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Vinter Nacht

Vintarian
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Posts posted by Vinter Nacht

  1. On 2/10/2022 at 2:30 PM, Bentorium said:

    A bit dark picture but there is cap between parts for some reason. Parts are created older version of mod. Should try to make new parts later and test. Latest  stable VS and latest Golden Combs. Also other mods installed.

    image.thumb.png.1cf1e916d4c58c24645ff0c465fed9ba.png

     

     

    Also -> Part of me wants to make this a 'haunted beehive' mob or something equally inane. The picture has great ambience.

    • Haha 1
  2. On 2/13/2022 at 6:58 PM, Dragonsmen said:

    Im using v1.3.6rc4 and have built a langstroth stack ,a base, 2 supers filled and the brood box but i can't seem to find a way to fill it with bees so im wondering if i have missed something or it just isn't quite working atm

    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.

  3. On 2/18/2022 at 4:12 PM, Thorfinn said:

    The deal is that a serving of porridge is a whole lot more than the 2 grains you put into the pot, just as it would be more than 1 blueberry. But it takes only around 1.2 seeds (plus whatever the birds get) to average 1 plant. So you are comparing drastically different scales of measure.

    But I don't play the game for realism. If I want that, I'll just shut down the computer and go outside.

    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.

    • Like 1
  4. On 1/31/2022 at 7:06 PM, Smeeslug said:

    latest update, tried taking the honey pot off a hive to replace to see if it would start it back up again because it's been stuck on less than a day for a while and now unable to replace the honey pot, it just places as a block

    That's quite strange. It shouldn't matter, but do you have other mods installed?

  5. On 1/28/2022 at 11:58 PM, CoB said:

    Player: "I said that and I'd need to make some tests.
    When you installed FromGoldenCombs I wasn't able to put mix glaze in barrels. When removing FGC everything worked again
    [06:48]
    there was no crash/error. Simply putting clay in water did nothing and the same for putting frit in clay slurry and so on" @Vinter Nacht

    Working on trying to resolve this.

    On 1/29/2022 at 2:52 AM, Smeeslug said:

    Doesn't seem to work for me (nor does the 4 twine 1 wax recipe), but haven't tested without other mods

    Will look into it.  Are you also using bricklayers?

  6. I apologize for the long delay in responses here.  Have a lot going on RL that's demanding my attention.
     

    On 1/24/2022 at 2:24 PM, CoB said:

    FromGoldenCombs-1.16.0_v1.3.6-rc.3 interferes with the water recipes of BrickLayers 0.8.1 @Vinter Nacht

    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.

     

    On 1/25/2022 at 8:01 PM, Smeeslug said:

    Picking up (or placing?) my populated ceramic hive to move it deleted the bees in it.

    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)
     

     

    On 1/23/2022 at 7:48 PM, seeker285 said:

     I love this mod! So happy that it has finally got a 1.16 update. However, there are few issues... two that are kinda showstopping.

    *  Golden Comb causes a crash when accidentally placing something on top of the Ceramic Hive via Shift+Click.
    *  There doesn't appear to be a way to make waxed linen.

    *  All the Langstroth Brood Boxes only display the item name in the handbook.

    Thank you for all your work! Hope this helps!

     

    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...

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

    I like the idea of animal starvation being a factor, however, is there a way to adjust it for multiplayer servers that would not punish the player for not being on constantly? Perhaps a tweak that causes the feeding of animals to either be switched off when the player is not logged in or greatly extending the time before animals weaken and die? I am generally for more immersive realism the better, but at a certain point, it's easy to cross the line into drudgery/grind, and having your animals starve because you couldn't play regularly would be off-putting for a lot of players. I'm prepared to sacrifice a small amount of realism for playability. Otherwise on a MP server, the animals become like tamagatchi. I suppose one could have a friend feed the animals if you can't log in, but that does seem like a lot of extra bother. But I see the risk of MP servers becoming full of bone-littered animal pens...

     

    This is a bit of balance I'm considering, but will likely result in it being a configurable option so that the server owner can decide if it should be:

    "Having friend feed the animals if you can't log in", "Log in once an RL week", or "No Starvation at all." or anywhere in between.

    On 12/26/2021 at 1:43 PM, Peter Sanderson said:

    Does this mod also affect seed drops from non-grain crops? Eg. do you have to harvest from fully grown plants before getting seeds?

     

    Not yet, but it is intended to have multiple stages of growth and, eventually, ways to harvest.  So you could harvest turnips, for instance, once or twice for greens before harvesting the root.  There will also be a 'seeding stage' that may eliminate your actual crop yield since you have to let it go past the harvestable stage.  A lot is being considered.

