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Credinus

Vintarian
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Credinus last won the day on February 5

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Stone Age Settler

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  1. Bug report and suggestion time... First, the bug report. Mentioned it on the mod DB as well, but am still waiting for the season to turn over on the server to grow pumpkins again to get a server log audit to provide; breaking withered pumpkin vines after taking the composting ability causes a client-side crash. Breaking other crops, including ones that have withered from temperature, have not had any other issues (have not tested every crop, but a good variety). Now for the suggestion, for future abilities... Perhaps some water-based abilities such as longer underwater breathing, or faster swimming speed, would be neat to see down the road.
  2. Bad seed luck, I suppose! I suspect having a 30% water setting is affecting our rock luck as well. I underestimated how deep those oceans get and how much potential rock/ore you give up by having all that water. Hopefully there are some big plans for enhancing what's underwater; given what I've learned from this world, until then, I don't think I'd ever set the water percentage above like 5%. The loss of resources is very, very noticeable.
  3. Has anyone else run into greatly reduced frequency of limestone generation in 1.18? We've covered tens of thousands of blocks in every direction on our server, and have not come across any visible surface limestone at all. Bauxite, on the other hand, seems incredibly common compared to previous versions.
  4. I didn't even think about that factor, certainly one to consider! I'll definitely take a look at the config file, and I also need to re-evaluate my thoughts with a full 4-stack langstroth. My thoughts on it were based on having one with 2 supers, but since the langstroth does fill a frame from each super every time it does a fill, that doubled amount at harvest time time might make a big enough difference. I definitely enjoy the process each time the hive is ready to harvest, but being the only character on the server doing anything with bees, I've been relying on those ceramic hives to meet the wax and honey demands primarily.
  5. Fantastic to hear! I blame XSkills for an overabundance of filled crockpots in my cellar.
  6. I'd love to see the addition of a way to clear food that hasn't already rotted out of crockpots and bowls, even if it's the same way as clearing rot out of them (tossing them into water). This would be especially helpful when you've got a batch of food in your cellar that partially spoiled and no longer restoring much satiety at all, and you want to empty them out and refill them with fresh meals; or, sometimes you just want to change out for something else. Currently, the only thing that can be done is to try and eat all the food, or leave it out in the sun and wait for it to rot, so being able to just empty the old meals out would be great.
  7. You can copy the settings to a clipboard and paste it to a document, and then just paste from clipboard in the settings when generating a new world. This button here will do it for an existing world, and a similar button exists when setting up a new world. To paste it in, just a Ctrl+V will do the trick, no button for that.
  8. Yep, all good now. I have no earthly idea how I had 1.17.9 version running on the server all this time, but a fresh unpacking of the 1.17.11 file I updated everything properly and it's good to go now.
  9. Consider starting in a warmer climate as an option. You can set this in the world generation settings. For my small server, we opted to change from our normal start in the default temperate climate to move towards a warmer one, and it has made a world of difference. With a greenhouse, we can continue to grow various crops even through the winter, and we don't have to worry about keeping ourselves heated to prevent death, so it makes the home spawn/community area MUCH more hospitable during winters than our old temperate starts did. Plus, when we either need ice or want to take in some winter scenery, we can just travel north to do that.
  10. Tried again today and saw that it wasn't generating the config files or loading the mod in, so I dug around in the log files and noticed this blurb in the server-event log. I'm using the 0.7.0-pre.1 versions of both XSkills and XLib, and double-checked to make sure I removed the XLeveling folders that were previously existing from the mod config and saves folders just in case they might have been causing the conflict. The issue appears to be that either for some reason, my server is seeing some of the vanilla files as 1.17.9 versions (which shouldn't be the case, the only package I have even downloaded on this server instance is 1.17.11) or it is sthinking that XSkills/XLib are dependent on 1.17.9 versions. It's not entirely clear from the message there.
  11. Still on 1.17 for the time being, and really only around 100 flowers. With the 10 ceramics, I'm getting around 25 honeycombs per harvest and it's nice and quick, other than the squeezing since I'm a sucker for beeswax over using the fruitpress.
  12. I updated both on my server, but noticed it wasn't generating a mod config and didn't work upon connecting. I plan to give it another go when I've got more time during the week though and will report back in if I can't find the issue or if it works.
  13. As others have mentioned, seals crocks in cellars (especially if you put the sealed crock in a storage vessel in the cellar) will greatly expand your meals' shelf lives. However, until you have access to that, the best thing to do is to only cull your animals/harvest your crops when you are almost empty on satiety, so you can go ahead and gobble it up right away. Salt curing is useful once you have a bountiful amount of salt, but depending on your seed luck, that may take some time to get in vanilla as well. Salted meat in a storage vessel in a cellar will last you many years. All that said, poultry is also not super great anyway. You get very little of it from chickens compared to the amount of red meat you get from pigs and sheep, and the protein value of the poultry is also pretty low compared to red meat. Once I get chickens to generation 10, I usually stop culling them altogether and just use them for eggs. If you happen to use the Expanded Foods mod, using poultry for meat broth isn't a bad a option, though.
  14. Yep. The ceramic option works really, really well though. My strategy is to get one pair of vanilla skeps populated that I leave at my apiary, and as I get time, I just kiln up a set of ceramic pots and fill them. With 10 of those setup, I ultimately have more honey and wax than I can realistically use, and I'm very liberal with the use of the honey in all my Expanded Foods meals. I think the design and concept of the langstroth hive is really awesome and immersive, so I keep one around just for that, but it just needs a little more oomph to its production rate. Side note - If your langstroth is working, when it starts filling frames you can see how many frames are ready for harvest by looking at them with the context pop-up enabled. As you noted, disassembling resets the hive production timer completely, so it's kind of a "wait until all the frames are full" situation. Maybe the change that could fix all of this would be to have the super panels be accessible without disassembling the whole hive, so that you could just pull frames out, harvest/repair them, and pop them back in without interrupting production.
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