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Vinter Nacht

Very supportive Vintarian
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Everything posted by Vinter Nacht

  1. 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.
  2. 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.
  3. 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!
  4. 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.
  5. 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.
  6. 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.
  7. 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.
  8. 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.
  9. 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.
  10. 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.
  11. Ideally they would always place down relative to the direction you're facing, like any (most) block.
  12. 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.
  13. 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.
  14. 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
  15. 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!
  16. 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.
  17. Disagree. Wolves are far too generic a creature, just like boars, bears, and sheep, to be an 'iconic monster'.
  18. 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.
  19. Also -> Part of me wants to make this a 'haunted beehive' mob or something equally inane. The picture has great ambience.
  20. 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!
  21. 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.
  22. 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.
  23. That's quite strange. It shouldn't matter, but do you have other mods installed?
  24. Working on trying to resolve this. Will look into it. Are you also using bricklayers?
  25. 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...
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