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Vinter Nacht

Vintarian
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Posts posted by Vinter Nacht

  1. On 4/9/2024 at 5:06 PM, Justin Kays said:

    How do you harvest a langstroth hive without it resetting the bees to poor population and searching for flowers? Because to harvest the box with frames you have to take the top "house" part off which resets the hive. thanks

     

    You don't, sadly. My hives are still based on the vanilla skeps, and that's just how they work. I hope to fix that in an update someday.

  2. 16 hours ago, Plato Platypus said:

    would it be possible to create a simple recipe solution for some of the things... instead of all the individual steps? Maybe make the recipies a little more expensive in replacement for ease of use...?

    Not something I'll be doing, I'm afraid.  It's out of spec for the mods design.

  3. Hey Musi!  Do you have Discord?  I'd be happy to talk with you and help you figure out what's going wrong.  It may just be that you're not waiting long enough for the log to split.  Early tools, like stone axes, tend to take longer to break a log.  However, it sounds like you may have tried that. I'd love to help!

  4. 22 hours ago, Dorai Yu said:

    you're welcome i suppose, i must confess though that the langstroths just feel extremely tedious over actually fun.

    the liner system and stuff just feels overcomplicated and expensive

    the stacking and etc only taking the backpack slots get annoying real fast.

     

    i litterally ended up throwing like 24 full langstroths out the window because of that one bug, after the god awefull amount of effort and resources i put into it

    That could certainly make for a substandard experience; I understand why you would have found it less than rewarding. The mod is specifically tailored to a certain type of game play and player.  Sorry it isn't to your tastes!

  5. On 8/14/2023 at 6:13 PM, Beef Taquitos said:

    I really enjoy having proper beekeeping with this mod(I only have my first Super, but will probably have another soon) but I have the same issue with bees not seeing flowers, despite my skeps seeing them just fine, they're even swarming which I assume means the vanilla bees are completely awake. I tried all kinds of flowers other than what I already have.  It seems the modded bees are more particular about the temperature than normal skeps, as they eventually caught up to the skep bees and saw the flowers around them.

     

    So it also seems to go back to 0 for a while after re-assembling the hive after a harvest(skeps notice flowers instantly after placed). Seems the hive is just delayed on noticing flowers for a while?

     

    I look forward to the updated version(eventually) to see what your upgraded skills can make of it in any case.

    Yes, any time you disassemble the hive it resets.  This is merely emulating the skep behavior, but it also provides an important lesson in managing your hives.  Langstroth hives should be harvested infrequently to get maximum output.  If you only take them apart when they're full, you'll ensure you get the maximum possible yield with no delays. Otherwise, each time you check the hive, it has to go through the whole 'check for flowers', 'wait for the timer to fill frames' process again, rather than just ticking away to the next time it fills the frame.

    Manage your hives wisely ;)

  6. On 7/4/2023 at 6:02 PM, Succubus Kayla said:

    How do you repair the forest axe? It can't be placed on the grind stone.

    The Grind Stone isn't from my mod and, thus likely doesn't have compatibility with the mod in question. I imagine it's necessities? By default, In Dappled Groves, tools are not repairable. 

  7. 11 minutes ago, EreticKB said:

    If i won't being too lazy. Btw, how can i affect sawing speed for each type of saw independently? I create adapted to your mods version of BTH, but flint saw works too fast for my preferences.

    I didn't implement a flint saw...  I believe you'll need to adjust its mining speed... I'd set it at 1.5 or so.  All of the custom recipes currently rely on the mining speed of the tools to adjust their effectiveness.  The speed of the saws generally needs a pretty significant nerf.

  8. 1 minute ago, EreticKB said:

    Nope, when i craft vanilla slabs they have attribute "Placement mode:" with value "Auto" and through grid craft i can change it into "Only horizontal" and into "Only vertical" later.

    With your Log Slabs i can't do that and they always "Placement mode: Auto".

    Ohhhhh! I forgot that was even a thing, to be honest. Can you create an issue for that on github?  I'll try to remember to do it myself later, if not. But this would be a valuable addition.

  9.  

