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Vinter Nacht

Vintarian
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Everything posted by Vinter Nacht

  1. Progress continues on the hives. Have a little thinking to do about how to handle best handle the next steps. Progress may slow down a bit this upcoming week, but we're steadily progressing towards functioning Langstroth hives! LangstrothProgress.mp4
  2. You want fat stacks? I'll give you fat stacks. Fat stacks of supers. 3909b3263dd32ab7393aa66e5245f058.mp4
  3. You know... I can't think of a good reason I shouldn't make it possible to pick up that stack with CarryCapacity. If I'm feeling really froggy, I might even try to figure out if there's a way to set a whole stack on a hive at once. XD
  4. Can we have the develop an independent version of Dynamic Trees first? >.> I really want better trees.
  5. Empty Bee frames will require four sticks. A completed frame will take waxed linen (linen patch + beeswax) to make. Waxed linen is either made from four waxed linen twine, or a linen patch & beeswax. Frames take durability damage when you harvest them, and will be repairable either with waxed linen twice, or by replacing the waxed linen patch when fully damaged. (Fully damaged frames turn into empty bee frames). Your recipe will also end up being used, but not with this style of hive. There is a type of hive called a "Top Bar" hive or a "Warre" hive. These essentially function similar to the above, but don't use a guide (like waxed linen) to guide the bees. It will be cheaper than Langstroth Hives as a result. But... It's likely that Warre/Top Bar hives will require this kind of interaction to maximize output. And now? An update that introduces the 'Super Stack'. Since no part of the hive (excepting frames and their outputs, of course) will be storable in chests/storage vessels/etc... This is being provided as a convenient way to store your supers when not actively part of a hive. b1ab6bdc782f23760ed1444b789e89d9.mp4
  6. 8820b10f560fdf490bef1aa28d89462b.mp4 I'm making progress. I put frames in, I get frames out. I break it, it scatters frames. I do need to adjust it's Y setting to get it right. With this done, the rest should be "Easier(TM)"
  7. I only had a little time to work on this this morning, but. It begins... I will now be working steadily to add the Langstroth Hives to the mod. Additional potential additions include a configurable fill time for hives based on season.
  8. " I see great potential but it might be hard to balance so it does feel fun and not unfair," -> While I agree, I think we may mean different things. The intent of the mod was to add the necessity for large fields, particularly when trying to feed multiple people. As mentioned in the edit above, grain yields are presently far too high in most cases. It's possible that vegetable yields are too low, however. I'll have to do some balance/comparison.
  9. Animals Are No Longer Covered By This Mod Fields of Gold is for the farmer who prefers more naturalistic growth periods for their crops and is wanting yields more in keeping with real-life farming. 1.1.9 continues this theme by adding support for More Crops and Wildcraft. In addition, you’ll find some small features and changes to existing recipes. Features: - The Haystack (New) – A haystack has been implemented, allowing you to store large amounts of dry grass in a convenient pile that adds more of that farmland feel to your barns and fields. Haystacks are created by Ctrl+Shift clicking the ground with dry grass, getting larger with the amount it holds, up to a maximum of 256. - The Hay Bale – The hay bale grid recipe has been removed. You will now create a hay bale by interacting with a haystack with a rope. The hay bale takes 64 straw to make, so the haystack must hold at least that much. You can place a hay bale and use a knife on it to return your 64 straw. While they can still be carried in your inventory, they can also be carried with CarryCapacity. - The Straw Mat (New) – The straw mat is created in the same manner as the hay bale, but requires 8 straw and 4 reed fibers (Cooper’s Reed/Papyrus). Straw mats can also be placed on the ground to create a nice straw floor for your house or animal pen. They are also used in crafting beds, and in making thatching. - Thatched Roof – As mentioned above, straw mats are now required for crafting a thatched roof. In addition, sticks have been added to the recipe to account for framing. - Grain Seeds – Grain seeds can no longer be used as a form of seed as in earlier FOG iterations. Instead, you can craft grain in your grid recipe to produce 3 seeds of the appropriate type for each unit of grain. This crafting process also works in reverse, so you can make a portion of the appropriate grain out of three-grain seeds of the same type. Seed drops have accordingly been removed from the