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Monahven

Vintarian
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Everything posted by Monahven

  1. I can confirm this (and also thanks for this tip). Game crashed instantly when I put cranberries in the mixing bowl to make berry bread (the dough wasn't a problem, for some reason), but after turning Bricklayers off it worked just fine.
  2. Hey, I like your mod. Unfortunately the handsaw doesn't seem to work with the redwood quarter logs. I can't turn them into planks in the crafting grid.
  3. Man, I reaaaally miss this mod in my game. I hope you can come back to update it soon, Wraith. No pressure, though. Just letting you know interest in your mod hasn't vanished.
  4. Hey L33tman. Love your mod, it's one of my favourites and must-haves. Would you consider adding integration for the berries and miner's lettuce from Plants Expansion for the relevant recipes?
  5. I had an idea that might slow the whole process down at least a little bit: make it so that the stone slabs don't go into the inventory when picked up but have to be carried in a bag slot (like skeps) and also slow the character down. Or even have it work like CarryWeight, carrying the slab in hands + slower walk speed. Although without carts or other transportation methods it would be a pain to carry slabs from a farther away region with different rocks... Either way, it would only be a minor change but it would add a little bit more realism.
  6. Yeah I found those but I don't have a feeling for what the values mean, if that makes sense. Like, I don't know which values would be good or what kind of rarity they'd correspond to. Otherwise I would've changed them already. But thanks for that!
  7. I really like the idea of your mod because I prefer surface exploration to underground exploration. But it feels like the translocators generate too frequently and so far I have often found at least two of them in close proximity. It seems they generate clustered rather than spread out. And all of the ones I have found look like the one in your first picture above (which I thought would be the rarest variant to encounter...). I have easily found at least 10 surface translocators and all of them looked like that. This seems strange and unintended. Here are some pics:
  8. Hey Jakecool, I really like your mod! Except.... I had a pigsplosion and now there is poop everywhere. I don't really ever use it to begin with so it's just a real annoyance to me at this point. I do like the idea and the realism of it but I also wish I could turn it off in my current game. Is there an easy way to turn off poop spawning in a config file? If not, would you consider making it possible in a future version? Also, it would be nice if poop could be put into a barrel to be turned into compost in the same way as rot.
  9. Love your mod, Spear and Fang. Unfortunately, the earthworms update seems to have caused some major issues on our small private server. We got some crazy lag after updating the mod, like the server couldn't process what was happening anymore. We tried the update both in our already running game and also in a newly generated game and had this problem in both cases. Here's a look at the log for you: I don't know if there's anything to be done about this from your end but I thought I'd also post here as a warning for anyone else running a server.
  10. Hey, sorry I didn't see your reply until now. I just tried with pre.9 and it still happens exactly as described above. Crash log: Running on 64 bit Windows with 16 GB RAM Version: v1.13.0-pre.9 (Unstable)26.07.2020 19:13:57: Critical error occurred System.NullReferenceException: Der Objektverweis wurde nicht auf eine Objektinstanz festgelegt. bei Vintagestory.GameContent.SurvivalCoreSystem.applyConfig() bei Vintagestory.API.Common.Action.Invoke() bei Vintagestory.Client.NoObf.ClientMain.OnServerBlocksItemsReceivedStep5(Action onCompleted) bei Vintagestory.Client.NoObf.ClientMain.ExecuteMainThreadTasks(Single deltaTime) bei _0LFJiOumHnDltD2WR7qK4ZWEEEh._7ARYl5K3BkOIm7Ml9iOqSud72wn(Single ) bei _yU5W9QlckxB6zMKdIXbKRDoQ5MH._Wlzbfz9iXs0QWmFebslj8KhH2uBA(Single ) bei _yU5W9QlckxB6zMKdIXbKRDoQ5MH._3dvBPx43DHS2FvwS8NhGuskedrQ(Single ) bei Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(Object sender, FrameEventArgs e) bei System.EventHandler`1.Invoke(Object sender, TEventArgs e) bei OpenTK.GameWindow.RaiseRenderFrame(Double elapsed, Double& timestamp) bei OpenTK.GameWindow.DispatchRenderFrame() bei OpenTK.GameWindow.Run(Double updates_per_second, Double frames_per_second) bei _qe1DPeHAX9TodAqc5SsirUVi7KW._0MXqTs2LxwZGMlXC7ra01r53hfh(_H2vPkPEaaIlwJ0eVujHDQOaR1Yj , String[] ) bei _8ABYKYPsEBz3Z8W0P2HDrRbh0Yb._0MXqTs2LxwZGMlXC7ra01r53hfh(ThreadStart ) -------------------------------
