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Smeeslug

Vintarian
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Posts posted by Smeeslug

  1. Suggestion: smoothies and milkshakes for more mixed satiety type fluids?

    Another thing I would love to see but recognise would be probably far too much work, is a more robust recipe book. Like an item, that could be placed and used or used from inventory, which when mentioning an ingredient links to the page of info such as handbook info and creating info, with back button to easily go back to the recipe you were on, a few different coloured bookmarks etc. I find the handbook pretty overwhelming and hard to navigate ("i'm sure I saw something about liquid eggs existing?" for a few days before I found it in the culinary artillery section) until I have done the thing and learned how to do it without looking at the book. Which I think will probably discourage me from trying to make new recipes. Probably just my learning style or whatever, certainly not throwing shade lol. I would LOVE to put this together lol but would have to learn to mod and code first 😛 should really get on that with how many ideas I always have when I play moddable games

    edit: filters for things like cookable in:, includes ingredient: or can cook with (list of available ingredients) could be very handy too

    • Like 1
  2. 4 hours ago, Vinter Nacht said:

     

    What's going on with that smithing? If that's an adze head, it shouldn't take two ingots O.o
    Also - That is almost absolutely true, I need to decide if that needs to be a factor or not.

    Edit: I did a very brief bit of research.  Soaking in salt water shouldn't be an issue, as it isn't in iRL.  Will take steps to resolve this.

    It takes Exactly one which is good really I just wasn't expecting it ahaha

  3. I have enjoyed your mods but unfortunately I now have to inform you we are officially mortal enemies 😝 My only two ingots! Well at least I know now for next time

    image.png.cae47fce47201d7416c191d0dd743d9d.png

    I have also noticed though that the bark bundles simply do not soak, unless I am doing something wrong. Been underwater for in-game weeks, and are still dry
    edit: ohh willing to bet it's the seawater

  4. Been playing with mods, which increases load times, chances of crashes, can need troubleshooting etc. But I have noticed that a couple of times, my inventory has not been saved on a crash along with the world autosave. I think that needs fixing for one, but I think we also need a manual save button.

  5. I think flowers within a largish radius of a beehive or skep should spread naturally and perhaps drop wild seeds on picking. Seeing flowers in an early growth stage would also be a handy natural indicator that there is a beehive to look for!

    • Like 3
  6. When I played the game quite a bit earlier this year, I found that saves would progressively become more and more unplayable the older (more explored maybe?) the world got. Lag, slowdown, rubberbanding, chiselling went really strange. I never managed to figure out if an individual mod was responsible for this, if it was just too many mods, if it could even be some of the memory issues that were mentioned as fixed/improved in the recent updates. Are/were there any mods known to cause these issues, have they been fixed if so? Or is there any general advice that could help me? I would like to play again soon so am hoping to plan which mods I want :)

  7. The flora spread is currently deleting water blocks in ponds near trees in favour of grass, ferns, flowers etc.

    Another issue that happened when I updated your mods and added asphyxia, which I actually am guessing is the culprit, is occasionally getting pushed around by what I suspect is the gas entities? If not, it's some wierd lag from one of your mods, and generally it's just a little nuisance but if it happens while you are in the air it can sometimes throw you quite a distance

  8. Spoiler

    31/01/2022 08:48:07: Critical error occurred
    System.Exception: Can't create itemstack without item!
       at Vintagestory.API.Common.ItemStack..ctor(Item item, Int32 stacksize)
       at Vintagestory.GameContent.BlockLiquidContainerBase.OnHandbookRecipeRender(ICoreClientAPI capi, GridRecipe gridRecipe, ItemSlot dummyslot, Double x, Double y, Double size)
       at Vintagestory.API.Client.SlideshowGridRecipeTextComponent.RenderInteractiveElements(Single deltaTime, Double renderX, Double renderY)
       at Vintagestory.API.Client.GuiElementRichtext.RenderInteractiveElements(Single deltaTime)
       at Vintagestory.API.Client.GuiComposer.Render(Single deltaTime)
       at Vintagestory.API.Client.GuiDialog.OnRenderGUI(Single deltaTime)
       at Vintagestory.Client.NoObf.GuiManager.OnRenderFrameGUI(Single deltaTime)
       at Vintagestory.Client.NoObf.ClientEventManager.TriggerRenderStage(EnumRenderStage stage, Single dt)
       at Vintagestory.Client.NoObf.ClientMain.TriggerRenderStage(EnumRenderStage stage, Single dt)
       at Vintagestory.Client.NoObf.ClientMain.RenderToDefaultFramebuffer(Single dt)
       at _vRo5OUTQG1GrM9nJI04WT53NTfD._JHlLXLoFTuzi9aMXOf3xs53BiOn(Single )
       at _aMv7wPQlA8cgDnAEfSbEgoGdVfy._5b9xtkxs5cZMXJBpJdsFujTxqHg(Single )
       at _aMv7wPQlA8cgDnAEfSbEgoGdVfy._CZCOZeGO1GrDP5k5hCtFGOFJtVO(Single )
       at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(Object sender, FrameEventArgs e)
       at System.EventHandler`1.Invoke(Object sender, TEventArgs e)
       at OpenTK.GameWindow.RaiseRenderFrame(Double elapsed, Double& timestamp) in C:\Users\Nexrem\Desktop\transfer\opentk\src\OpenTK\GameWindow.cs:line 479
       at OpenTK.GameWindow.DispatchRenderFrame() in C:\Users\Nexrem\Desktop\transfer\opentk\src\OpenTK\GameWindow.cs:line 454
       at OpenTK.GameWindow.Run(Double updates_per_second, Double frames_per_second) in C:\Users\Nexrem\Desktop\transfer\opentk\src\OpenTK\GameWindow.cs:line 375
       at _WBb7CwUzEOAcHICLKAiVW6NVIeN._6uyy3n9Ds2iEHGU5xys7eJtJVNh(_Bv3M5I4kdGBjvWkB5zNcVsHESud , String[] )
       at _rip5UQmdVBLCq6ZoAXXnaN9jQJc._6uyy3n9Ds2iEHGU5xys7eJtJVNh(ThreadStart )

    new 2.0.5 version

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