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Credinus

Vintarian
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Everything posted by Credinus

  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.
  15. Unless it's a setting in the config I've missed, mine only fills up one frame at a time, possible 1 per super, I haven't checked closely. But I only tend to get one harvest of the 20 frames per year, whereas I'm getting a full harvest of my ceramic pots weekly so it completely blows it out of the water.
  16. I am having the same issue when trying to update the version on my server. I haven't had an opportunity to try and investigate the issue, so I've stuck with the old version for now, but one thing to note about going back to the old version... If you load into the game without XSkills active and you currently have items stored in the bonus inventory slots from the Survival tree ability, you'll lose those items when reverting back. It's probably something really simple on my end, like forgetting to delete one of the old files somewhere or something like that. Hopefully I'll have some time this weekend to tinker with it and will follow-up if I find a fix.
  17. Emeril is a very fitting name. Perhaps some tips about the effects of various ACA items, such as bottles being a great way to store liquids long term, could be useful. The added effects of foods like "syrups made from tree sap will make you feel a little better when added to foods, but syrups made from fruit will make you feel even better" would be nice. Maybe a trader that offers some advice on setting up a proper gearbox for a powered mixer to get the most out of it.
  18. Just throwing my thoughts in, having used this mod for a while now. Overall, I really like it. I think it strikes a good balance between having to constantly get more reeds/clay to make new skeps versus just having your ceramic hives sitting around doing their thing. That said, there are two big things I'd like to suggest: 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. 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.
  19. Good to hear! On the first issue, for what it's worth, that player stopped getting the error after we updated to 1.17.11, but is getting a different error that I haven't gotten a crash log yet to determine what might be causing it, so I haven't posted any updates here. But it does at least seem that the vanilla changes in 1.17.11 may have resolved the harmony patching issue at least.
  20. First you'll use /player [playername] allowcharselonce which will give you a "credit" to revisit character creation. Then you use .charsel to open up the character creation GUI, and you can select a new class from there.
  21. Make sure one of your bag slots is empty; the fired versions go to bag slots rather than regular inventory/hotbar slots.
  22. I'm having similar issues making vegetable broth. I've every combination of water and part-baked (both whole vegetable and chopped) I could think of in the saucepan, and the recipe is just not showing up for me. Any idea what I might be doing wrong, or if there's known mod compatability issues? I've also been able to make candied berries, probably for the same reason that I can't make vegetable broth. DISREGARD. Turns out it was working, but the recipe doesn't show up in the GUI and the green arrow doesn't fill up; the sauce pan "boil" animation/sound and raising temperature on the arrow were the only indication that it was happening.
  23. Recently added this mod to my server and have been enjoying the progress and especially the steel-tier machines, but I do have some feedback about some of the things we've encountered along the way. Overall though, awesome work, this mod is great and really makes some fun goals to work towards to help eliminate some of the grindier tasks in a balanced way! Keep up the great work and I look forward to seeing what becomes of QPTech in the future. Sheet pressing currently feels like an unnecessary added task in the process, especially when you get to steel and virtually everything requires steel sheets rather than plates. There doesn't appear to be any machines that increase sheet yield per ingots used, and hammering a plate in the crafting grid feels like unnecessary added tedium. Is there something to sheets that I am missing, or are there future plans for better ways to make them? The sheet press can eliminate having to use the hammer and crafting grid, but it still just feels like an extra step for the sake of being an extra step. The industrial oven is great for pies, but feels very lackluster for stackable baking items like breads and such, especially being a machine that you can't make until pretty late game. Each item takes roughly 15 seconds to cook, and the machine can only cook 1 at a time. Baking up something like a stack of 32 bread dough becomes a rather time consuming process with the industrial oven compared to the vanilla clay ovens, which can bake 4 at a time. I would suggest maybe adding functionality to the industrial oven where you can add MV heaters to them, perhaps reducing the baking time by 4 seconds per attached heater or something along those lines. As it stands, until I'm at the point of having enough solar panels to run an industrial oven for "free," I'd rather just use clay ovens. The inconsistency of the rod press upgrade compared to the others isn't obvious. After making a press for plates and screws, it's easy to assume that upgrading the screw press would follow the same progression and just require adding some iron machine plates to the press, but instead you have to make a lathe. Ended up kicking myself wasting iron on that discovery. Perhaps down the road, eliminating the "hardened" press recipes and replacing them we new machines like the lathe did would be a better approach just to keep the progression consistent. It's not very evident what machines are "conductive" and which ones are not. I seem to have some machines that I don't need to have directly connected to my power grid as long as the item they are attached to is powered (such as an industrial air blower on a bloomery worker), but there's no tooltip or visual indicator of this. Some updates on the block text description would be a big help here. Is there a specific way to force an industrial mixer to change its recipe? Any time I want to swap between, for example, making liquid rubber and making concrete, I end up having to break the mixer and placing it again. I've tried using the screwdriver and pipe wrench (always making sure to purge any remaining liquid into a tank below the mixer) and taking ingredients in and out of the input chest, but nothing seems to force the mixer to change its recipe from whatever it was making last. Very minor item, but I'd love to see the wire pulling plates be updated to be able to be hung from tool racks. I'm surprised they can't already since they are in every other way counted as a tool, but it would be a nice immersion-building touch to be able to hang them up alongside your screwdriver and pipe wrench.
  24. I run a small personal server with a small group of friends, and initially we were running into this issue due staggering schedules meaning that the gameworld was essentially running 24/7. This presented various issues; food spoilage is an obvious one, but also seasons changing would often cause crops to hit temperature thresholds and either reduce yield or wither entirely. It also creates issues with milking goats, since there's a limited window there to be able to get it done. Now, several versions and tons of experience later, here's how we address -most- of the issues, and admittedly it is with the help of mods. I agree with your assessment that without mods, some of the systems are not ideal for persistent multiplayer worlds, and hope that we see that problem tackled in a future version, but hopefully this can help you work around them in the meantime. 1) Make the world spawn in a warm zone, and find a nice valley. These regions will often let you grow crops even without a greenhouse year-round, though you will need to be mindful of growing certain crops in the more extreme summer and winter months. The world generation default settings will start you in a climate where you will have 3-4 months where you likely won't be able to grow crops even with a greenhouse, and is just a nightmare for multiplayer. Also reduce the food spoilage setting as needed to reduce the impact of spoilage as a whole. 2) Prioritize building a proper cellar, and get into beekeeping as soon as possible. Honey doesn't spoil, so it's a good emergency food, plus the beeswax can be used to seal crocks of food to improve the shelf life significantly. A storage vessel in a cellar containing a sealed crock pot will give you a heck of 3) Consider using the world setting command "/worldconfigcreate bool allowCropDeath false" which will prevent your crops from dying off. 4) Get into animal breeding early, and also set up "kill pits" for animals to wander into as an emergency food source. 5) Look into mods. Several mods add very balanced ways to tackle a lot of the issues that come up from multiplayer. Primitive Survival, for example, gives you additional sources of protein and adds a freezer you can build and stock with ice for very long term storage at the cost of needing to keep it stocked with ice. The XSkills mods introduced interesting new mechanics for character "job" specialization that can assist in various ways. Various mods introduce ways to get more seeds from crops, which honestly is something I believe needs to be added to vanilla because multiplayer can make farm expansion overly difficult. Milking goats is still a tricky, but soybeans do provide you with an alternative to raise your dairy nutrition. One approach I took was to have multiple ewe pens stagger introduction of the goats to pens so that I could have pregnancy and lactation times offset, which meant I usually had at least one milkable ewe at all times.
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