    • Like 2
    • Thanks 1
  8. On 12/30/2021 at 6:41 PM, 1Joachim1 said:

    Hi, sorry to annoy you, i'm "new" to the game (used to play at the begining of survival) and i have an issue. i've located a hive (a big one) and i want to place down the ceramic hive, that's stored in my backpack slot. i've chedked and looked everywhere, googled it but i can't figure out how to place it in the world ( since i can't click the item anywhere)

    You're going to have to use a vanilla skep to capture that have for transfer to the Ceramic Hive.  Hives cannot spread to, or from, the Ceramic or langstroth hives. You have to get a populated skep and right click the brood box, or the ceramic brood base to populate it with a hive.

  9. On 12/20/2021 at 7:02 PM, Minnigin said:

    Sevtech modpack for MC removed the source water blocks and it made for funky results, it made me frustrated looking at the "holes" in the lake I was collecting from

    I'd have specific conditions by which source blocks could be removed from the world.  This isn't about making infinite water from a water source not a thing.  This is making it impossible to *place* water source blocks.

    • Like 2
  10. On 12/21/2021 at 6:45 AM, Hells Razer said:

    Actually introducing such a change would be best accompanied by a config option that would allow players to toggle it off.

    I mean, obviously.  That's not the kind of player I'm developing for, but I'd definitely leave the option.

    • Thanks 1
  11. There's a two-fold thought here.
    1 - I find it ridiculous that so much of water interaction is gated behind copper, including buckets and barrels.
    2 - I find it ridiculous that players can move water source blocks at all, and figuring out how to remove this capability so that mechanical power is required for any serious form of irrigation is at the forefront of my mind at all times.  I have a few ideas, but I'm not sure I'm ready to tackle such a technically difficult process.

    • Like 3
  12. Alright! Finally getting some time to work on this mod.  There's been a few minor updates to make it more generally accessible (IE - It changes grow times based on daysPerMonth and hoursPerDay).  A simple enough change.  I also fixed the conflict I was having with WildCraft (Had to get my patches working properly), and added a little feature where mousing over the crop will give you the time until next growth stage.

    This was a quick push to get it out to people who've been waiting for these minor fixes.  Will be working on more robust features next.

     

    Maybe even that config file I keep talking about.

     

  13. 18 hours ago, Hal13 said:

    nope copper is tier 2 stone is tier 1.

    grafik.png.83d9bd624eafd95e25cc40fa5cfdcdb5.png

    But I mixed up the posts, and I thought you were the one suggesting surface ores should only give information on the ores that can be found and not give nuggets anymore.

    Yeah, that would be decidedly problematic.  It would also largely be historically inaccurate. There's a strong suspicion that tin was first discovered as it was accidentally smelted in campfires.

  14. 13 minutes ago, Hal13 said:

    Problem with that is we don't have tools for breaking rocks you need tier1 tools for, but i wouldn't mind a stone hammer (tier 1 mining tool), that only can break rocks of tier 1 and lower and change any stone type that is too soft to knapp to tier 1. i mean theoretically that hammer would be able to break anything of equal or lower hardness, the old egyptians did use granite rocks and wedges to quarry granite and get the blocks in shape for example/

    Or reduce it by 2 that way the rocks of the copper tier could be broken by hand and anything higher (atm there is no rock/ore that is higher than tier 3) would still need at least copper.

    i can say for sure even a campfire can become hot enough to crack stones, just needs some time (about a summer night will do, okay we used 3 small trees over that night and the grass about 1 meter around the fire didn't recover for months as we boiled the earth when we tried to put it out in the morning), a real pyre can do that faster (but we are speaking about a cubic meter, that could take a while)...

    I need to get in game to confirm this, but Tier 1 *is* copper. And since you can make a copper pick from copper nuggets found on the ground, you have your entry to tier 1 mining.  It's also the first valid argument for adding a stone hammer I've heard.

    Crazy thought -> Have the stones react to the watering can, crumbling into pieces when you sprinkle it.  There's your early game "pick."

    • Like 1
  15. I was already interested when you started... I became VERY interested when you mentioned the 'brittle rock' aspect.  It would probably encourage me to change the tier to mine even copper to Tier 2. I would imagine the best way to do this would be to lower the mining tier of the effected wall.  This should (?) resolve the issue of "Any Ore", especially if modifications are made to how copper tools interact with the rock face.

    My suggestion?  Put in a configurable option that either 'lowers the mining tier of the rock by 1' or 'makes mineable by any tier of tool'.

     

     

  16. So Fields of Gold is coming back into focus for me now that From Golden Combs has a stable release and only the occasional bug report.

    Will hopefully be releasing a 1.15.10 stable release (with some issues being finally resolved) and a 1.16.0 release that has the same fixes in preparation for further development.

    Aside from configuration options, any requests?

  17. 1.15.10 release is out!  This release is probably the last release for 1.15, barring any future bugs and language touches.  There was a remaining bug in 1.15.10 where right-clicking a ceramic hive pot would make it disappear if your bag slots were full.  I also removed the ability to place honey pots on unstable surfaces.
     

    A version for 1.16.0+ is available for patrons on my Patreon.  A link can be found in my signature.

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