Jump to content

Credinus

Vintarian
  • Posts

    28
  • Joined

  • Last visited

  • Days Won

    1

Posts 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. 13 hours ago, Vinter Nacht said:

    Ah, I also need to make the spawn rate change based on the number of days in a month, and the number of hours in a day. :)

    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. 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.

    • Like 1
  6. 10 hours ago, SongOfRuth said:

    I've looked around and seen a couple of old-ish posts asking this. Is it possible to "save" a custom worldGen setup?
    - by "custom worldGen", I mean the settings one sets when choosing "Customize" on the "Create New World" page/screen

    I'm a programmer (that's what we called ourselves years ago, now known as "coder" or the hoy-paloy "software engineer") so I can "json" if someone points me in the right direction(-ish).

    Or if there is a mod and I'm just not searching right for it.

    I have limited play time available so it's entirely possible what I'm asking exists and I just haven't found it (recently searched for something, varying case and spacing, only to find I neglected to also search for dashes in the place of spaces, oy!)

    In the other postings I saw, some wondered "why?".  Short answer is it's faster to serially create worlds looking for a good spawn instead of spawning and then spending time searching the world for a good place. And since I play for entertainment, relaxation, I tend to make the game as easy as possible while still retaining an illusion of challenge - think Exploration but easier and with longer time spans for almost everything (except trees, trees need to grow faster dang it, lol).

    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.

    image.png.daff4b46a7b5f8b47f86a4d07d807d6b.png

    • Like 1
  7. On 3/18/2023 at 7:05 PM, Xandu said:

    The error means that the base game version is older than the version the mod was compiled for (It says that the server runs on version 1.17.9 ). You should update the game server. If this is not possible you can try to change the required version in the modinfo file of the mod to the version of the server. But this may cause issues.

    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.

    • Amazing! 1
  8. 11 hours ago, Kicks said:

    I really dislike the winter, The seasons. But I do enjoy the wind and rain, The weather.

    So my question is, If I turnoff the seasons, will I still have weather?

    Thanks

    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.

    • Like 1
  9. On 3/14/2023 at 11:01 AM, Xandu said:

    Can you send me a log file to see whether it mentions the mod somewhere?

    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.

    Quote

    18.3.2023 17:13:03 [Event] Launching server...
    18.3.2023 17:13:03 [Event] Server v1.17.9, network v1.17.8, api v1.7.0
    18.3.2023 17:13:03 [Event] Loading configuration...
    18.3.2023 17:13:03 [Event] Building assets...
    18.3.2023 17:13:03 [Error] [xlib] Could not resolve some dependencies:
    18.3.2023 17:13:03 [Error] [xlib]     game@1.17.11 - Version mismatch (has 1.17.9)
    18.3.2023 17:13:03 [Error] [xskills] Could not resolve some dependencies:
    18.3.2023 17:13:03 [Error] [xskills]     game@1.17.11 - Version mismatch (has 1.17.9)
    18.3.2023 17:13:03 [Error] [xskills]     survival@1.17.11 - Version mismatch (has 1.17.9)
    18.3.2023 17:13:03 [Error] [xskills]     xlib@0.7.0-pre.1 - Dependency 'xlib_v0.7.0-pre.1.zip' (xlib) has dependency errors itself
    18.3.2023 17:13:04 [Event] started 'CarryOn' mod
    18.3.2023 17:13:04 [Event] started 'CarryOnMore' mod
    18.3.2023 17:13:04 [Event] started 'Vanilla Variants' mod
    18.3.2023 17:13:05 [Event] started 'Wood Chests' mod

     

  10. 6 hours ago, Thorfinn said:

    I'll have to give the ceramics another shot, then. Particularly now that 1.18 appears to have seriously weakened standard beekeeping. It might actually be pretty close now. Do you run 1.18 yet? Do you find the vanilla skeps fill at about the same rate as ceramics? Do number of flowers make any difference at all, assuming you are at least 5+3/skep in range? Or is that different now, too? To be fair, the old system was almost cheese. If you had the patience, it was possible for a skep to see 1574 flowers, 1573 if you wanted to harvest it. Though practically speaking, I usually stopped between 300 and 400. Not a whole lot of difference going over 400 that I could tell. A good solid day's collecting flowers would shave maybe a second or two off the time to harvest. Hard to justify that when there's so much else to do.