individual grains, and the overall drop rate of grains from crops has dropped. You will now receive 1 or 2 grains per plant. Plan your fields accordingly. - Cattail/Papyrus – These roots can now be split in half, with each half being able to be planted. This allows the propagation of cattail root and papyrus. Each half can also be roasted and eaten for half the nutrition of the full root. When freshly planted you will create a ‘growing’ cattail or papyrus plant that will not drop anything if broken. Also, cattail and papyrus roots will now decay. - Beehives – Beehives have had their harvestable hours set to once every 60 days, encouraging the creation of larger apiaries. You can modify how often you can harvest the hives in the config file. This portion of the mod is automatically disabled if From Golden Combs is installed. - Configurability - Many features of the mod are now configurable, with more to come. Growing Time Information: Cattail/Papyrus: - From Growing to Harvested: 154 days - From Growing to Harvested: 115 days - From Harvested to Normal: 39 days - Hives: 1488 hours –> 62 Days Berry Bushes - Empty to Flower: 62 days - Flower to Berry: 28 days - Berry to Empty: 14 days Vanilla Crops: - Amaranth: 84 days - Bellpepper: 84 days - Cabbage: 70 days - Cassava: 540 days (Cassava takes a ridiculously long time to become harvestable) - Flax: 110 days - Onion: 100 days - Parsnip: 90 days - Peanut: 120 days - Pineapple: 485 days (Can confirm, have Pineapples in my yard) - Pumpkin: 90 days (Some concern over how well this works) - Rice: 120 days - Rye: 120 days - Soybean: 65 days - Spelt: 110 days - Sunflower: 90 days - Turnip: 40 days (this stuff grows FAST RL) More Crops: - Beets: 56 Days - Cauliflower: 90 Days - Corn: 90 Days - Eggplant: 120 Days - Jalapeno: 80 Days - Potatoes: 90 Days - Yam: 98 Days WildCraft: - All Herbs: 56 Days (This will likely be updated further at a later date, but for now, they all grow on the same cycle) Frequently Asked Questions: - Did you decrease hunger or increase crop yield to compensate? No. The intent was to require larger farms and bring crop growth in line with a more real-ish standard. Upcoming Features: Add planters pots, racks, and trays for pre–Spring planting. Change grains to drop ‘fresh sheaves of <grain> Add Stook mechanic for drying sheaves of grain. Stooks will hold up to 12 fresh sheaves of grain It will take a base of 21 days to dry Modified by local rain/temperature Will not dry underground (unless underground farming is true) Must have 6 of 8 horizontal spaces near it empty of other non–grass blocks. Must have 3x3 space over it exposed directly to the sky. (Keep your stooks outdoors!) Add a threshing mechanic to separate the dry sheaves into dry grass and threshed grain. Add winnowing grain mechanic using panning pan to convert threshed grain to grain. Mushroom cultivation mechanics Stackable sacks for storing grain GUI–less interface Will display stored grain type on the sack. Will have storage time similar to a storage vessel. Can be stacked 3 to a block. Can be set down and opened for accessing contents.
  10. Now *that* is a solid point. Perhaps durability could be configurable, with setting it to -1 disabling it. Hmmm... I think waxed linen patches will be necessary for making the frames. Kind of a VS stand-in for the guides put in some frames to help bees make straight combs.
  11. I'm with Godogma, really. I don't see any reason to add durability to the frames, except as a resource sink. By the time you're able to fill five supers with ten frames at a cost of one linen patch each, a resource sink is probably unnecessary.
  12. I'm uncertain, though I know that sticks and flax are going to be involved. Possibly wax as well, as is done with many modern frames.
  13. It's a legitimate strategy! Some more excerpts from todays labors. An open super with one frame An open super with one full frame An open super with ten empty frames An open super with ten full frames
  14. Just a preview of the beginning steps of the Langstroth hives. The base upon which you'll build your hive An individual "super" or honey box, where your bees will make and store wax and honey A brood box, arguably the most important part of the hive The maximum height to which you'll be able to build your hive! These are just textured models, and there's a lot of logic that will have to go into making them do their trick. Currently the intent is that you'll have to build and separate your hive one piece at a time. The individual supers and the brood box will have to be carried in bag slots, while the base can go into your normal inventory. When accessing your hive you'll have to deconstruct it piece by piece to get to each of the honey boxes, and then restack them. For now, this is just being designed for immersion and my personal aesthetic tastes for interacting with the game. Now, back to work!
