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Vinter Nacht

Vintarian
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Posts posted by Vinter Nacht

  1. v1.3.0 is for 1.17 - Is not compatible with earlier versions of VS

    One known bug is that it shows the growth times on mouseover twice.  Not a huge issue, just one I haven't resolved yet.
    The berry bush growth modifiers need testing.  As always, go break it.

  2. On 5/17/2022 at 6:16 AM, Jaysus273 said:

    The current method of limiting crucible space strongly limits the amount of alloys that can be made at once, if you want to keep the limit of 2 ingots per crucible and allow for reasonable amounts of alloy creation you may want to add a method of creating alloy blends? Preferably just by combining nuggets in the crafting grid, slow methods like manually grinding in a quern earlygame wouldn't feel good for something that should realistically be possible by default (by which I mean putting 40 nuggets of differing types into a space that can hold 40 nuggets, not making alloy blends).

    You can change the amount a crucible can hold in the config, unless I'm mistaken. The adjustment is made per slot.

    I'll eventually implement a method for creating larger yields from alloying.

    Also, be aware that the intent of reducing the crucible capacity was, in part, intended to make you build a larger forge with more fires and space for crucibles.

  3. On 5/29/2022 at 8:53 AM, Галушин Григорий said:

    How can I make a haft without a barrel? I need a saw to get wood planks for barrel, but I can't make it without a haft...

     

    Upd: nevermind, I'm just stupid. I don't need barrels to get a haft

    Not stupid. :) I can see how you made that assumption.

  4. 30 minutes ago, Cyraxan said:

    Please check crucible capacity config code, changing   "CrucibleCapacityPerSlot": on server, nor on client have no effect.

     

    It came to my attention that this wasn't working. I have a version where it *is* working, but am still trying to work out one little detail before releasing a patch.  However, please report this on the issue tracker. (You'll find a link at the top of the HRF db entry)

    6 hours ago, DArkHekRoMaNT said:

    @Vinter Nacht Do not do that. Use, for example, assets/yourmodid/patches/othermodid. Otherwise, in the logs it turns out that stonequarry patches stonequarry files, although in fact your mod does it.
    P.S. And yes, SQ compatibility broke in 2.0.0

      Reveal hidden contents

    image.png.45c8293bd820d3e541b6f52e198e4372.png

     

    11.5.2022 10:39:18 [Error] Patch 3 (target: stonequarry:recipes/grid/tool/finishingchisel.json) in stonequarry:patches/grid/tool/hrf_finishingchisel.json failed, following Exception was thrown: The parent is missing.
    11.5.2022 10:39:18 [Error] Patch 4 (target: stonequarry:recipes/grid/tool/rubblehammer.json) in stonequarry:patches/grid/tool/hrf_rubblehammer.json failed, following Exception was thrown: The parent is missing.
    11.5.2022 10:39:18 [Error] Patch 3 (target: stonequarry:recipes/grid/tool/wedgechisel.json) in stonequarry:patches/grid/tool/hrf_wedgechisel.json failed, following Exception was thrown: The parent is missing.
    
    11.5.2022 10:41:16 [Error] Grid Recipe with output Item code stonequarry:finishingchisel-copper has no ingredient pattern or incorrect ingredient pattern length. Ignoring recipe.

     

    Noted, will correct in all my mods. As for SQ compatibility, was this due to a change on your side?

  5. On 5/10/2022 at 9:41 PM, Taska Raine said:

    @Vinter Nachtmentioned to me that this could be a compatibility issue between Ancient Tools and Bricklayers. I hadn't thought to include recipes for the glazed crocks. Is it possible that you were using one of those?

    I'll look to solve that soon, when I get the opportunity to work on some further fixes ^.^

    Yep, that'd be the one.  This is the person I mentioned, Minion. ;)

  6. So HRF has gotten a new update to 1.2.1-rc.1.  This version appears to be generally stable.  The only anticipated errors would be me missing an ingredient or something in one of the many recipes found in the mods it supports.  It also comes with two new features!

    1 - It will allow you to break down arrowheads and spearheads into metal bits for resmelting.

