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Vinter Nacht

Vintarian
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Everything posted by Vinter Nacht

  1. Disagree. Wolves are far too generic a creature, just like boars, bears, and sheep, to be an 'iconic monster'.
  2. The problem with wanting an 'iconic monster' is that this kind of thing can only be engineered so far. Mostly, it has to happen by accident. There would have to be a creature that the community grabs onto. Creating a thing like that mostly happens on accident.
  3. Also -> Part of me wants to make this a 'haunted beehive' mob or something equally inane. The picture has great ambience.
  4. Just released a new version for 1.16.4 that addressed the immediate issues. This was a very quick patch to start looking for new problems introduced with the latest editions. Please post any identified problems on the Github issue tracker. Thank you all for your patience, I'm excited to be back hacking code!
  5. Have you right clicked the brood box with a filled skep? It can't be in a stack when you do, it must be set aside on its own.
  6. This is exactly why I was intending on having grain break down into 'seeds', providing a lot more seed per harvest than it does 'grain portions'. I play any survival game for realism, which is part of why my mods are the way they are It's also, of course, why they're mods.
  7. That's quite strange. It shouldn't matter, but do you have other mods installed?
  8. Working on trying to resolve this. Will look into it. Are you also using bricklayers?
  9. I apologize for the long delay in responses here. Have a lot going on RL that's demanding my attention. How exactly do they interfere? This isn't the first time I've heard this error, so please let me know exactly how they're conflicting so I can find a fix. Will take a look at this at my next opportunity, I rather thought I fixed this error, but it's possible I fixed it in 1.15.x and didn't update it. (The perils of working on two versions simultaneously) I believe this is an error I fixed in 1.15.x, same issue as above, working on two versions simultaneously. Waxed Linen is made with Normal Linen and Beeswax in a barrel in a 1:1 ratio. I don't know why it won't accept other types of linen...
  10. All the components you're mentioning must be stored in a bag slot, they cannot go in an inventory slot. They function like a vanilla Skep. 1.16.0-1.3.6_v1.3.5-rc.3 fixes the issue with not being able to make frame liners.
  11. I just released the 1.16.0 version to the public. I meant to release it when 1.16.0 stable got released, but life kept me busy. Thank you all for your support, I'll be back to work on producing more robust updates to my mods shortly.
  12. This is a bit of balance I'm considering, but will likely result in it being a configurable option so that the server owner can decide if it should be: "Having friend feed the animals if you can't log in", "Log in once an RL week", or "No Starvation at all." or anywhere in between. Not yet, but it is intended to have multiple stages of growth and, eventually, ways to harvest. So you could harvest turnips, for instance, once or twice for greens before harvesting the root. There will also be a 'seeding stage' that may eliminate your actual crop yield since you have to let it go past the harvestable stage. A lot is being considered.
  13. You're going to have to use a vanilla skep to capture that have for transfer to the Ceramic Hive. Hives cannot spread to, or from, the Ceramic or langstroth hives. You have to get a populated skep and right click the brood box, or the ceramic brood base to populate it with a hive.
  14. No, they aren't. I'll take a closer look to see if I missed updating the Berry Bushes... It's a distinct possibility, now that I think about it.
  15. I'd have specific conditions by which source blocks could be removed from the world. This isn't about making infinite water from a water source not a thing. This is making it impossible to *place* water source blocks.
  16. I mean, obviously. That's not the kind of player I'm developing for, but I'd definitely leave the option.
  17. There's a two-fold thought here. 1 - I find it ridiculous that so much of water interaction is gated behind copper, including buckets and barrels. 2 - I find it ridiculous that players can move water source blocks at all, and figuring out how to remove this capability so that mechanical power is required for any serious form of irrigation is at the forefront of my mind at all times. I have a few ideas, but I'm not sure I'm ready to tackle such a technically difficult process.
  18. Alright! Finally getting some time to work on this mod. There's been a few minor updates to make it more generally accessible (IE - It changes grow times based on daysPerMonth and hoursPerDay). A simple enough change. I also fixed the conflict I was having with WildCraft (Had to get my patches working properly), and added a little feature where mousing over the crop will give you the time until next growth stage. This was a quick push to get it out to people who've been waiting for these minor fixes. Will be working on more robust features next. Maybe even that config file I keep talking about.
  19. Yeah, that would be decidedly problematic. It would also largely be historically inaccurate. There's a strong suspicion that tin was first discovered as it was accidentally smelted in campfires.
  20. I need to get in game to confirm this, but Tier 1 *is* copper. And since you can make a copper pick from copper nuggets found on the ground, you have your entry to tier 1 mining. It's also the first valid argument for adding a stone hammer I've heard. Crazy thought -> Have the stones react to the watering can, crumbling into pieces when you sprinkle it. There's your early game "pick."
  21. I was already interested when you started... I became VERY interested when you mentioned the 'brittle rock' aspect. It would probably encourage me to change the tier to mine even copper to Tier 2. I would imagine the best way to do this would be to lower the mining tier of the effected wall. This should (?) resolve the issue of "Any Ore", especially if modifications are made to how copper tools interact with the rock face. My suggestion? Put in a configurable option that either 'lowers the mining tier of the rock by 1' or 'makes mineable by any tier of tool'.
  22. So Fields of Gold is coming back into focus for me now that From Golden Combs has a stable release and only the occasional bug report. Will hopefully be releasing a 1.15.10 stable release (with some issues being finally resolved) and a 1.16.0 release that has the same fixes in preparation for further development. Aside from configuration options, any requests?
  23. https://www.patreon.com/posts/59644682 New public poll up on Patreon related to frequency of bug-fix releases! Would love to hear your feedback on this!\
  24. 1.15.10 release is out! This release is probably the last release for 1.15, barring any future bugs and language touches. There was a remaining bug in 1.15.10 where right-clicking a ceramic hive pot would make it disappear if your bag slots were full. I also removed the ability to place honey pots on unstable surfaces. A version for 1.16.0+ is available for patrons on my Patreon. A link can be found in my signature.
  25. What version was this on? Thank you! I'll incorporate this in a future release!
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