Credinus
Vintarian-
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Everything posted by Credinus
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From Golden Combs (1.16-Current) Apiculture Mod
Credinus replied to Vinter Nacht's topic in Mod Releases
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.- 185 replies
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- beekeeping
- bees
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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.
- 1430 replies
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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.
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From Golden Combs (1.16-Current) Apiculture Mod
Credinus replied to Vinter Nacht's topic in Mod Releases
Make sure one of your bag slots is empty; the fired versions go to bag slots rather than regular inventory/hotbar slots.- 185 replies
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- beekeeping
- bees
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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.
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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.
- 99 replies
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- automation
- smelting
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(and 2 more)
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Multiplayer for someone with not a lot of time on their hands...
Credinus replied to BigBadBeef's topic in Discussion
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. -
Just to follow-up, Aedis' issue is the same one a player trying to connect to my server was having, and we have not been able to resolve it either. Deleting the player data did not work, and removing the XSkills/Xlib mods from the server temporarily to test caused him to lock up and not be able to connect, but also not get a crash to generate a crash report. All other players are having no issues. That being said, I did come across another curious bug that I thought I'd bring up. With the expanded foods mod, there are some combinations of food that seem to have a rounding issue that make the number of portions XSkills sees 0; an example of cooking a single unit of egg white and a single unit of egg yolk in the cooking pot, which generates 0.5L of scrambled egg but the cooking pot and, by extension, Xskills, seems to round it down to zero. As a result, when the cooking completes, XSkills attempts to apply something from the cooking skill tree (not sure if it's XP, or something from one of the skills like shelf life or something like that) which causes a divide by zero infinite loop. This caused the server to lock up and be unusable (since even when restarting, it would immediately try and complete the division again), the fix was to temporarily remove the xskills mod and connect to let the cooking process finish out, and then add the mod back in. Definitely more of an issue with the Expanded Foods mod being able to cook less than 1 full unit, but I thought I'd post about it here in case anyone runs into the same issue and isn't sure how to fix it.
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Hello! I've got a player that has been trying to play on my home server and keeps crashing with an XEffectsPatch error when he tries to connect. No other users are having this issue; the player has done a fresh reinstall of the game twice and it is still occurring. He gets past downloading all the mods upon connecting, and then it crashes to this and any further attempts to reconnect give the same error. Anyone have any ideas as to what might be causing this? As mentioned, we have three other players that are not having any issues, so I'm at a loss as to what the problem might be. The mention of the XEffectsPatch is the only thing I recognize as it's part of this mod set (which we are using on the server, server/client versions 1.17.9). Thanks in advance for any suggestions or ideas for resolving this!
- 1430 replies
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Vintage Story impressions after about one month of playing
Credinus replied to Viceroy77's topic in Discussion
For dedicated servers, spoilage rates and time progression have been the most difficult things to balance in my experience. Using conventional preservation methods such as pickling/curing ingredients, storing in cellars, sealing crockpots, etc work great for a lot of things, but there are some mechanics that are downright impossible if you play on a dedicated server where you only have limited hours per day but other players are running the time forward constantly. For example, cheesemaking: you've got to be able to be on during a window in which your animals can be milked (this is decently forgiving at least, but still difficult to manage depending on how frequently you are able to play). Then you've got to go through each of the steps in making the cheese, and the spoil times for each step here are not so forgiving, and there's not much you can do outside of modding to fix this. And unfortunately, the only "easy" fix to this would be a blanket reduction on spoil rates either globally or for certain containers (such as barrels), which could in-turn trivialize a major survival factor in the game. Perhaps more control of room temperatures and their effects on spoil rates could address this to some extent, but again, balancing making those mechanics impossible for casual players versus trivializing them for all-day players is a tall order. I'm curious to hear how other server managers are juggling this. Time progression can also create difficulty in farming. I have not yet found an easy solution to this, but I am looking at greenhouses as the easiest fix: if you can make greenhouses work as a true safeguard for your crops, then you don't have to worry as much about your crops dying from seasonal temperature shifts before you get a chance to harvest them because you took a weekend away. If you could just throw your crops into a greenhouse and have the peace of mind knowing that they're going to be safe from seasonal shifts while you're away from the game, then that concern goes away. One suggestion I've seen mentioned in other threads makes a lot of sense, but I imagine would require quite a bit of rework to the code structure of greenhouses; the suggestion was essentially to make it so that greenhouses will never let a crop go below its minimum growing temperature or above its maximum, so while it would still be subjected to reduced yield and slowed growing rates if the temperatures are too extreme, they at least won't wither away. There could be an argument here that that also presents a major balance issue, though, in that players could then essentially use greenhouses as forever storage for crops. Even with mods, I have not found a good existing solution to tackle either of these in a way that doesn't make the game's survival aspect too underwhelming for the players that are on far more often than others, and I'd venture to say that it may be the biggest sticking point that is holding dedicated server popularity back over anything else. The time progression works wonderfully for single player or for set playtime servers, but unfortunately it just unfairly limits the amount of game mechanics that casual players can participate in on dedicated servers, and that's a problem that needs addressing sooner rather than later since it is wrapped up in the core mechanical foundations of the game.