    2 - It limits the amount of metal a crucible can hold to two ingots worth.  This can be changed in the config. The number listed represents the number of nuggets per slot in the crucible.

    • Like 1
  7. This release has some updated block interactions, changed the amount of hay in a haystack, and corrected a previously unreported bug affecting how pumpkins grow.

    Refactoring of code to make adding new features cleaner in progress.

    1.16-1.2.2-rc.1
    - Fixed issue with firepit creation

    - Ensured FOGDryGrass compatibility with Boiler
    - Crop Compatibility with MoreClasses completed.
    - Ensured dry grass compatibility with Ancient Tools pitch making
    - Updated Pumpkins to grow properly on 30-day months ->Should be adaptive to any days per Month setting.
    - Fix the bug where you will not get a hay bale back, but your rope will be consumed if you don't have room for a hay bale.in your inventory.
    - Haybales now require the haystack to hold 256 hay and will remove the haystack on creation.

  8. No, it shouldn't make a difference, I was just making sure I understood you properly. The mod will adapt to 9/10 day months (30 day seasons) as easily as 30 day months. And don't worry about reaching out to me with concerns, that's why this forum is here.  

    • Like 1
  9. On 3/27/2022 at 1:15 PM, ALESIO COSTA said:

    oh, I'll be very happy with the compatibility with Wildfarming, and I have a doubt, in the game we have at most the option of having 30-day seasons, totaling 120 days a year, but then some plants take more than 100 days they wouldn't die in winter ? I read what you said on December 14, "grow times based on daysPerMonth and hoursPerDay", but I didn't quite understand that, sorry to bother you.

    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.

  10. On 12/26/2021 at 10:54 AM, Peter Sanderson said:

    drudgery/grind

    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.

  11. 7 hours ago, Владимир Радостин said:

    I hope that this modification will eventually, with the help of the creator and testers, reach an ideal workable state!

    Because I don't want to play the game without this mod

    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!

  12. 2 hours ago, Владимир Радостин said:

     

    Recipe displays have disappeared completely(((

    And also, when forging loops, 3 parts are clearly visible on the anvil, separated from each other (if you forge 2 pieces, then 5 are visible as in the photo). but at the end of forging, only 1 piece (or 2) fits in the backpack.
    Is there any logical way to explain this? in fact, 1 ingot is enough for 3 (HALF!) loops. For 5 (halves) loops, well, quite.
    It turns out that 1 chest requires (now) 2 ingots of metal + a pin.(not taking into account metal strips)

    Can it do as depicted when forging? 
    3 (half) loops. then 2 ingots will make 3 solid loops. and this is 1 chest + for example a gate. and 4  ingots are 3 chests!))
    These are just suggestions)

    .....................................................................................................................................

     

    although, if we are talking about forging by hand, then yes, 2 (half) loops, this is quite normal .it's difficult to do it with your hands. 
    but can then make a recipe that displays 2 pieces, not 5. so that the output of the metal back would be greater, for further remelting. 

    but when forging on an automatic hammer, you can make a unique recipe for 5 (half) of the hinge. minimum waste-maximum productivity
    For nails and other products, it seems to me, it is also possible to make more output on an auto hammer.


    9 nail for manual processing, rough, quite adequate. but 18, is difficult.

    For a auto hammer 18 nails from 1 ingot of metal, it already seems not so supernatural!

     

    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.

     

  13. 22 hours ago, Владимир Радостин said:

    can I somehow manually change the time of berry growth? 
    I coped with the growth time in the beds, but I did not find the berry growth time file
    the same problem as the Player above. a month of 30 days. the berries just don't have time to grow before the cold weather. flowering 110 days.growth of 60 days.  usually the growth from 0 to berries is 40-50 days in reality) please help

    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.

    • Like 1
  14. 2 hours ago, Владимир Радостин said:

    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.

  15. 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.

  16. 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.

    • Like 1
  17. 2 hours ago, maibock said:

    Oh wow! Really cool, will probably use this for my next multiplayer playthrough with friends. I'm semi-curious about the nails though, how many are produced from one ingot and how much are needed for basic wood recipes like planks, shelves, etc?

    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.

    • Like 1
  18.  

