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Averixus

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Stone Age Settler

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  1. I think all 80+ mods in my list pretty much fit into either realism or quality-of-life! Some of my favourite realism mods: String technology https://mods.vintagestory.at/stringsense String Sense: I made this to give early string technology more significance and coherence in the game. Bindings are required for many more recipes, but there are also more different sources of early-game cord and rope (and different colours of basket!). https://mods.vintagestory.at/show/mod/34327 Immersive Fibercraft: Goes well with String Sense, makes later string technology more realistically difficult and involved (you can't just turn flax plants into cloth in 5 seconds while you're still standing in the harvested field!). https://mods.vintagestory.at/knitting Knitting: I made this basically as an add-on for Immersive Fibercraft, to fill in a missing immersive step in early cloth production. Food production and diet https://mods.vintagestory.at/substrate Substrate: Lets you farm and cultivate mushrooms, feels very vanilla-style. https://mods.vintagestory.at/butchering Butchering: Makes it a bit more complicated and realistic to get meat from animal carcasses. https://mods.vintagestory.at/novelty Novelty: Makes it more important to eat a varied diet. Player stat management https://mods.vintagestory.at/show/mod/26142 Vigor: Makes it impossible to sprint, jump, or swim indefinitely, instead you have to conserve stamina. https://mods.vintagestory.at/immersivebodytemperature Immersive Body Temperature: You can be harmed by overheating as well as freezing. I could list SO many quality-of-life mods, but here are some I find most valuable: Missing recipes https://mods.vintagestory.at/mealrevariation Variations on a Meal: Realistically increased range of possible meal ingredient combinations https://mods.vintagestory.at/firewoodandboardsfromdebarkedlogs Firewood and Boards from Debarked Logs https://mods.vintagestory.at/mallowsqolsticksfromfirewood Sticks from Firewood https://mods.vintagestory.at/splithidesandpelts Split Hides and Pelts User interface https://mods.vintagestory.at/enhancedhandbook Enhanced Handbook: Better searching and the ability to filter out entries which can't be crafted. No more scrolling through a hundred random loot items to find something you can actually make. https://mods.vintagestory.at/automapmarkers Auto Map Markers: Automatically adds markers when you interact with things like berries and mushrooms. Before this I was spending half my time in the first few days just mapping. https://mods.vintagestory.at/bettercoaltooltips Better Coal Tooltips: I just made this one yesterday It changes the tooltips on coal items to give actual forge burn temperatures and durations, instead of "modifiers" with no default values to refer to. https://mods.vintagestory.at/metalunittooltip Metal Unit Tooltip: Just shows how many units and ingots of metal are in any stack of nuggets. https://mods.vintagestory.at/simplehealthbar Simple Entity Healthbar: Shows hit points of entities when you target them. Game mechanics https://mods.vintagestory.at/carryon Carry On: Lets you pick up full chests etc, with realistic movement penalties. Great for rearranging the furniture in your base. https://mods.vintagestory.at/fairfish Fair Fish: I made this, it makes the drops you get from flaying fish consistent with their whole size, so you don't have to gamble about whether it's better to cook whole or fillet first. https://mods.vintagestory.at/realtimefirepit Real Time Firepit: Fires burn according to game time, so you can cook things while you sleep.
  2. I've helped make a new release of Substrate for VS 1.22, including all the new vanilla mushrooms! https://mods.vintagestory.at/show/mod/21814
  3. I think Rainbow Fresh gave pretty much the perfect answer straight away. The amount of work involved is entirely your choice. I've definitely spent more than an hour a day on modding lately - because I wanted to! But when I don't feel like doing any, I spend zero hours a day. I always publish my mods with open source licenses so I know that if I ever lose interest, someone else could keep them going. And it's definitely fun, otherwise I wouldn't do it! I have a bit of a complicated love/hate relationship with programming. Before I got into VS a few months ago, I hadn't really done any coding in years. I find it incredibly satisfying, but it's also very draining and I get stressed and burnt out easily. Making a few little Vintage Story mods has been a lovely reintroduction, because they are very small, self-contained, low-stakes projects, with (to me) a high reward in terms of both my fun playing the game with my own improvements, and the community response to sharing what I've made.
  4. Updated with worm grunting config options
  5. A pond less than 100 blocks in volume will never give a catch from the "invisible stock". A body of water 1,200 blocks or more in volume will always have the maximum abundance of "invisible stock" (taking into account other factors like local fish distribution, depletion, etc). The abundance will scale between those two sizes. 1,200 blocks in volume is not very big - that's a pond which is 3 blocks deep and 20x20 across. So any bigger than that makes no difference. Abundance determines both how long it takes to get a catch, and how likely that catch is to be adult or juvenile. Although there's currently a vanilla bug that higher abundance gives more juveniles instead of more adults, so if you're playing on vanilla and specifically want adults at the expense of catch speed you might want to fish in smaller ponds?! (Little plug for the mod I just released, which fixes that bug along with a few others - https://mods.vintagestory.at/fishingconfig)
  6. I just published a new mod which makes all the timers and delays in vanilla fishing fully configurable. It also fixes several outstanding bugs in the vanilla functionality, so you can use it with the default settings to just have the correct intended vanilla behaviour. More info and releases on the mod db: https://mods.vintagestory.at/fishingconfig
  7. Well, I tried to make a minimum working example that used vanilla items instead of modded ones and.. it didn't replicate the issue. So whatever is happening is some obscure interaction between the specific details of my modded items and the code changes in vanilla 1.22?!
  8. I have a mod which introduces several different types of cord (e.g. straw cord, bark cord). Each type can be crafted into a corresponding basket (straw basket, bark basket). There's also a mixed cord basket which can be crafted by mixing together different cord types in the recipe. In my recipe patch files, I add the recipes for the individual cord baskets first, and the mixed cord basket last, like so: Until 1.22, that meant that using only one cord type would produce the corresponding single-cord basket, but using multiple types would default to the mixed cord basket. Now in 1.22, all recipe inputs are defaulting to the mixed cord basket. Even when the inputs are all the same cord type - meaning they should match the single-cord basket recipe first - they don't. But the handbook still shows the single-cord recipe for the single-cord baskets, so it is being read in correctly, it's just being given the wrong priority. The patch files are exactly the same, but are behaving differently when run in 1.21 vs 1.22. Is anyone else experiencing this? Is it a known change to the patching API or something? Is there a workaround?
  9. I just published a new mod. It overhauls the early stages of string technology to make it more interesting and realistic - including adding lots of new woven basket variants, and fixing the distinction between hay and straw. Info and releases:https://mods.vintagestory.at/stringsense
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  10. Averixus

