when i return for 1.20 i cant wait to use this, for my server idea im going to set up :3. being able to disable world map, but keep mini will be nice =D
Degen is the mod conflict with my weird custom ingots? cause those are fairly WIP and i never got around to finishing them. you could probably pull all the files out related to said ingots if needed. when 1.20 starts getting closer, i plan to return more active again and actually finish up the ingots /smelting them and not just doing the weird temp bloomery setup i did.
Fisher900
I'm not sure wild craft trees is updated to work with the new herbium wildcraft versions.
Using the new wildcraft & herbarium just not the most recent update, just haven't gotten around to using their lastest version yet since I run a server, Thanks though. I'll look into running an update to the mods soon
Well you might want to make it one page only so it can stand appart from a book. Plus realsticlly there is only like the front and back.
if possible, the handbook for the eniwa root slices should state that they are prepared in a bloomery, as i thought it was bugged that i couldn't put it in a crucible
Madman2429 should be fixed for next update :)
TumbleTrash you currently can't cast barrels, you need to smith them
I second BanCannon in his request. Spawn rates should be configurable. I'm reviewing this mod for possible use on our server and it's pretty ridiculous that on average 1-3 groups of outlaws spawn in a 1km square. New players will find this almost impossible to play by default, and within 14 days be completely overrun (assuming they stay near the spawn zone). Peace! <><
Secondly, archers should not be 100% accurate aim-bots. There should be some fuzzy logic adding to some degree of inaccuracy, especially since they're supposed to reflect humanoids and not robots. ;2)
Danekjovax :2)
Hello!
Loving this mod so far and we've been using it on our server, however, is there a way for other players to feed each other's pets? We have a group that plays a little sporadically with each other and trying to feed one another cats to make sure they don't die or have too low obedience seems impossible at the moment.
Any help would be deeply appreciated!
Hello!
Loving this mod so far and we've been using it on our server, however, is there a way for other players to feed each other's pets? We have a group that plays a little sporadically with each other and trying to feed one another cats to make sure they don't die or have too low obedience seems impossible at the moment.
Any help would be deeply appreciated!
Please please please make this mod compatible with Expanded Foods / Culinary Artillery, being able to add these into Pies, Fruit bread etc would make this so much more helpful <3
I used the Vintage Story's wiki on how to do mods and since alll I wanted is a recipe, I managed with it.
I'm sorry I can't assist you much beyond there, you might have more luck on the forums.
LeuxSeveN
RobertS42
Probably not. Maybe Salt and Sands, but it could use a liiiittle more work first. I don't use Floral Zones so I don't know what those add.
Daovala
You need the Wildcraft versions that are compatible with Herbarium.
Currently facing a strange compatibility issue. Killed a moose from the Fauna of the Stone Age: Capreolinae mod, when I go to hang it on a hook, just clicking the hook crashes the game instantly. In the first instance that this happened, the meat did get successfully transferred, but there was no visible meat on the hook, just the prompt to remove the meat. Removing it returned it to my inventory, but clicking on the hook caused an immediate crash again.
here's the specific error: System.Exception: Asset butchering:shapes/butchercreatures/generichuge/large-hanging.json could not be found
How do I craft these, I might be blind but I don't see any way to cast things like the barrel.
It appears that the animation for mining with a pickaxe does not end when you stop holding left mouse. Sometimes you can fix it by right clicking with the same pickaxe, sometimes you have to switch to a different object/empty hand and click for a second.
Then again, digging does come naturally. maybe my character is in the right, and IM the one who needs to learn to like mining.
I like this trunk! Great for my single player test kitchen world as I play around with cooking recipes. ^_^
Parvum I haven't tested compatibility with Expanded Foods. The food achievements are written in a very extensible way. My guess is that most of the expanded foods would be recognized, but they may end up adding more values to the existing achievements, and thus end up with completion bonuses that are too low (too each to achieve). Any feedback from play testing with the mod would be appreciated.
The bigger issue is that Gourmand doesn't have any achievements specifically designed around Expanded Foods. This is the part I really need help on. I haven't used Expanded Foods enough to know what all the mechanics are, and how much the player should be rewarded for trying them (how difficult they are). If you can design some Expanded Foods achievements for me, please use a format similar to the "Food achievements" section of the design doc. Basically:
- How does rewarding the player for eating that food make the game richer?
- How many points should each food be worth? Players should be rewarded more points based on the difficulty of the food.
- A list of example foods that satisfy the achievement.
- Should the player be rewarded for completing most of foods in the achievement? If so, after how many? Knowing how many possible values there are helps for setting the completion bonus target.
I can translate that info into the matchers that the Gourmand uses to identify the foods. The matchers a little complicated because many of the foods share the same block code (such as game:bowl-meal) but represent different foods based on the item stack attributes. Also Gourmand has to be able to both match foods and enumerate foods that match achievements, whereas the game never enumerates most of the foods (most pies and meals are not shown in the handbook).
If you're up for it, you can send me the info on Discord. You can find me in the main Vintage Story Discord server.
I agree with DejFidOFF would love to add this but not a fan of most of the tools this adds. Hopefully a config will get added.
Is there a known conflict that causes the fauna series to not be compatible? Because none of them in game are giving the option to pick up the corpse, just to butcher them where they fell.
Thanks!