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Nathan Flaminio

Very supportive Vintarian
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  1. Happened to me as well. 6 different fruit bushes lining the walls by my front door, all lost their traits. All had the +15% and some had other positive traits too (my strawberry had 3 positive and no negative). I have not updated yet, still on 1.22.3
  2. I noticed the same thing, and am currently working on getting them to Gen 3 before trying again. I spent waaaay too much time trying to get milk with no success.
  3. From my testing of that in my last world, you have to start with the paper lantern/light block and chisel something else onto it, or it will not count as a light source. I added a bit of paper lanterns to the middle of ashlar blocks above my cooking pots at one of my bases, but it didn't count as light. When I started with the lanterns, then chiseled them down and chiseled in ashlar blocks around them, they did count as a light. That was 1.21.5, though.
  4. Definately has a 70's vibe
  5. Sounds like a bug, or maybe it's cooling too quickly. I usually get the temps up to over 800° to smith (830-850°). Just to check something else, you did put Borax on it, right?
  6. Can we get a fix for the wind/cold inside of buildings? I get too close to a window in my workshop, my Seraph puts his arm up to block the wind. (Workshop counts as Room and Greenhouse). My armor stand with Chain Armor next to the window is frozen. Plants are blowing and freezing inside of greenhouses, not just by the windows, the entire interior. At a certain point, I can understand the freezing, but there shouldn't be any wind at all in a completely enclosed space. Smithing on an anvil Can we move the Tooltip up a bit? The words appear on the ingot being worked into an item. Can we get it off the item completely? I still have some trouble seeing the height of voxels when smithing large items. Is there something that can be done to better show differences in height levels when smithing things like Anvils? Windmills The new Large variant is underpowered for the amount of resources spent to create it, especially compared to the new Waterwheels. There seems to be some discrepency with getting them to properly detect wind-levels; My Windmill attached to the Quern in my main house seems to be running at ground-level wind values instead of the wind at the height of the rotor. HUD shows 26% wind while indoors at ground-level, quern doesn't move. Climb the ladder, HUD shows 96% wind, sails start to spin again. I've tested this repeatedly. At a distance, you can see the sails spinning at my workshop much faster than the sails at my house (which often doesn't spin at all), even though they're the same height. When visibly targeting the rotor, it then seems to detect the windspeed and starts spinning again. Both are the newer Large Windmills. Height of windmills for both buildings is 225, sea level is 165. Full sails. Also, can we get vertical Clutch/Transmissions for the Querns? I had a few more things, but now I've forgotten (because I'm old and haven't had my coffee yet...)
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  7. Update: Was just in the pen to milk the ewes, and a lamb was directly under a lantern, but tooltip stated "deprived of light, might die soon" (or something very similar to that). Something is causing the lambs to react like it's dark even though it is not.
  8. Bread and pies
  9. Did you try control right-click, or control shift right-click? I haven't done it myself yet, but it might be one of those. Or having a hammer in your offhand.
  10. I used the /entity find e[type=sheep-mouflon*] There are no lambs in the area.
  11. I more inclined to believe it was a Hodag, or possibly the Rhinelapus...
  12. I don't have a screenshot. It was a very simple 7 x 7 x 4, rammed earth walls chiseled so there's no lip to get on with maple fence around the top. Low fertility soil for the floor. Flat ground, flat walls. Two large troughs on the southern wall. Lanterns on all four corners. None of the four adults despawned/got out/died. I have checked nearby caves, not in their entirety, but no bodies, no bones, no live ones in any that I have searched.
  13. Yes, four separate sets of offspring over the course of several in-game months. Every set so far. Only the young, though, none of the adults. There were lanterns around the open pen, no dark or dim areas. I'm not in the game now to check, but would estimate no lower than light level 12. The new pen is 7 x 7 x 4, with a lantern hanging from each interior outermost corner, plus windows and a glass ceiling. I tried flying around in Creative, but did not find any Mouflon in a pretty large diameter. I did find Valais in the area that were not previously there, and considered the possibility the Mouflons somehow morphed into Valais, but felt that was probably a stretch (though I have seen weirder things than that in games, lol). I'll try the commands the next time I'm in the game, thanks.
  14. Four sets of offspring have disappeared, despawned, ceased to be, with no signs of death or wild ones running anywhere around the base. The original pen was an open-air, fenced-in pit. The new one has full walls and a ceiling, and is very well-lit. There are no gaps, no dead bodies or bones, no way for them to get out. The adults have not disappeared, only the babies. Anybody else having issues with this? Any mods that might be causing problems that anyone knows of?
  15. You can not. Surround yourself in a very small walled area, just big enough for a bed, and sleep or sit if you don't want to fight.
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