    16 hours ago, Smeeslug said:

    I have enjoyed your mods but unfortunately I now have to inform you we are officially mortal enemies 😝 My only two ingots! Well at least I know now for next time

    image.png.cae47fce47201d7416c191d0dd743d9d.png

    I have also noticed though that the bark bundles simply do not soak, unless I am doing something wrong. Been underwater for in-game weeks, and are still dry
    edit: ohh willing to bet it's the seawater

    What's going on with that smithing? If that's an adze head, it shouldn't take two ingots O.o
    Also - That is almost absolutely true, I need to decide if that needs to be a factor or not.

    Edit: I did a very brief bit of research.  Soaking in salt water shouldn't be an issue, as it isn't in iRL.  Will take steps to resolve this.

  10. 20 hours ago, EreticKB said:

    Hi. All log slabs needs to have orientation-fixed versions like vanila slabs.

    It uses exactly the same orientation options as vanilla slabs, but the texturing is more complex than slabs, making the limitations easier to notice.  I may look into improving this in the future.

  11. On 3/11/2023 at 3:53 PM, Thorfinn said:

    I'll have to give the ceramics another shot, then. Particularly now that 1.18 appears to have seriously weakened standard beekeeping.

    Simultaneously, I have vastly increased the configurability of the mod.  You should be able to have as many super-powered hives as you like. :)
    It also automatically adapts for the number of hours in a day (Not those set by CalendarSpeedMul, but the configuration that lets you change the number of in-game hours in an in-game day.) and the number of days in a month.

    Note that the default configuration assumes a 30 day month (But simultaneously assumes most people are playing on 9, and is set accordingly)

  12. 1 hour ago, Daeyra said:

    Anyone have any issues regarding picking up any blocks related to this mod. I and desperate to use this mod and love it, but sadly anytime I try to pick up one of the blocks ive made it simply wont let me. 

     

    Even worse im using the built in host and dont see the logs or consoles to determine the initial issue. Ill see what I can learn on my own

    Have you tried having a backpack slot open? The ceramic hive, Langstroth Base, Langstroth Super, Langstroth Broodbox, and Frame Rack can *only* be carried in backpack slots, like the vanilla skep.

  13. 1.18-v1.4.16-rc.1 Update! 

    New Config Options, Bugs Squashed, Langstroth Buffed, Many Things Configurable!

     

     

    Changed check for "knife" to EnumTool.Knife for better compatibility with other mods

    Added the following config options and default values:

    • General Settings:
      • "showcombpoptime": True
        • This value determines if the hive will show when it will next produce honeycomb. On Langstroth hives, it will also display the number of currently filled frames.
    • Skep Settings
      • "SkepDaysToHarvestIn30DayMonths": 7.0,
        • This is the number of days it will take for a skep to become harvestable in a month with 30 days. This is internally adjusted based on the currently configured days per month. (Defaults to 9 in Vanilla).
      • "SkepMinYield": 1
      • "SkepMaxYield": 3
        • These numbers show how many honeycombs a Skep will produce per cycle. It will be a number ranging between 1 & 3 in the default settings.
    • CeramicPot Settings
      • "CeramicPotDaysToHarvestIn30DayMonths": 7.0
        • As per Skeps, but for Ceramic Pots.
      •  "ClayPotMinYield": 2
         "ClayPotMaxYield": 4
        • As per skeps, but indicates honeycomb yield per harvest of the honeypot.
    • Langstroth Hive Settings
      • "LangstrothDaysToHarvestIn30DayMonths": 3.5
        • As Skeps and Ceramics, but indicates how many days it will take for the Langstroth to attempt to fill lined frames.
      • "MaxStackSize": 6
        • This value determines how high you can stack your Langstroth Hive.  You can set it as high as you like.  A stack size of 6 allows for a base, four supers, and a brood box and is roughly equivalent to 2 blocks high (and a bit).
      • "baseframedurability": 32
        • The durability of the frame. Works in the same manner as tools and other durability-enabled items in the base game. Currently, this is set to 32, meaning the frame must be relined every 32 harvests.
      • "minFramePerCycle": 2, "maxFramePerCycle": 4
        • This indicates the mix and max possible number of frames the Langstroth will fill per cycle (A cycle being 3.5 days by default). Averages 3, as is to be expected.
      • "FrameMinYield": 2, "FrameMaxYield": 5
        • Indicates the number of honeycombs a frame will yield when harvested. As in all the above cases, it ranges between 2-5, leaning towards 3 per frame per harvest.
    • Like 2
  14. One of the things that's struck me since I started working on In Dappled Groves, and my skill level continues to increase, is how much of this is a voyage of discovery.  I rewrote the tools and recipes in In Dappled Groves no less than five times, learning a little more about the process and refining it further with every iteration.

