-
Posts
163 -
Joined
-
Last visited
-
Days Won
13
Content Type
Profiles
Forums
Blogs
News
Store
Everything posted by Vinter Nacht
-
Well! It's out folks!
-
There's a better way. You can just disable those features in my mod with a patch in your own mod so that anyone who uses the two together will be able to use whichever version you choose. Maybe not easier than branching, but definitely provides broader use and greater compatibility options for everyone. Regarding XSkills: A lot of people like mods like that, and that add classes. I, however, will not spend development time figuring out how to make them compatible. If others would like to solve these problems in a fork of my mod and do a pull request, I'll credit them appropriately.
-
What incompatibilities?
-
Come Support Our Development Here On Patreon! Special Thanks To: - Spear And Fang For Providing The Tree Hollows - Taska For The Adzes and Bark Baskets - DJVIrus For The Incredible Tool and Stump Models “And into the woods I go, to lose my mind and find my soul.” - John Muir "In Dappled Groves" is a mod dedicated to changing our relationship with the forests of that land many call Vintaria. It starts by changing the appearance of the woods every so slightly, introducing stumps at the bottom of most of the majority of trees you'll encounter. These stumps will remain when the tree is fallen, requiring you to finish chopping it out. Their resistance is significantly higher than that of the logs themselves. Within these trees can be found hollows (Thank you, SpearAndFang!) in which the spoils of the forest denizens can be found. They'll drop when the tree has been felled, giving you access to beautiful storage space. - Forest Changes - Trees now have sturdy tree stumps that will resist being removed. - Logs now have typed resistances, balanced using the Janka Hardness Test - Tree Hollows Spawn in Trees Throughout the World (Thanks, Spang!) "Greeting to the vales and uplands, Greet ye, heights with forests covered, Greet ye, ever-verdant fir-trees, Greet ye, groves of whitened aspen." - The Kalevala - Rune XIV To aid you in your forestry endeavors, there are also new tools! All vanilla axes past copper have been removed and replaced with specialty axes. Splitting Mauls split lumber faster but are terrible at felling trees. Forestry Axes are excellent for felling trees but not so much for splitting wood. Grub Axes combine axe and adze, allowing you to hew wood and chop wood with a single tool. I have to thank Taska Rain for the adze and bark baskets the mod introduces. Speaking of bark baskets! When you hew a tree (using an adze or the backside of a grub axe. You can switch modes using F to swap between the available modes), you'll receive bark! However, it won't work for baskets just yet! You'll need to soak it for 24 game hours and use it while it's wet (It stays wet for 24 game hours) to make baskets. (I'll likely be making this configurable in the future, and I know that some work needs to be done to make this process worth it. I may up their capacity to 10 or 12 spaces, though I intend, in another mod, to make cattails similarly challenging to process). Removing the instant processing of lumber into boards and firewood, replacing them with in-world interactions. Firewood is now produced by chopping logs into log slabs, log slabs into firewood, and slabs into sticks. You can make boards in-world simply by interacting with a log using a saw. Workstations can improve the speed at which you get results. The base speed of processing these recipes is based on the resistance of the block you're working with. You can also break down wood slabs, stairs, and plank blocks into firewood by splitting them with an axe. - New Tools & Workstations - New Axes - Forestry Axe - Faster tree chopping, slow splitting - Splitting Maul - Faster wood splitting, very slow tree felling - Grub Axe - Slow chopping, Slow splitting, Slow Hewing (F to switch tool modes) - Adzes - The Preeminent Hewing Tool - WorkStations - Chopping Block - Workstation for improved wood splitting/hewing. - Sawbuck - Improved rate of wood sawing. - New Blocks & Materials - Stripped Logs - Produced using an adze on a log that's been chopped down - Log Slabs - Split any log with an axe - Stripped Log Slabs - Split any stripped log with an axe - Bark - Strip a log with a hewing tool (adze/grub axe) to get bark - Bark Bundle - Place four of the same bark in-ground storage, and click with another piece of the same bark to create a bundle. - Soaked Bark - Place a bark bundle in a water block for 24 hours (Not a barrel) - Bark Baskets - Use 24 soaked bark to make a basket (Likely to be reduced due to processing time.) Coppicing/Pollarding - When you cut a tree down in cold temperatures and leave the stump, it'll begin to sprout the following warm season. These will be able to be harvested for sticks and firewood. Other uses may become available over time. Sawhorse Workstation - This is already functioning but doesn't have any use at the moment. This will be introduced with 'sawn boards' and the following. Primitive Board Making - It will be possible to produce boards using a wedge. This will produce rough timber. Using a hewing tool will process this timber into hewn lumber. Using a plane will then convert hewn or sawn boards into vanilla boards. Each of these board stages will introduce: New Building Blocks - Rough, Hewn, Sawn, and Vanilla boards will all have blocks you can make out of them. They'll have custom textures related to their wood and board types. Rough blocks made from boards will have a variable texture to represent the unreliability of building with unfinished lumber. Wood Curing - Wood curing will be introduced as well. While still being conceptualized, some things are known. Cured firewood will have longer burn times, and hotter temperatures (not smelting temps) than green wood. Uncured boards risk turning into warped boards, which will mostly be useful only for firewood, though another workstation may change that. Additionally, charcoal pits made with uncured firewood will have a risk of going out, and produce less charcoal per block. Steaming Cabinet - A steaming cabinet is a method of straightening warped boards so that they aren't wasted. They may also become useful for making items that require careful wood bending.