  15. An Apiculture Mod By Aetherial Labs Author: Vinter_Nacht, Texture Artist: AnxietyPealope JSON Files Assist: Raccoon Translations: Macoto Hino <To Mod DB> Support Us Through Patreon! MOST HIVE COMPONENTS (BROOD BOX, SUPERS, BASES, CERAMIC HIVE BASES) MUST BE CARRIED IN A BAG SLOT. THEY WILL NOT GO INTO AN INVENTORY SLOT. From Golden Combs began as a simple project with the intent to learn how to code in C#, and to add a simple new type of hive to the world of Vintage Story. The first item introduced was a ceramic hive (then called the Claypot Hive) that didn't have to be destroyed to harvest its bounty. Having achieved that small goal, I set out to do something more ambitious. 1.3.4 saw the introduction of the Langstroth Hive. This hive has individual boxes known as superstructures (or supers, for short) and frames on which the bees build wax and store honey. Current Features (As of 1.3.4): - Clay forming recipes for honey pot and brood pot. - Ability to place colonies in the brood pot using a populated skep. - Repeatable harvest by emptying the honey pot with a knife, and returning it to the brood pot. - Movable brood pots, both with and without a bee colony - Langstroth Hives - Multi-box hives with high capacity (and improved output), available in millions* of color combinations! - Hive Components in 169 possible color combinations - Langstroth Superstructures (Known as Supers) -The base component of your hive - Langstroth Brood Boxes - Where your bees live! - Langstroth Bases - To keep your hive off the ground. - Frames for your bees in 16 possible color combinations - Frame Racks - Used for lining, harvesting, and repairing your bee frames * - Yes, millions. You can stack your individual hive parts in any order you want. To be a hive it must have a populated brood box at the top (Right click an empty brood box with a populated skep) a base at the bottom, and up to 4 supers stacked in between. Each individual part is available in up to 169 different color combinations, so the possible combinations are nearly endless! - Configuration Options - Duration for a hive to fill configurable by hive type. (skep, ceramic, and langstroth) - Change the height to which a hive can be stacked (default is 6 individual items. So up to two blocks high) - Change maximum and minimum yield when harvesting a frame - Change the durability of frames - Optionally display time until the hive produces more comb Coming Soon (?) - New Utility/Vanity Items - Honey Jar - New Bee Products - Propolis - Bee Bread - Pollen - Royal Jelly - New Hives - Layens Hives - Warre Hives - New color variants of Ceramic and Langstroth Hives - Bee species - Range of Temperature tolerances - Flower preferences - Attitudes (some are more defensive of their hive than others, even in domestic hives) - Different rates of production for honey/wax - Advanced hive maintenance - Hive temperature - Humidity - Population - Disease - Hive collapse - Swarming Mechanics - Pests (Wax moths, Hive Beetles, and Varroa Mites! Oh My!) - More Predators (Mice? Skunks? More?) - Version 1.18 Known Bugs (??)
  16. Also... I don't know how possible this is... But could you include a tie-in that connects crop growth time (wild and otherwise) to the # of days in a month?
  17. This is a much more appealing approach than "yay double ores!". I've never particularly liked that ''advancement" tree. There's not going to be any more metal in the ore, no matter how you process it. However, there could be resources you would lose in a straight-up smelting process. Do like. Yes do.
  18. Can we get some additional configuration options? I'd like to be able to manage the amount of poop animals produce, and turn off the 'follow food in hand' option, specifically.
  19. I launched this through Creative/Superflat and didn't get the config file. Did I miss something?
  20. I hope this will be updating to 1.15.5 soon! In that version the fox has a flat muzzle and no tail I love it, and my wife absolutely adores it. Is there any way to allow a toggle so that both body types are available in the game? Either way, well done!
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