    ALCMY is undergoing a similar process.  As I continue to develop the mod, I continue to discover new ways of doing things that make it cleaner, easier to read, and more expandable.  The end result will only benefit from this process, but it does mean more time spent in development.

    Currently, I'm having to rethink how the recipes are handled, again.  I suspect it's going to be fairly minor, but the default recipe manager wasn't designed to handle the kind of processing I'm integrating.  Let alone do it in a dynamic format where multiple recipes could be being handled by the same "device."  The oven is, perhaps, a counterargument to this.

    It's coming along though.  The workstations are, by far, the most complex aspect of this entire process.  When this is completed, however, it should serve as an invaluable toolbox for modders.

    Catch this and other updates on my Patreon

  15.  

    Not quite introducing:
    ALCMy 1, the first Aetherial Labs Core Mod

    TestWorkstations.thumb.png.f9f035b98c66eb483fdfa80cbc42100d.png

    I've mentioned on a few occasions that the work on my mods is waiting for a new tool I've been working on. This would be the tool to which I refer. It represents the first of a potential number of libraries I'll be building to bring these tools to new and experienced modders. So enough preamble:

    What Is ALCMy1: With Calloused Hands?

    “With Calloused Hands” is a library that introduces tools for modders to make introducing new crafting paths and tools quicker and easier without requiring any C# to achieve it. Further, it introduces new crafting methods that can deepen your immersion in the incredible world of Vintage Story.  It’s essential to be clear that this mod will add little to nothing on its own; it is the responsibility of modders to use the resources provided in this library to enhance their mods.

    The (Current) Cornerstones of With Calloused Hands include:

    • ALCMyTool and IALCMyTool: ALCMyTool is the base for all tools used with “With Calloused Hands” and is merely an extension of the Item Class that provides a few things to make it easier on modders to add new toolModes and toolType without needing to touch C#.  ToolModes are fundamental to most recipe systems used in With Calloused Hands. They also contain the logic necessary to make in-world crafting possible. (See below)

    • Workstation Block Class & Block Entity: These two blocks make creating a functionally infinite number of workstations possible. Using them, you can create workstations that allow crafting in-world without using a GUI. Yes, this means no crafting grid. (The link is to a brief clip of my proof of concept)

    • In-World Crafting: In-world crafting allows interaction to in-world blocks using an ALCMyTool.  This is the process used in In Dappled Groves to allow chopping wood blocks, for instance. These recipes can check for the block or blocks directly adjacent to the target block and select any of them for the output.  For instance, you could place a stone on a soil block, use a shovel on it, and upon completing the recipe, the soil beneath could turn into a path.  The scope of its functionality provides endless potential.

    • In-Hand Crafting: By placing an ALCMyTool in the off-hand and a resource in the main hand, you can hold Ctrl+Z and the right mouse button, and it will attempt to find a matching recipe for the two components. This is intended for use in processes such as using a drop spindle to spin flax fiber into twine. 

    • Ground Storage Crafting: Ground storage crafting (still in early development) will check the contents of a ground storage “block” for ingredients. If it finds a matching recipe, it will complete it, replacing the ground storage block with the expected output. This concept is still being thought through, so its full range of potential is still being discovered.

    New Recipe Types: To accommodate the above, there are new recipe types that *can* accept quite a range of information.  Some functions of the recipe types include:

    • SmartCraftingTime (In Development): When writing a recipe, you can manually set the number of seconds it takes to complete.  However, suppose you don’t set a value. In that case, SmartCraftingTime will take over, combining the number of ingredients and the resistance of any included blocks to calculate a crafting time for your recipe in seconds. 

    • SatiationConsumption: Set to 0 by default, you can cause your recipe to consume hunger upon completion. A config option will exist to ignore this option so that modders can set the value, and mod pack makers can configure it to ignore it or not, as is appropriate for their design.

    • WorkingAnimations: If you set a working animation on a recipe, the crafting player will perform this animation until they stop crafting or the recipe is complete.

    • WorkingSound: You can set a sound that plays while the player is crafting.