  11. Basically, what the title says. I tried multiple times to create a new world in pre.4 with both survival and exploration default settings except seasons turned off and the game crashes every time at "Return again", both upon creating and when trying to load the existing world. Crash report (seems to be always the same): Running on 64 bit Windows with 16 GB RAM Version: v1.13.0-pre.4 (Unstable)17.07.2020 13:31:18: Critical error occurred System.NullReferenceException: Der Objektverweis wurde nicht auf eine Objektinstanz festgelegt. bei Vintagestory.GameContent.SurvivalCoreSystem.applyConfig() bei Vintagestory.API.Common.Action.Invoke() bei Vintagestory.Client.NoObf.ClientMain.OnServerBlocksItemsReceivedStep5(Action onCompleted) bei Vintagestory.Client.NoObf.ClientMain.ExecuteMainThreadTasks(Single deltaTime) bei _d2RMN1zHuzAALiQYO19tDVgiZjq._VCOGuBOoinMDd8rbVd4vpuBxkWJ(Single ) bei _03OONFeH5aXVhprzH5OpsBRMrke._MpymMa5Vnuw8J9hvemNGL9BffVE(Single ) bei _03OONFeH5aXVhprzH5OpsBRMrke._JxcYnRkrLHE0WOCqXmDBoeJdF8B(Single ) bei Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(Object sender, FrameEventArgs e) bei System.EventHandler`1.Invoke(Object sender, TEventArgs e) bei OpenTK.GameWindow.RaiseRenderFrame(Double elapsed, Double& timestamp) bei OpenTK.GameWindow.DispatchRenderFrame() bei OpenTK.GameWindow.Run(Double updates_per_second, Double frames_per_second) bei _shE3NjJvEFBDXqCOyQF5KI45qlE._d0XeBlh0OjRuDYieEa5HUswTIMs(_V0yRbOIBK3nkR7UHJtrGnOSkLsM , String[] ) bei _ppWd19UG3HpRpxiC81tNf231uNN._d0XeBlh0OjRuDYieEa5HUswTIMs(ThreadStart ) -------------------------------
  12. I have a suggestion for advanced beekeeping. I posted this in Discord in condensed form but thought it would be good to put it here as well and elaborate on some ideas. If I could mod I'd make this myself but, alas, I possess no such skill. Besides, I think this would fit great into the base game. Currently, the only way to get honeycombs requires the player to entirely destroy a bee colony. And with the addition of seasons in the future, it would keep with the realistic theme of the game if bees in skeps died in the winter and would have to be re-collected from newly spawned hives in the spring. Therefore, I suggest a later-game multi-block apiary that functions more similarly to modern RL apiaries, with wooden frames in which the bees build their honeycombs. The player would have to take out the frames, scrape off the honeycombs (possibly even manually, like with smithing and knapping), and then process them as we do now. With such an apiary we could ensure the survival of our colonies during the winter. Gameplay balance ideas (and suggestions for seasons): The frames would be destroyed in the honeycomb-harvesting process so new ones would have to be made to replace them after each harvest. If they're not replaced in time (within an in-game day?), the colony will despawn and the apiary will be empty again. Because the swarm can grow larger in the multi-block apiary, the player would first have to smoke the hive with a smoker (crafted with metal plates, fuelled with dry grass and has to be ignited before use) in order to safely remove the frames from the apiary. There would still be a chance (though much lower than for skeps) for an angry bee swarm to spawn, in which case the player would have to wait to harvest the frames until the swarm has despawned, or face the wrath of the bees while he works to take out the frames. A colony in a big apiary would take a bit longer to grow and mature after swarming, and take longer to replenish the honeycombs after harvesting, but they'd yield significantly more honeycombs than skep colonies. Realistically, bees mainly swarm in late spring and early summer, with occasional smaller swarms at other times (except winter). For the game I suggest that colonies in big apiaries swarm more rarely than those in skep colonies (maybe even only once a year?), but both only in late spring - fall. This way, skep colonies can be used to grow the number of bee colonies and wooden apiaries can be used to have a bigger, more regular yield of honeycombs. To survive the winter, colonies in big apiaries have to be manually supplied with a small amount of honey, or one frame of honeycombs has to be left behind during the last harvest. Now on to the building of apiaries. I suggest that an apiary requires two unique blocks, one main one which holds the frames and another one in front of it that acts both as the opening for the bees and as a door for taking out the frames for harvesting. To make this a somewhat later-game structure, on top of using boards to make it, it might require crafting metal hinges or something. The frames could require string to craft. It could look something like this (with more colour variation ) When the frames are ready to be harvested, the player can open up the front part like a door and take the individual frames out by aiming and right clicking, and put new ones in the same way. The remaining five block faces of the main block would have to be covered by any wooden or brick blocks the player wants to use. They could be chiselled as long as the block face connecting to the main apiary one is completely covered. This way players can design their own apiaries. For example: Really simple designs. Put multiple apiaries together. Or build some creative ones! Thoughts?
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