    Knitting

    I just published my first mod. It replaces crafting grid cloth recipes with a simple immersive knitting process. It's intended to add a more realistic early game / stone age phase to weaving tech mods like Immersive Fibercraft. Info and releases: https://mods.vintagestory.at/knitting
  11. That could be it. My modid is alphabetically after the mods I'm trying to override. But in the console when I run the debug client it seems to be prepended with "arg" and loaded first. Although this also seems to show that it's loaded before vanilla survival, which surely can't be what's actually happening?! Because some of my lang entries override vanilla and they are being applied correctly. Also, my mod patches various recipes and other files from those other mods, and all of those patches are being applied correctly too.
  12. Throwing in my vote for this feature as well. Soft dependencies would be great.
  13. I've made an interesting discovery after more testing: this issue only happens when running the debug client from my IDE. If I package a release of the mod and use that, then the lang entries get overridden correctly. It must be some obscure bug in the development setup or the mod template..? At least now I know I can just ignore it while I'm testing and just double check it works when I make a release.
  14. I'm trying to rename some items from other mods. I've added "othermodid:item-name" entries into my mod's lang file, but they seem to be being ignored. I can't figure out what might be happening here, because as far as I understand, this should work. Are there any reasons why lang entries from other mods would be ignored or not overriden? The entries for game: and my own modid: domains are being applied correctly, so the file itself seems to be fine. The other mods aren't required for my mod to run, so I'm not adding them as dependencies. Just to confirm that I haven't got silly typos in the lang keys, I'm attaching screenshots of the entries in my lang file, an example entry from floralzonescosmopolitanregion's lang file, and the item in game showing the original name instead of mine. What am I missing?
  15. Amazing, thank you so much! I may come back with more questions when I start working on it, but this is already super helpful.
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