringing Fall there will always be a need for the smith to be at his forge, and an endless supply of charcoal to feed him. Surely a good thing for any virtual economy. Added By Hammer's Ringing Fall Are: Rivets - Used in all manner of metal craft, such as chutes, weapons, and tools. Metal Bands - Used in recipes where reinforcement or securing is required, such as your helve hammer base. Nails - All manner of woodwork requires these, including shelving, planks, and stairs. Hinge Flange Top/Bottom - Two of the three parts required to make hinges Pins - Used, along with the Hinge Flange Top/Bottom to create a hinge. Tool Hafts - An oiled tool haft is made using a log, an ax, and a bit of fat, and then cured for 48 hours to become a finished haft. Comes in three sizes. Small for swords and knives, medium for axes and hammers, large for scythes, hoes, shovels, and spears. Frequently Asked Questions: - Does the mod increase the durability of tools/weapons? Not at present, though that is an intended feature. I wanted to get it out to get tested, find out what the interest levels were, and get some feedback about how that modification should happen. Based on the increased costs, I'm speculating about 35% - What mods does Hammer's Ringing Fall Support? Currently, it only supports vanilla items. That will be changing rapidly, see above about testing interest and feedback. Can I toss a coin to my modder? Of course you can, and we thank ya kindly. As always, the first updates supporting new mods will be released to supporters on Patreon, as a thank you for your encouragement and kind words. Upcoming Features: There's a lot planned here, but you'll have to wait for me to share it. I don't want to make promises without having some idea of how to achieve them. For now, I'm just Tinkering with some ideas.
  20. Ideally they would always place down relative to the direction you're facing, like any (most) block.
  21. On the server that I play on, there's a drive to eliminate all methods of identifying where you are and what direction you're facing outside of landmarks and environmental indicators like the sun. However, there is a plethora of meta-methods that can indicate which direction you're facing. On this list are: Crocks always face the same way when placed in ground storage. (I imagine this applies to ground storage in general) - Appears fixed in the next patch. Claims tell the user what their coordinates are. Clayforms and knapping, just to name a couple examples, always place in the same direction, and the 'copy last layer' always fills from the same cardinal direction. Given the efforts being made to create a survivalist experience where in-game tools (such as a compass, the sun, sextants, etc) are the only methods of identifying your place and facing in the world, it would be wonderful if something could be done to address these issues and, further, to ensure they don't crop up in future iterations. I realize this would be a low priority for game design in general, but it is definitely impacting the ability to create the desired survivalist experience.
  22. What that last part means ""grow times based on daysPerMonth and hoursPerDay" is that the latest edition of the mod automatically adapts to the length of your year. So if a crop took 90 days to grow based on my default settings, on your server it would only take 30 days to grow.
  23. I'll take a look and see if I can replicate this. You said you clicked on an empty base with a frame liner? I presume you mean a base that didn't have a super or brood box on it? Could you put this into the issue tracker on GitHub? For Everyone: New public post covering what's coming next in From Golden Combs on my Patreon!Come check out the post and follow me, or show your support for my mods by becoming a Patron!https://www.patreon.com/aetheriallabs
  24. New patch release out. This solves a little error that made everyone crash when a ceramic pot was placed on a server. (1.3.7) and then I was an idiot and left in some patch code I promptly took back out (1.3.8). All's good now!
  25. Tinkering with Fields of Gold this morning. The berry bushes now account for modified month lengths across all stages. New Features In the Upcoming Release: Rudimentary Haystacks - A haystack will hold up to 256 dry grass) Removal of vanilla bale and bed recipes New Bale Recipe - A Haybale is made by interacting with the hay-stack with a rope. Bales now hold 64 dry grass. Straw Mats - Straw mats are made by interacting with the haystack using 4 cattail/papyrus fibers on the haystack. Cost - 8 dry grass and 4 fibers Can be used as a form of carpeting, making for very nice flooring for animal pens. New Bed Recipe - Requires three mats More Crops compatibility More Animals Compatibility Creatures & Critters Compatibility Feverstone Horses I'm looking at Wildcraft and Wildfarming compatibility as well. Just wanted to let you all know what's in the works.
×
×
  • Create New...

Important Information

We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue.