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Soaked fox/raccoon hides process into small scraped hides, also seen in their handbook entry. Unfortunately no way to stack fox/small/raccoon hide before that at the moment save for someone making a mod to craft them into small hides eg. in the way you suggest. For earlygame hunting trips I can only advise sticking to either raccoons/foxes at a time and chasing the others into a pit for later killing if possible. And for just one or two hides ground storage in a cellar should work if reed chests aren't an option.
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So, two-part bug/crash report: Firstly, climbing picks can't be recycled/querned and do not drop bits. Tested with iron, original pick was unquenched. Secondly, I got a crash when my climbing pick broke while I was looking at it with my cursor (the one that broke was in the item bar). Could just be caused by me looking at the item while it broke, but might as well post the dump :
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Strange, how does this manifest, like do the items just get dropped on the ground? If the setup works in general and an item drains from the hopper that means the sluice should accept it. The box itself does seem to have one internal slot of "queue" space inside it, so the first stack fully drains immediately into the sluice and keeps filling from the hopper as items get processed.
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Wiki and handbook say it needs to be ripened in a cellar with "at least one block open to the outside", but that's quite paradoxical isn't it? A cellar by definition is an enclosed space. My cellar is underground, and no matter how long of a corridor of blocks I build to the outside my shelves don't display as suitable for ripening. I tried if an open hatch or an open door counted as an "open block" since they retained the room's cellar status, and I even tried chiseling a small hole instead of removing a full block to access the corridor. All resulted in cheddar. I found a russian tutorial/article from last June that seems to conclude (had to use a translator) that blue cheese had to essentially be open-air aged in a low sunlight place, in a climate cold enough where shelves placed in caves had a natural modifier of x0.5 or lower. I'm in the middle of summer in a warm climate (35c+ midday) and I don't think I can venture deep enough underground to find ambient temperatures that are suitable, if they exist. I'll basically need to find a translocator to some northern area to pursue this further, or try and check my cave temps in winter and time my ewes accordingly Have any players in warmer climates managed to actually make blue cheese? If yes I would love to know your setup!
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Thanks for a quick answer, the wiki seems to be of no help here Bummer then, I'm going to need to isolate the one I have from chicklets.
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Salamander changed their profile photo
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(1.16.3 server) I was checking on my hen-goat pen today when I found all roosters exept my gen 0 one had disappeared, one was dead inside the pen (not near fences, no visible predators nearby) "partially eaten by another creature", which would mean another animal killed it. No clue what happened to the ones that didn't leave a carcass, they're just gone. Alas, they had such pretty plumage too and one was larger than average. Hoping I can hatch more of their colouration from the already-incubating eggs.
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You guys got any tips for permanently removing termite nests that the previous update spawned? New ones aren't popping up by freshly grown trees but the old ones keep spawning back in still, sometimes just a couple seconds after the nest was destroyed. And I may have imagined this but I could have sworn I saw a new nest cluster spawn on top of a newly planted sapling (uprooting it in the process) near some old nests so now I'm worried that the termite menace might spread to new trees if they grow close enough.
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1.17.x+ Ancient Tools v1.5.0 - New Content: Carts
Salamander replied to Taska Raine's topic in Mod Releases
That's totally fine in my books, thanks for the fix! -
Also the bendy chute doesn't seem to pass items along, I tried to use it as an elbow piece to connect a hopper to a pulverizer but items just get stuck in it. A regular elbow piece in the same spot passes items into the pulverizer just fine.
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1.17.x+ Ancient Tools v1.5.0 - New Content: Carts
Salamander replied to Taska Raine's topic in Mod Releases
At least they'll work as pretty decor ^^ too bad I can't hang already cured meat on it, but I suppose it would keep for too long then. -
1.17.x+ Ancient Tools v1.5.0 - New Content: Carts
Salamander replied to Taska Raine's topic in Mod Releases
I'm having a bit of trouble curing my meats on a 24/7 server (v1.16.3) before they rot, and upon further investigation I think the cure timer is not working properly. When racked, the meats initially show a time of 20 days to cure and 38 days to rot, but curing seems to advance slower than game time and I'll end up with 89% spoiled meats that still have 5 days to go, wasting precious salt. Just to be sure the issue wasn't me going in and out of my cellar too frequently I made a second smaller cellar that I only visited to check on the meats, but the issue persists. Here you can see on the HUD clock that it's the 5th and meat has 9 days to go. I went offline for ~an hour afterwards and logged back on, and nobody was on the server in the meantime. Checking back on the 9th. I logged out for the night afterwards. Edit: So I logged in today and the problem seems to be that curing doesn't advance when the area is unloaded: Seems I'll have to stick with barrel curing for the time being -
1.15.0+ QOL Tweaks- Better Archery, Backpacks, Poultice and more!
Salamander replied to Mr1k3's topic in Mod Releases
Craftables still works wonderfully on our 1.16.3 server, although the vintage beef recipe doesn't seem to take into account the actual length of a world's year- we're running full 30-day months and yet it only takes 36 days of aging.- 71 replies
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Would it be possible to add brief mentions of quenching and the Welcome mat's requirements to the handbook guide? The mod page has no mention of them so when the mat didn't spawn a merchant I came to this thread hoping to find mention of its requirements. While I'm not sure I found my answer (I guess it needs a bed and a container in adjacent blocks?) I did discover what quenching was! I'd only seen it in the config file and since I'm not a native speaker I thought it was a mod-specific term