-
In truth, I haven't touched this in a while, so it's woefully out of date. I increased the number of nails in the last update to something like 18+? I don't recall rightly.
-
From Golden Combs (1.16-Current) Apiculture Mod
Vinter Nacht replied to Vinter Nacht's topic in Mod Releases
>.> <.< Oops.- 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
- 185 replies
-
- 2
-
-
- beekeeping
- bees
- (and 5 more)
-
We've been doing some ongoing testing and investigating of this issue (with enthusiastic help from Philippe). One thing is certain... Nothing is certain. We can't recreate the error in dev mode at all. It only occurs once the mod is compiled. It doesn't happen to everyone (apparently?) and it doesn't happen consistently. It doesn't even happen consistently on the same world. Earlier today I loaded a fresh world, and it crashed every time with the .zip file. Tonight I reloaded that world, and it doesn't have a problem at all. My current theory is that, for some reason, on certain worlds/loads/etc, irrespective of the mod loadout (So long as both ACA and EF are in) the simmering recipes just aren't loading. I know the error isn't isolate to multiplayer or single player. I know that mode has no impact on the situation at all. If you get the crash, please check your server-debug log and look for a line that indicates the number of simmering recipes loaded. We can't reliably recreate the crash, (and rarely get it, in fact), so it's being quite a pain to debug.
-
Just tested it today. The error still occurs for those experiencing it, but it's otherwise working as well as it has been. The biggest struggle we're having with finding this bug is that we absolutely cannot consistently create it. Even today, using exactly the same code base, it crashed for a tester while working perfectly on L33tman and I's machines across countless worlds.
-
The Reed issue should be fixed in the latest release, and the haystack to haybale should work properly as well.
-
I am utterly fascinated by this bizarre series of bugs. I haven't been able to dive back in and try to help L33tman fix them, but I've been watching closely.
-
From Golden Combs (1.16-Current) Apiculture Mod
Vinter Nacht replied to Vinter Nacht's topic in Mod Releases
This isn't a terrible idea, but it's not going to be particularly high-priority.- 185 replies
-
- beekeeping
- bees
- (and 5 more)
-
Happy to have helped.
-
From Golden Combs (1.16-Current) Apiculture Mod
Vinter Nacht replied to Vinter Nacht's topic in Mod Releases
I know I didn't respond to this very quickly, for which I apologize. However, have you been able to repeat this? Do you have logs?- 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
I was aware of that when I was designing the mod. However, from a code-logic standpoint it was easier to have it on top. I may change this eventually, but I also like the design of the hive-top and the distinctive appearance it gives. So there was a bit of that as well- 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
I know it's been a hot minute since I responded in these forums, and I apologize for that. I don't always get notified when I have a new post here for some reason. You can make them from any combination of Langstroth Hive parts, this was my attempt to lighten the visual clutter of the Handbook. There should be a better way, but presently, there doesn't appear to be one. I'm quite sorry for the lengthy response time. I'd be interested in communicating with you more about this. It's possible that your deduction is accurate, though I find it unlikely that it would create that significant of a difference.in overall memory usage. On the other hand, if this resolved your issue, then there may be something to it. Are you still in need of such a release?- 185 replies
-
- 1
-
-
- beekeeping
- bees
- (and 5 more)
-
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.
-
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.
-
Not stupid. I can see how you made that assumption.
-
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?
-
1.17.x+ Ancient Tools v1.5.0 - New Content: Carts
Vinter Nacht replied to Taska Raine's topic in Mod Releases
Yep, that'd be the one. This is the person I mentioned, Minion. -
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.
-
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.
-
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.
-
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.