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Vexxvididu

Vintarian
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About Vexxvididu

  • Birthday January 28

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  1. THANK YOU again! I really owe you one... or a few. I knew it was something like this, but didn't know the exact terms and I admit I haven't had a ton of time to work on this. I'll compile it now and try to get to testing this soon.
  2. Glad it worked!!! But yeah, I have no idea if this is dynamically calculated each tick or set once it's planted.
  3. Building on this, wooden doors in my testing definitely make a SLIGHT difference in spoilage rates. Better to use dirt to keep the natural light out. But you can fairly argue that the difference doesn't matter tha tmuch.
  4. This is very easy to edit yourself in the .json files if you like. I put the folder location below. That might even be easier than finding just the right well maintained mod for you C:\Users\[[computer name]]\AppData\Roaming\Vintagestory\assets\survival\blocktypes\plant\crop
  5. Yeah, I'm all for giving us more ways to make travel rations that either just don't go bad or go bad VERY slowly... but maybe at a cost of efficiency and labor to balance them out. For example, maybe give us a way to make vintage beef that is clearly a lot less satiety and a lot more labor than if you just turned the same beef into a stew, but obviously has the advantage of lasting forever. Likewise, give us a way to make medieval style Hardtack biscuits. Way more trouble and way less satiety then existing ways to eat grain, but great for travel.
  6. I confirmed it is not working yet.... I got the below error. Not yet sure what is wrong.... I am not sure exactly what is wrong but think it might be that the harmonypatch syntax is not quite right for the type of variable that greenhouseTempBonus is... I will do more research but maybe somebody here will know what is wrong. ---> System.Exception: Parameter "greenhouseTempBonus" not found in method System.Single Vintagestory.GameContent.FruitTreeRootBH::applyGreenhouseTempBonus(System.Single temp)
  7. sorry! I admit I haven't gotten around to testing it yet... been busy and lazy... But yeah, testing this is a huge pain since I have to spam time skip commands for in game years to see what the fruit trees will do.
  8. I really don't think electricity fits in the game at all. The device you pictured wasn't invented till LONG after the game takes place.
  9. I think I have a solution, but actually testing it thoroughly before deploying it will be a bit of a pain. If I confirm it works as intended, I'll try to publish it this weekend: namespace SteadyGreenHouses.ModPatches { //WORKKS //A B TEST with and wiwout mod - works // TEST temp to high - works [HarmonyPatch] internal class FruitTree : ModSystem { [HarmonyPatch(typeof(FruitTreeRootBH), "applyGreenhouseTempBonus")] public class MyPostfixPatch { public static bool Prefix(ref float temp, float greenhouseTempBonus, FruitTreeRootBH __instance) { // If the condition is met, change the variable if (greenhouseTempBonus > 0f) { temp = 15f; // Set the variable to something else } return true; // Return true to continue running the original method } } } }
  10. I'm sure it is.... BUT, I would need the right syntax to do this in harmony patch code. ...that's the part I don't know. If I could directly write C# into the function, this would be done by now, haha.
  11. Even if nothing is obviously related to smithing, it could be affecting things in strange ways... I've never seen this bug before, so it might be worth it to disable all the mods, give yourself some metal in creative, and try to reproduce the bug. I also use buzzwords, so pretty sure that's not it.... but I do wonder about some of the other mods.
  12. posting the latest version of my scripts here rather than creating another thread. I seem to have another bug where the fruit tree script bypasses whether or not the fruit tree is actually in a greenhouse. I can see why it's bypassing that, but am not really sure how to fix it. This is because the actual vintage story code has one function that sets the temp bonus and checks if it's in a greenhouse at once. My code just sets the output of the following function to a fixed 20C. I suppose that ideally I'd detect if the greenhouse temp bonus was moved to 5C then force the output of that function to just a flat 20C. ...I'm just not sure how to do that in the harmony patch syntax. @Nachie offered to take a look, so tell me if you know what to do. Another possible bug that I've been observing in my own game is that the berry bushes are kept from going dormant by the greenhouse but seem to just freeze when fully grown and not produce fruit. I'm not sure if this is a flaw in the mod or it's just slow. BeeHives.cs BerryBush.cs FastForward.cs FruitTree.cs SoilNut.cs
  13. yeah..... that first video looked weird.... can't tell what is going on. It looked like your attempt at removing the extra voels backfired. You need bellows! but I don't think that was your problem. What mods are you using though?
  14. Your "videos" appear to just be sound clips.... hard to tell what's going on. I've not experienced this before. ..sounds weird though for sure.
  15. You're right. brass is used A LOT for food preparation stuff but usually not for long term storage. Though I think silver might have some leeching issues as well which is why it's not used much anymore. Being able to use glass jars for canning and heat them would be cool, but others on other forums have pointed out how that technology didn't really exist in the middle ages. I'm kind of of the opinion that we have enough good food storage technology in vintage story. ...you should just have to make more fresh food! Though it would be cool if we could put wine and juice in crocks then seal them like we can soups. I think that would be very realistic.
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