    • ProcessType: Workstations will support both tool-based recipe crafting and transient crafting. (Such as an oiled hide drying on a drying rack.)

    • And Much More!

     

    So When Can We Expect It To Be Available?Much of the core functionality has been tested and proven entirely feasible. Further, the framework for workstations is technically complete. It’s not ready for testing, not even for patrons, yet.  But I’m working steadily on it, and releases should begin to be made available to my patrons in the relatively near future. This library is being developed to make the experience I want to deliver with my mods much faster, easier, and less repetitive to implement. Further, I’m writing it to put more power into the hands of JSON modders and C# modders alike.

    This was a relatively quick and dirty overview of the mod in process, expect it to be edited and updated as development continues.

     

     

     

     

  16. So this is where I come in and apologize. I never get notifications for my mod posts for some reason.  I'll have to look into that further.

    On 3/9/2023 at 4:17 PM, Thorfinn said:

    First, because of the UI it is incredibly cumbersome. Maybe I'd learn it well enough to not take all day to just do one Langstroth, but that's not me yet.

    The UI is intended to keep storage from occurring in chests/etc, and to ensure that managing the hives is an active behavior, rather than a click and forget behavior.  I understand it's not for everyone.

    On 3/9/2023 at 4:17 PM, Thorfinn said:

    Second material-wise, 40 linen is a whole lot for a single hive. And I have not played long enough to  find out how much twine repair uses on an ongoing basis, if its been implemented. At the earliest, I don't have that kind of linen until mid to late June, which means maybe 3(?) honey harvests that first year. And doing that would mean delaying the mill.

    You don't need 40 linen for a single hive. You only need one frame to have your hive up and operational (So... half a linen?) and two to be able to get the max benefit from it if you harvest every week.

    On 3/9/2023 at 4:17 PM, Thorfinn said:

    But more importantly, honey production seems to not be scaled by number of flowers. Looks like it's 7 days, whether we are talking 5 flowers or 200.

    This is truly odd, given that it uses *exactly the same code as the skep* for this process.And when I say exactly, I mean copy-pasta exactly. (I was an early modder, didn't really even understand how it worked, but the core of the hive's operation uses the same system. I'm not saying you're wrong, I'm just saying it's weird.

    On 3/9/2023 at 4:17 PM, Thorfinn said:

    One of the advantages of FGC appears to be there is a minimal demand for flowers. If you place 4 Langstroths in an 8x8  square, and put a few flowers in the center that they can all share, I think you can get by with just 5 flowers and still get full production. There's plenty of space to tear down your Langstroth without moving. Indeed, the second prepared stack that someone mentioned where you just move the brood over would work great.

    And just sticking with ceramic hives really is not a good option, either, relative to vanilla. You are, again, roughly one harvest per month, so if you can get the first one placed by the 3rd or 4th of May, you might get, what, 5 harvests? Maybe 6? Even if you could find time to fire a couple sets per day, it's going to take well into summer to field a reasonably-sized apiary. And you still have to do the vanilla swarming to get the skeps anyway.

    The base harvest time of the mod is 148 in-game hours. However, the modconfig give you the option to change that, and how many frames fill every time it harvests.  You could have an entire super fill every day (or less) if you so desire.  Just go in and change that config value. You can change the values for skeps, ceramic, and langstroth, including how many frames it fills for harvest.  Set it to your desired output. :)

    On 3/9/2023 at 4:17 PM, Thorfinn said:

    I get that it's a more realistic production rate. But the game is expecting you to be able to make lanterns and candles and have some wax to seal your crocks with, and honey to make jam with. Though it probably works fine with the extended seasons, like if you are also playing your Fields of Gold mod. Which makes sense. That's probably what it is balanced for.

    It actually *isn't* a more realistic production rate.  Real hives produce honey at a *breakneck* pace during the harvest season, netting gallons of honey and many pounds of wax.  However, the needs of Vintage Story would mean that one fully stocked Langstroth Hive is all you'd ever need, and you'd never want for anything ever again if it produced at that rate.  However, once again, you can change those settings in vintagestorydata/modconfig/fromgoldencombs.json.

    On 3/9/2023 at 4:17 PM, Thorfinn said:

    It's a great concept. It comes at a huge cost, though, as you can't easily mix vanilla and FCG in early game. When you harvest a filled skep, the colony is gone. Destroyed. Harvesting reeds is so much quicker and easier and cheaper that it is really hard to get excited about it.

    It's actually intended to mix well with vanilla, for the most part.  I deliberately did not allow the ceramic hive or langstroth hive to propagate to ensure the vanilla mechanics remained relevant.

    On 3/9/2023 at 7:05 PM, Thorfinn said:
    1. If components in backpack slots is required behavior, maybe they could stack? 4 supers, either with frames or without, no mixing? Otherwise, one brood plus 4 supers is more spaces than you have, meaning it can't be done in one go.

    If I had my way at the time, you wouldn't be able to carry more than component at a time, period. This won't be a feature I'll be including, I'm afraid.  It's supposed to be an extremely tactile experience. Traditional hotbars just make it... ugh.

    On 3/9/2023 at 7:05 PM, Thorfinn said:
    1. Maybe treat each super or even the entire Langstroth in situ as a chest? 10 spaces per super. Move the filled frames to inventory, push empty ones back into the chest/hive? You could still have the knife and frame in crafting grid to put wear on the frame as desired, though that might complicate stacking. Just a lot less effort than taking the whole assembly apart and spreading it across the grass. Though after having practiced backpack space juggling, I think I'll give changing over a hive another go. Maybe it is not as much work as I was turning it into. 

    I am utterly against anything involving a GUI, but I don't know if that's what you're talking about. 

    On 3/9/2023 at 7:05 PM, Thorfinn said:

    I don't know. Maybe your vision is not to make the seraph's life better, but rather that vanilla just made things too easy. If so, ignore all this. It's just that by the time I can field a complete Langstroth, I would already be filling my second barrel of honey in vanilla.

    Vanilla is far, far too easy.  However, From Golden Combs is not one of the mods I designed to make it harder.  I was just barely developing mods when it was made, and it's due for a complete rewrite.  However, that may result in it being less to your taste, not more.  Time will tell.

    On 3/9/2023 at 7:05 PM, Thorfinn said:

    [EDIT]

    Thinking about it, you must not have durability on the frames yet. Either that or so far I have not tried to stack a new one on a partially worn one. I'm assuming they would stack like berries, if there is more than x% wear (freshness) it does not stack? Or does it average, like if you force-stack food of different freshness level?

    [/EDIT]

    Also -> Yes, the frames should experience wear every time you harvest one. I don't know if it averages, to be honest. I never tested it, and again, BABY coder when I started it. 

    On 3/10/2023 at 3:31 PM, Credinus said:

    First, the handbook has some discrepancies between names of things, which can be confusing the first time you're trying to get into the mod's contents. I'd recommend keeping the names of the parts in the handbook guide matched to their item names in the recipe search; I'd also recommend adding notes in the guide about needing to use backpack/storage slots for the completed items in a more obvious way, as that is a step that is frequently confusing players.

    Documentation is my bane, I will be improving it on the rewrite. (Coming to you... Eventually. It's a priority, but it's not the imminent priority.)

    On 3/10/2023 at 3:31 PM, Credinus said:

    Second, I'm not sold on the way langstroth hives work as being worth having over ceramic pots. The only real advantage they have is that they take up less space, but they have quite a high startup cost and also have wear and tear that requires maintenance, but they ultimately don't provide enough output to be worth it. I have my apiary setup with 10 ceramic pots and a langstroth containing 20 frames. The issue with the langstoth hives is that the frames fill up at the same pace at the ceramic pots, 1 at a time, and you ultimately should be waiting until every frame is filled because disassembling the hive to harvest the frames resets the current progress towards more production. Immersion-wise, the langstroth hive is really neat to work with, but I think its output and maintenance cost make them more of hassle than they're worth beyond the immersion factor.

    See thy way to the config file! Up the frame fill rate, and drop the time between refills to your hearts content!

    I really appreciate all the support for FGC, and it will definitely getting an update in the coming months.  I'll try to address some of the bigger issues, with the handbook being one of the most important changes I could make for accessibility.  I also need to make it very clear that there's a config option available for those looking to tweak the output times of the hives to their satisfaction.

    Ah, I also need to make the spawn rate change based on the number of days in a month, and the number of hours in a day. :)

    • Like 1
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