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Vinter Nacht

Very supportive Vintarian
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Everything posted by Vinter Nacht

  1. I've beaten on it, tweaked it, squashed what bugs I can find, and now we're entering the end game. The update of this mod will be available for public testing as soon as I finish the documentation... So tomorrow sometime, mostly likely. I'll be reducing my update posts here to focus on actual progress. If you've been enjoying the regular updates, follow me on Patreon, I'll be posting frequently there.. (I won't be having any Patron only posts for now) My patreon link is in the initial post, and in the signature below.
  2. iRL -> Absolutely not. In game -> Not if I design it it won't. I try not to half-ass things.
  3. I still intend to add a smaller 'countertop' version that looks like it belongs in my kitchen and not out in the vineyard.
  4. Stay patient ladies and gents. The bug hunts continue, the recipes are getting made, and a few last minute features are being added. Should have this in your hands by Monday.
  5. A small 'countertop' press may be added at some point, yes. However, before that happens, I have to learn how to do animations. Static tools are a no. As things get more advanced I may even include a honey-centrifuge. These extract honey from the comb without damaging the wax, and would result in faster recovery times for honey.
  6. Well... That went smoother than expected. The Claypot Hives (now known as Ceramic Hives) have been updated to the point where they function exactly like the original ClayPot Hives. The exception is that the Honey Pot now goes into an inventory slot on the hive and is rendered. The important take-away from this is that I'm ready to start looking at integration with Tels Bricklayers.
  7. This is a lovely idea. Much approve.
  8. Update on the upcoming update! The Langstroth Hives are officially functioning. Any further bugs will probably need player contact to identify and suss out. There are 169 different color combos of Brood Box, Super, and Base, meaning there are millions of possible combinations available to let you personalize your hive! Since I was able to finish the hives themselves ahead of my goal of the upcoming weekend, I'm working at updating the Ceramic Hives as well. When they are completed you'll be able to have any color of honey pot with any color of brood pot. While default means 2 colors (Fire and Blue) for each entry, I'm working with Tels to add Bricklayers compatibility. When that happens, you'll have an extensive rainbow of colors and patterns for Ceramic Pots as well!
  9. Spent a fair amount of time working on the Langstroth update this weekend. Making some solid progress, as far as that goes. The stacks now have a maximum height, and can recognize when they're a 'valid hive'. A valid hive, in this case, is one whose top is a Brood Box, and whose bottom is a Base. I wrote the algorithm that cycles through the supers and the frames inside them to update them when the hive produces new harvestable frames, got a bug or two here. When it knows it is in active hive, it checks its environment to determine for the requirements to become harvestable. In short: It should be ready to launch soonish, as soon as I find more time to work on it. I wanted to try to keep it to a monthly update, but that's not comin' just yet. Depending on how long it takes to finish the Langstroth, I may go back and rework the Claypot Hive. There's a few things I've been wanting to do to it to bring it up to date. Might not be compatible with older versions.
  10. Just wanted to touch base with everyone here. I appreciate the interest in this mod, and I do intend to keep developing it. However, From Golden Combs will remain my priority for development time. I have, however, contacted the creator of Wildcraft to take steps to alleviate the conflict there. I'll try to shove it into the docket. Langstroth Hives first
  11. Just an update for those interested. I've been working consistently on this mod over the past few days. I got a lot of the groundwork laid out for the Langstroth Hives, so it's time to start making them work as hives. Sneak peak of the next hive coming out after the Langstroth: (It'll be two blocks wide and somewhat limited in frame capacity vs the Langstroth Hive, but will be arguably more convenient to work with)
  12. I've had a slew of RL work come in, but I've been watching a ton of bee videos. So while I haven't been making much work progress on them this last week, there's a ton of concept work being done for future editions. I have the basic concept of the Langstroth in my head. I want to have the update out by the end of the first week of November, but don't want to promise anything yet.
  13. Can confirm. Using it in my 1.15.7 world right now. I have yet to encounter any errors.
  14. Don't know how practical that would be, given the shape/composition of the brood boxes/etc. However, if I make a peg board capable of holding a whole bunch o' things, it may be worth handwaving that inconsistency. Will consider.
  15. Along with the above, I'm considering adding the following to further ease storage of Langstroth hive components. Do note that including this shelving would also mean I reduce the size of both the current claypot hives, and the upcoming Brood Boxes that sit on top of Langstroth hives. Not sure that's a problem. I actually think I prefer the appearance of the more compact brood pot (The clay version) ec0e49101da5deb7f0996abd9626f3a8.mp4 mponents.
  16. 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
  17. You want fat stacks? I'll give you fat stacks. Fat stacks of supers. 3909b3263dd32ab7393aa66e5245f058.mp4
  18. 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
  19. Can we have the develop an independent version of Dynamic Trees first? >.> I really want better trees.
  20. 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
  21. 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)"
  22. 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.
  23. " 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.
  24. 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.
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