    J6mV7Gt.png

    A Smithing Mod By Aetherial Labs

    Author: Vinter_Nacht, Texture Artist: AnxietyPealope
    JSON Files Assist: Raccoon

     

    Support Us Through Patreon!

    VnOHkxz.pngdXq905C.pngVnOHkxz.pngdXq905C.pngVnOHkxz.pngdXq905C.pngVnOHkxz.pngdXq905C.pngVnOHkxz.pngdXq905C.pngVnOHkxz.pngdXq905C.pngVnOHkxz.pngdXq905C.pngVnOHkxz.pngdXq905C.pngVnOHkxz.pngdXq905C.pngVnOHkxz.pngdXq905C.pngVnOHkxz.pngdXq905C.pngVnOHkxz.pngdXq905C.pngVnOHkxz.pngdXq905C.pngVnOHkxz.pngdXq905C.pngVnOHkxz.png

    "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.

    VnOHkxz.pngAdded By Hammer's Ringing Fall Are:

    dXq905C.pngRivets - Used in all manner of metal craft, such as chutes, weapons, and tools.

    dXq905C.pngMetal Bands - Used in recipes where reinforcement or securing is required, such as your helve hammer base.

    dXq905C.pngNails - All manner of woodwork requires these, including shelving, planks, and stairs.

    dXq905C.pngHinge Flange Top/Bottom - Two of the three parts required to make hinges

    dXq905C.pngPins - Used, along with the Hinge Flange Top/Bottom to create a hinge.

    dXq905C.pngTool 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.

     

    VnOHkxz.pngdXq905C.pngVnOHkxz.pngdXq905C.pngVnOHkxz.pngdXq905C.pngVnOHkxz.pngdXq905C.pngVnOHkxz.pngdXq905C.pngVnOHkxz.pngdXq905C.pngVnOHkxz.pngdXq905C.pngVnOHkxz.pngdXq905C.pngVnOHkxz.pngdXq905C.pngVnOHkxz.pngdXq905C.pngVnOHkxz.pngdXq905C.pngVnOHkxz.pngdXq905C.pngVnOHkxz.pngdXq905C.pngVnOHkxz.pngdXq905C.pngVnOHkxz.png

     

    Frequently Asked Questions:

    dXq905C.png- 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%

    dXq905C.png- 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.

    dXq905C.pngCan 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.

     

     

    VnOHkxz.pngdXq905C.pngVnOHkxz.pngdXq905C.pngVnOHkxz.pngdXq905C.pngVnOHkxz.pngdXq905C.pngVnOHkxz.pngdXq905C.pngVnOHkxz.pngdXq905C.pngVnOHkxz.pngdXq905C.pngVnOHkxz.pngdXq905C.pngVnOHkxz.pngdXq905C.pngVnOHkxz.pngdXq905C.pngVnOHkxz.pngdXq905C.pngVnOHkxz.pngdXq905C.pngVnOHkxz.pngdXq905C.pngVnOHkxz.pngdXq905C.pngVnOHkxz.png

    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.

    • Like 8
  19. 7 minutes ago, Thorfinn said:

    If there were some consistency there, sure. My mousing skills up/down are vastly better than left/right, so I try to orient myself to minimize my weaknesses, whether knapping shovels or forming anvil molds. If the same axis were "away from me", that would be fine. I would not like to have to move after placing every axe head, depending on an RNG deciding which way the stone laid down.

     

    Ideally they would always place down relative to the direction you're facing, like any (most) block.

    • Like 1
  20. 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.

    • Like 4
  21. 50 minutes ago, ALESIO COSTA said:

    oh, I'll be very happy with the compatibility with Wildfarming, and I have a doubt, in the game we have at most the option of having 30-day seasons, totaling 120 days a year, but then some plants take more than 100 days they wouldn't die in winter ? I read what you said on December 14, "grow times based on daysPerMonth and hoursPerDay", but I didn't quite understand that, sorry to bother you.

    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.

    • Like 1
  22. On 3/16/2022 at 8:28 PM, Amigurumi said:

    Client crashed when clicking on an empty base with a frame liner 

    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

  23. 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.

    • Like 4
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