    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.

  11. 18 hours ago, Xandu said:

    Have you guys also updated xlib or just xskills? Sometimes you have to update both mods.

    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.

  12. 2 hours ago, Friskain said:

    Today i killed a bunch of my chickens but the meat is only fresh for 1.5 days
    I cooked some food with it but that wont even last more then  2 days
    I find it totally useless 

    Whats your take on that???
     

    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.

  13. 15 hours ago, Thorfinn said:

    Oh, my bad. I should have waited a bit longer. It took me about 3 full days just to figure out how to get 2 Langstroths set up. Yes, I just checked and you are correct. This looks really slow. Super slow. That was in 1.17.11, and it was late July before I had 80 linen. I wanted to set the broods within a minute or two of the same time with one hive having minimal flowers, the other the full 224, and see if there was a difference. But come to find out, checking in on things appears to reset timers to zero, so I don't know how to check. Wait until end of season and see how much each produced? But that means no jam for year 1? No lanterns or candles until fall? Unless I pan bony soil, I guess? In any event, I am a little concerned. If it takes 7 days to fill a frame, April to November will only be 9 frames. Realistic, maybe, but holy cow, quite a change from vanilla.

    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.

  14. 4 hours ago, Thorfinn said:

    I could be mistaken, but I think that you fill the entire (up to) 40 frames of the Langstroth in the same 7 days that it took to fill the ceramic pot. If that really is the equivalent of harvesting 40 ceramic pots, that's a big deal. It is still slower than a reasonably-sized vanilla apiary, but it absolutely dominates the ceramic pot. The only issue is the repair cost, which is probably a non-issue by the time they get worn in vanilla. It's pretty easy to end up with full gambeson plus 4 full sails by late summer/early fall, and be swimming in linen/twine the rest of the game. The initial opportunity cost is still, what, all of that? Gambeson and windpower, to put up a single Langstroth, that can be outdone by vanilla?

    [EDIT]

    The question remains: What is the vision here? Is it to make a technology that, with sufficient expenditure, surpasses vanilla, or is it to re-balance vanilla?

    [/EDIT]

    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.

  15. On 3/9/2023 at 11:07 AM, Patrick Morgan said:

    Im not sure what's going on on my end, but both XLib and XSkills do not function at all for me. Theyre enabled in the mod manager in game, but once I load into a world it does nothing. Pressing O does nothing, and the game says the commands listed in the OP also dont exist.

    I also noticed that after installation, it also doesnt create a ModConfig file for anything, either.

    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.

  16. 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.

    • Like 1
  17. 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.

  18. 2 hours ago, Xandu said:

    I still don't understand what is causing the first issue but I managed to fix the second one. The base game has issues with recipes that only consists out of liquids. So without xskills the recipe wouldn't work at all. This is why removing xskills fixed the issue. The game basically tried to create a meal with 0 servings what caused the crash.

    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.

    • Thanks 1
  19. 15 hours ago, Sona said:

    I'm wanting to use this on an existing world, what console commands would let me shift to a new class?

    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.

  20. 2 hours ago, Pallanza said:

    There seems to be a bug where you can't pick up a fired ceramic brood pot. I made a raw one, fired it in a pit kiln, and when it was finished I tried to pick it up. Instead, it transformed into a smaller model of itself that can't be interacted it, but acts like a standard item drop in terms of being pushed around by blocks being put down.

    Make sure one of your bag slots is empty; the fired versions go to bag slots rather than regular inventory/hotbar slots.

  21. On 2/21/2023 at 3:53 PM, Hells Razer said:

    You need to put the water in the pan's slots after you have placed the pan in the firepit, not inside the pan's liquid container as you have.

    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.

    image.thumb.png.abc0e1dfe9567f34733f86f6d5c9f107.png

     

    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.

  22. 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.
  23. 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.

    • Like 1
×
×
  • Create New...

Important Information

We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue.