The server is called Moonlight Falls. That's all I can tell you as I don't have the mod installed myself and am just a player on that server. But it is definitely happening there, I just used a techage quarry and when it mined a lot of gravel it got clogged up with lots of Pietra.
Just a little vent about how you might end up wasting Mithril on a chest that's worse than the Gold one. To wit: equal slots and can't be named.
Friends don't let friends build Mithril Chests...
And yes for anyone who might wanna nitpick sure it's a "status symbol" for the filthy rich who like to build skyscrapers from Mithril Blocks. But it still can't be named so like many status symbols it's actually rather lame.
The decor is nice as far as I can see but playing with it on a server showed up a major problem. When you dig gravel it is often replaced by "Pietra". Not only does this pietra come in 4 types (thus using 4 extra inv. slots) but it reduces the gravel you get. Mods like TNT, Techage, Gravelsieve need a lot of gravel.
There is a workaround that depends on ethereal mod. Crystal Shovels will dig gravel and avoid the pesty Pietra.
It is questionable why a summer decor mod is interfering with gravel digging at all. Beach umbrellas are lovely yes but what has Pietra/Mattone/Granite (an excessively long chain of cooking/crafting the Pietra gets you 5 varieties of Granite which are somewhat decent looking but nothing very special) got to do with it?
Sorry but as the old joke goes: Two thumbs down on this one.
If you could add a wheel too that'd be awesome. Small boats are steered by a handle on the motor it is true but the hull here has a windshield and is far too large for that kind of steering. It would make piloting easier on us too, currently we have to look back all the time to see which way the engine is turned. :)
In case you're too young to remember the film that's where the title originates. This is a really good mod. The cars look fantastic (although not blocky but I think that bird has flown the coop ;-) and drive pretty well too. The controls will take a while to master but I'm sure my years of old MSDOS auto games will come in handy. Keyboard controls aren't ideal for a car but hey that's the way it was and is.
As a real life motor boater I must say this feels pretty accurate. The controls take a bit of time to get used to (and something that's missing is a steering wheel like in the cars to show you your direction) but after that you are flying. They are fast. They're also biogasguzzlers. ;) You might have to work hard to keep that engine fed. Interestingly they can run aground in shallow water and "sink". You'll need to use your shovel to save your vessel. Sometimes they also seem to run into "rough" water and start bucking up and down. Maybe it has something to do with flowing water. There is no reverse on the engine (unlike on real ones) but you can paddle reverse so it isn't too problematic.
Planted these on Blocky but 1 deep and when they didn't do anything I checked the code and it needs 2 water above. So all my seeds wasted because this was not documented in the readme. I'll have to gather more seeds and craft more soil (you can't dig it up) and start all over. Irritating and not fun.
I've run into this mod on Schwarzwald Server and for some reason lava won't turn into obsidian using the usual methods. Is this a bug on the server or is this a glaring oversight in the mod description that lava no longer can be made into obsidian when it is active?
I crafted one on TA and I right and left click on everything in sight while the staff is selected in my hotbar. Nothing. From the program code I see that it should turn various dirts into others. This is not happening even on the dirts listed in the code.
Makes repair more important. Preserve those tool xp! : ) Also adds more choices to make. Keep using your level 10 steel/bronze/mese pick or start on a new level 1 diamond one? Tricky. This mod definitely adds some spice to the tools, always glad to see it in use on a server and sad when I don't.
They look good and have neat special abilities. I've used them on several servers now.
Some specific notes.
The Engraved Pick's special might require you to break habits on where you keep stuff on your hotbar. I suspect many players have established patterns of layout. Being forced to insert or shuffle them for this pick is an unfortunate annoyance. Can't be helped I realize.
The pick is fast and you may end up digging sand/gravel you didn't intend to behind the rock you targeted. Watch out. :)
The Capitator is limited to MTG trees basically (the 5 default/core types). Still a good and helpful ability. A big GOTCHA though is that it ONLY cuts the trunks and leaves the leaves to decay. Woodcutting mod is definitely better than this axe. Still you can workaround it by collecting the leaves manually first. And if you don't want the leaves then it's great! :)
The chest is nice but really expensive (more than an ender). On one server it exists alongside the ender. I have 2 of each and the nice thing is that this chest has a separate inv from the ender thus giving you 2 sets!
It checks the 8 nodes around & 1 below the gear for ice but it doesn't seem it cares if there is actually any water below the ice! My suggestion would be to simply change it to y-2 from y-1 and check for water instead of ice. That way it would actually require a lake/ocean with at least 1 ice above it where the hole is drilled.
P.S. Found a map generated one (I think) in a virgin forest with some ice on the ground. At first I thought it was put by a player but that's unlikely.
Love this idea. Obviously it's not going to appeal to everyone. Some people I'm sure thrive on the spawn swarm. It'll create a truly decentralized world. Can't wait to find a server using it.
It's got good realism but the stinker is the final piece needed to make honey: The extractor/centrifuge. Costs two mese crystals which might not be much on some servers but on others it is hard to come by. On those servers 2 mese crystals are not even close to being worth investing in some honey...
Dudes... honey is only food. Easier to grow wheat.
My suggestion is to change it to something reasonable like tin ingots or even just coal. Deep mining should not be a prerequisite for making honey. Or forget tin/coal, make it something like wood.
<rant on>
Centrifuge??? How did apiarists extract honey back in the year 4000 BC? Not with a piece of high tech machinery I'll tell you. The extractor might need to be totally overhauled or eliminated. Just a bad choice. I was expecting to take the filled frame and put it in my craft grid and get honey. When I learned I need a machine that costs 2 mese I was understandably irritated.
<rant off>
Yeah the monsters were fighting the animals and that's why they all showed up. Good to hear that it tried to hide them but there is that loophole of 3rd party fighting unfortunately.
I look forward to any improvements as I do think it's a good mod except for that flaw.
These are great but it seems they don't match up with the standard area that can be set of 64x128x64. The 64's are fine but the 128 can't be used with the markers because when you set two markers (say in 64 square) and then right click the marker it asks how high and low to set the area. That is fantastic because it doesn't force you to fly/dig to set the right height. But the problem is that when I try to set it to 63 below and 64 above the height of the markers (assuming they're at the same height) it gives an error about the max combined height has to be less than 100! As a greedy little land baron (kidding, the more you protect from vandals the better) I want those extra 29 nodes either up or down.
OK so it does use an armour slot, got it. I've been reconsidering i3 lately. It's great but it's not perfect. The backpack is hard to use and only 16 in size (plus you can't shift click stacks in and out of it quickly) and all the selections require one to scroll down from the crafting grid. The autocraft is very nice but it doesn't update the button to use it if you bring in the needed items, gotta go back and forth to get it to work. It has a useless feature of a 9x4 grid (which one basically needs to disable to work with default chests). I also have noticed that no server I've tried uses i3.
I'm thinking of switching to unified (I think that's the name) which is used on many servers and I've found to be quite good too. 4 bags of 24 is awesome (did I ever mention I'm a packrat? <grin>) and they're easier to access. And of course it has 6 slots for armour. It too has flaws (no sorting, no waypoints, useless categories bar at top) but hey.
Maybe I ought to learn more lua (learned a little as a Wesnoth addons creator) and make an inv mod myself... but right now I gotta play... : )
I accidentally hit her while trying to mine a tunnel out for us after we fell of a cliff into water and survived! I can still ride her (Black Beauty) but when I dismount she runs away. She's going nuts in her corrall.
I made one and tried to equip it in the armor slots. Is that the right way or does it just have to be in the inventory? Can it be in a bag?
I am pretty sure I also found out that i3 is incompatible with it. There are only 5 slots so when I tried putting it in the shield slot it bugged out and duplicated my shield and destroyed the charm. Looks like i3 has some downsides that I hadn't noticed before. The 5 armor slots also wouldn't work with the feather fall item I've used elsewhere.
The slimes add a zing to Asuna's serenity but I was wondering if there was a way to tune their frequency? It seems I'm practically guaranteed to run into those slimy suckers whereever I go. I did notice they seem to be more prevalent in certain landscapes. My world is set in a lush grassland on a pond near a Dorwinion Forest (it is a sight!) but the green slimes just seem endless in the grass and the pond generates blue ones too. A second world I made with Asuna using valleys plopped me into a quite different biome with some sort of Everness dry vegetation and I saw 0 slimes until I walked into another biome.
Anyways, the question is there a setting that affects slime spawn rates? I know mobs redo has one but I already set that to 1/10th default! Do I need to edit the custom Asuna conf file perhaps to lower slime spawn rates? IIRC slimes use mobs redo? I'd also only want to lower it to half or a third maybe.
Slimes aren't as pesky as those tenplus1 classic monsters (Land Guards - ack!). Well they do keep you on your toes a lot with their eq sucking ability. Not sure, but I think one digested a tool of mine in a second (not 5 minutes) but I'm not positive I found a bug so I've not reported it. I've had a lotta fun making fall pads for the rift near my base which is also the mine entrance.
Absolutely, that's basically what I was trying to say. The mods I tried were all ones that did not overlap the custom ones in Asuna but I'd say that it is better to stick with the carefully curated selection that Asuna is. The one I did in the end add is i3. Integrates quite well and for me is a must have as I tend to fuss with my inventory a lot. A LOT. ;- )
I had in fact started two MTG worlds for exactly that reason, to try my own brew of mods in and they are both quite nice too. One is a Ethereal/Animalia (plus all the rest of the "utility" mods) combo while the second was a Everness/Wilhemine's Animals (with the same extras).
Ah that's good to hear. My humourous tone may have obscured the fact that like Charles I'd really not like to see weeds in Asuna. Seaweed? Ah there I go again... ;- )
I started a game of base Asuna some weeks ago when I started playing MT/Luanti and after a while I found some mods I liked a lot so I added them to Asuna but the result was less than ideal. Wilhemine's Animals caused a pair of Tigers to appear in my peaceful (well aside from the slimes) pond home. They killed all the chickens in the coop and they killed my horse in its corrall (sp?) too! All that was left was the saddle... Being a RL tiger lover naturally I did not fight them although they twice left huge claw marks down my back as I fled.
I also found weeds starting to grow, but I think that's been added to Asuna base.
I've uninstalled the mods now (yeah got unknown nodes around for a while I guess until they wash out) and I think it is best to play Asuna as it was designed. It is pretty finely tuned I think with what it needs. I am only considering re-adding i3 as I'm not fond of sfinv. i3 is listed as an optional dep. and it supports the skins/awards that Asuna uses as a bonus.
I also had forgotten that the item pics (textures I think people call them) in Asuna were quite unique so I started a new Asuna world (with valleys mapgen though and got the warning - will play it a bit more and see if it works ok) and realized those were normal and not the result of my mod experiments, hehe. Found one of the newly added fallen stars by chance in that new world. Much better than a torch!
Anyways, do reply if you've got some interesting stories about mods you've added to Asuna.
Oh that must have been added in the latest version. Resuming a game I suddenly found them and assumed it was some of the extra mods I installed. I've deselected all the extra mods now to go back to a pure Asuna but I guess I haven't squashed the weeds after all, ROFL.
I know weeds from the Your Land server and they make cool looking blocks from 9 of them. It does encourage not letting fields lie fallow. Of course you can always farm weeds and build a skyscraper from them.
Oh gosh, no I was blaming the Stamina mod. That's why I uninstalled it and installed the compatible ones. I guess mentioning it here might have given the wrong impression. Still the fact remains that they don't play well together and that is relevant to this mod even if the fault lies with the other mod.
Problem with the default is that you're never sure if you have 10 hearts or just 9. I suppose if you play enough you see it, but I've only played a few weeks. This mod is a life saver. That 1 missing heart could be the one that kills you... ;- )
Unfortunately it does have a compatibility problem with the stamina mod. The breads from Stamina appear at the same place as the Saturation bar. Looks hideous and naturally is hard to read. My solution was to uninstall Stamina and install hbhunger and hbsprint to provide something sort of similar.
It sure helps, but I fear it helps way too much. I could spot monsters a hundred nodes away. Normally they are barely visible in the dark and often get the drop on me. Basically an easy mode.
Perhaps with some tinkering it could be improved though. A setting to choose how close a mob has to be before the bar appears might be an improvement. Best would be a setting that allows one to choose only having the bar appear after you've been attacked or have attacked a mob.
Or maybe the bars could be set to appear only when the mob is close enough to get the hover info on it. Lotsa possibilities.
I'm afraid I don't see the point of extra realism when the game has floating blocks of stone... True I sometimes smirk at being able to reach 5 metres across a chasm to mine some ore and retrieve it like magic but like I said, floating stone, so why not?
Oh it's not even Everness that controls it. : ) I should post it to Asuna (which is where the alias is defined) maybe. But in the big picture view I suspect I am too interested in practical uses for stuff in the game. A lot of the game is about decoration and I keep forgetting that. It's one of the best aspects of the game too. I blame 50 years of playing fixed goal games! Takes a bit of getting used to you know, free form goals.
Anyways, the TMS stones look great and I've been using them to make walls so far. Need more though, hehe. More mining! Still learning how to do it properly. Farming, exploring, crafting, lumbering, etc. no problem. Mining... tricky. RL fear of heights and somehow this game's VR enough to trigger it. Best method for me seems to be a straight shaft down with ladders. Open pits drive me nuts with those yawning chasms. Naturally I hit one of those gigantic caverealm caverns. 100+ nodes open space below. Luckily Asuna's x-farming mod has an extensible rope you can drop down (collected 1000 leaves to make it though).
Something about Pyrite made me curious to dig deeper and I found that both TMS & Everness have Pyrite! It explains why I did not gain the Award for mining Fool's Gold yet since I found a deposit of TMS Pyrite & the Award is for the other. It also explains the vine shears which are an Everness item and only coincidentally can be crafted from TMS Pyrite due to an alias allowing TMS Pyrite to be subbed in for Everness Pyrite to make the Everness Pyrite Ingots for the shears. Whew. : )
It does raise a possible rarity problem. It may be that Everness Pyrite was meant to be very rare to make the shears a special item but it seems that TMS allows huge deposits of its version (I did in fact find a cluster of ~150 TMS Pyrite) which may have unintentionally caused the item to be cheaper than it was meant to be.
Mind I'm assuming that Everness Pyrite is either much rarer or found in much smaller clusters. I don't know if that is so.
BTW if it is in fact something that was not meant to be the fix seems simple: Remove the alias making it required to get the right "variety" of Pyrite (hehe) in order to make the super shears. Boy are they fast.
In any case the confusion with two types will remain. It seems to happen with other mod interactions also I've seen. Everness seems to be the culprit mostly as it even has its own version of DIRT! :- D Ev's a beauty of a mod too though so, eh.
The villages look great but I found a couple of problems.
First it crashes (program shutsdown - can resume but...) when I right clicked a village bed to try sleep on it. Afterwards when I restarted my character was standing on the bed but the ceiling was so low that his head was inside a block and it was so narrow that he could not move away. Had to go creative mode to escape.
Second the village was carved brutally out of a mountain creating a giant cliff on one side. Unpleasant but plausible I guesss...
Third there was no way to buy a house apparent. Because:
Fourth there are no villagers (they are added by a mobf_trader mod but that I had to dig out of a forum thread) to buy a house from or to simply populate the village.
Fifth the chests are all unlocked and lootable which pretty much wrecked my game since I'd just managed to get bronze and suddenly there are free steel ingots in the chests. Bah.
Sixth when the mod is removed from the game it leaves behind a mess of no texture blocks (cottages was co-installed/removed).
Sadly I had to delete my world and start over thanks to this mod.
Thanks very much. I skipped the step of making a jar from the bottles. Guess I was too eager to catch a Bee as I'd already tried both nets and was getting frustrated.
It is rather amusing to me to think that as I sense the world it is created. You see I studied Philosophy at Uni and there was a school of thought that only so much of the world as one can sense at the present is actually proovable to exist! Of course in MT it does not cease to exist when one leaves. (Some objects aka animals/monsters apparently do get deleted when no player is near) Come to think it also resembles Quantum Theory in that until a particle is measured it can exist in several states and only the act of measurement nails it down to a specific one. As does the MT world... : )
The server is called Moonlight Falls. That's all I can tell you as I don't have the mod installed myself and am just a player on that server. But it is definitely happening there, I just used a techage quarry and when it mined a lot of gravel it got clogged up with lots of Pietra.
Just a little vent about how you might end up wasting Mithril on a chest that's worse than the Gold one. To wit: equal slots and can't be named.
Friends don't let friends build Mithril Chests...
And yes for anyone who might wanna nitpick sure it's a "status symbol" for the filthy rich who like to build skyscrapers from Mithril Blocks. But it still can't be named so like many status symbols it's actually rather lame.
The decor is nice as far as I can see but playing with it on a server showed up a major problem. When you dig gravel it is often replaced by "Pietra". Not only does this pietra come in 4 types (thus using 4 extra inv. slots) but it reduces the gravel you get. Mods like TNT, Techage, Gravelsieve need a lot of gravel.
There is a workaround that depends on ethereal mod. Crystal Shovels will dig gravel and avoid the pesty Pietra.
It is questionable why a summer decor mod is interfering with gravel digging at all. Beach umbrellas are lovely yes but what has Pietra/Mattone/Granite (an excessively long chain of cooking/crafting the Pietra gets you 5 varieties of Granite which are somewhat decent looking but nothing very special) got to do with it?
Sorry but as the old joke goes: Two thumbs down on this one.
If you could add a wheel too that'd be awesome. Small boats are steered by a handle on the motor it is true but the hull here has a windshield and is far too large for that kind of steering. It would make piloting easier on us too, currently we have to look back all the time to see which way the engine is turned. :)
Hehehe, my grandma's Beetle was also white so I'm never painting the one I built here. Alas, don't have one RL.
In case you're too young to remember the film that's where the title originates. This is a really good mod. The cars look fantastic (although not blocky but I think that bird has flown the coop ;-) and drive pretty well too. The controls will take a while to master but I'm sure my years of old MSDOS auto games will come in handy. Keyboard controls aren't ideal for a car but hey that's the way it was and is.
As a real life motor boater I must say this feels pretty accurate. The controls take a bit of time to get used to (and something that's missing is a steering wheel like in the cars to show you your direction) but after that you are flying. They are fast. They're also biogasguzzlers. ;) You might have to work hard to keep that engine fed. Interestingly they can run aground in shallow water and "sink". You'll need to use your shovel to save your vessel. Sometimes they also seem to run into "rough" water and start bucking up and down. Maybe it has something to do with flowing water. There is no reverse on the engine (unlike on real ones) but you can paddle reverse so it isn't too problematic.
There are no moths in LOTR, the Hobbit or the Silmarillion.
Planted these on Blocky but 1 deep and when they didn't do anything I checked the code and it needs 2 water above. So all my seeds wasted because this was not documented in the readme. I'll have to gather more seeds and craft more soil (you can't dig it up) and start all over. Irritating and not fun.
I've run into this mod on Schwarzwald Server and for some reason lava won't turn into obsidian using the usual methods. Is this a bug on the server or is this a glaring oversight in the mod description that lava no longer can be made into obsidian when it is active?
How do you charge it?
I crafted one on TA and I right and left click on everything in sight while the staff is selected in my hotbar. Nothing. From the program code I see that it should turn various dirts into others. This is not happening even on the dirts listed in the code.
The bowl for beetroot soup isn't craftable on every server where it co-exists with the above mods. Recipe is the same for all 3 bowls! Planks in a V.
And bitbucket is still inaccessible due to its inability to work with browser privacy addons. Bitbucket must be spies.
Makes repair more important. Preserve those tool xp! : ) Also adds more choices to make. Keep using your level 10 steel/bronze/mese pick or start on a new level 1 diamond one? Tricky. This mod definitely adds some spice to the tools, always glad to see it in use on a server and sad when I don't.
They look good and have neat special abilities. I've used them on several servers now.
Some specific notes.
The Engraved Pick's special might require you to break habits on where you keep stuff on your hotbar. I suspect many players have established patterns of layout. Being forced to insert or shuffle them for this pick is an unfortunate annoyance. Can't be helped I realize.
The pick is fast and you may end up digging sand/gravel you didn't intend to behind the rock you targeted. Watch out. :)
The Capitator is limited to MTG trees basically (the 5 default/core types). Still a good and helpful ability. A big GOTCHA though is that it ONLY cuts the trunks and leaves the leaves to decay. Woodcutting mod is definitely better than this axe. Still you can workaround it by collecting the leaves manually first. And if you don't want the leaves then it's great! :)
The chest is nice but really expensive (more than an ender). On one server it exists alongside the ender. I have 2 of each and the nice thing is that this chest has a separate inv from the ender thus giving you 2 sets!
It checks the 8 nodes around & 1 below the gear for ice but it doesn't seem it cares if there is actually any water below the ice! My suggestion would be to simply change it to y-2 from y-1 and check for water instead of ice. That way it would actually require a lake/ocean with at least 1 ice above it where the hole is drilled.
P.S. Found a map generated one (I think) in a virgin forest with some ice on the ground. At first I thought it was put by a player but that's unlikely.
Love this idea. Obviously it's not going to appeal to everyone. Some people I'm sure thrive on the spawn swarm. It'll create a truly decentralized world. Can't wait to find a server using it.
It's got good realism but the stinker is the final piece needed to make honey: The extractor/centrifuge. Costs two mese crystals which might not be much on some servers but on others it is hard to come by. On those servers 2 mese crystals are not even close to being worth investing in some honey...
Dudes... honey is only food. Easier to grow wheat.
My suggestion is to change it to something reasonable like tin ingots or even just coal. Deep mining should not be a prerequisite for making honey. Or forget tin/coal, make it something like wood.
<rant on> Centrifuge??? How did apiarists extract honey back in the year 4000 BC? Not with a piece of high tech machinery I'll tell you. The extractor might need to be totally overhauled or eliminated. Just a bad choice. I was expecting to take the filled frame and put it in my craft grid and get honey. When I learned I need a machine that costs 2 mese I was understandably irritated. <rant off>Yeah the monsters were fighting the animals and that's why they all showed up. Good to hear that it tried to hide them but there is that loophole of 3rd party fighting unfortunately.
I look forward to any improvements as I do think it's a good mod except for that flaw.
These are great but it seems they don't match up with the standard area that can be set of 64x128x64. The 64's are fine but the 128 can't be used with the markers because when you set two markers (say in 64 square) and then right click the marker it asks how high and low to set the area. That is fantastic because it doesn't force you to fly/dig to set the right height. But the problem is that when I try to set it to 63 below and 64 above the height of the markers (assuming they're at the same height) it gives an error about the max combined height has to be less than 100! As a greedy little land baron (kidding, the more you protect from vandals the better) I want those extra 29 nodes either up or down.
OK so it does use an armour slot, got it. I've been reconsidering i3 lately. It's great but it's not perfect. The backpack is hard to use and only 16 in size (plus you can't shift click stacks in and out of it quickly) and all the selections require one to scroll down from the crafting grid. The autocraft is very nice but it doesn't update the button to use it if you bring in the needed items, gotta go back and forth to get it to work. It has a useless feature of a 9x4 grid (which one basically needs to disable to work with default chests). I also have noticed that no server I've tried uses i3.
I'm thinking of switching to unified (I think that's the name) which is used on many servers and I've found to be quite good too. 4 bags of 24 is awesome (did I ever mention I'm a packrat? <grin>) and they're easier to access. And of course it has 6 slots for armour. It too has flaws (no sorting, no waypoints, useless categories bar at top) but hey.
Solution was to reload. All's fine now.
I accidentally hit her while trying to mine a tunnel out for us after we fell of a cliff into water and survived! I can still ride her (Black Beauty) but when I dismount she runs away. She's going nuts in her corrall.
What can be done?
I made one and tried to equip it in the armor slots. Is that the right way or does it just have to be in the inventory? Can it be in a bag?
I am pretty sure I also found out that i3 is incompatible with it. There are only 5 slots so when I tried putting it in the shield slot it bugged out and duplicated my shield and destroyed the charm. Looks like i3 has some downsides that I hadn't noticed before. The 5 armor slots also wouldn't work with the feather fall item I've used elsewhere.
The slimes add a zing to Asuna's serenity but I was wondering if there was a way to tune their frequency? It seems I'm practically guaranteed to run into those slimy suckers whereever I go. I did notice they seem to be more prevalent in certain landscapes. My world is set in a lush grassland on a pond near a Dorwinion Forest (it is a sight!) but the green slimes just seem endless in the grass and the pond generates blue ones too. A second world I made with Asuna using valleys plopped me into a quite different biome with some sort of Everness dry vegetation and I saw 0 slimes until I walked into another biome.
Anyways, the question is there a setting that affects slime spawn rates? I know mobs redo has one but I already set that to 1/10th default! Do I need to edit the custom Asuna conf file perhaps to lower slime spawn rates? IIRC slimes use mobs redo? I'd also only want to lower it to half or a third maybe.
Slimes aren't as pesky as those tenplus1 classic monsters (Land Guards - ack!). Well they do keep you on your toes a lot with their eq sucking ability. Not sure, but I think one digested a tool of mine in a second (not 5 minutes) but I'm not positive I found a bug so I've not reported it. I've had a lotta fun making fall pads for the rift near my base which is also the mine entrance.
Absolutely, that's basically what I was trying to say. The mods I tried were all ones that did not overlap the custom ones in Asuna but I'd say that it is better to stick with the carefully curated selection that Asuna is. The one I did in the end add is i3. Integrates quite well and for me is a must have as I tend to fuss with my inventory a lot. A LOT. ;- )
I had in fact started two MTG worlds for exactly that reason, to try my own brew of mods in and they are both quite nice too. One is a Ethereal/Animalia (plus all the rest of the "utility" mods) combo while the second was a Everness/Wilhemine's Animals (with the same extras).
Ah that's good to hear. My humourous tone may have obscured the fact that like Charles I'd really not like to see weeds in Asuna. Seaweed? Ah there I go again... ;- )
I started a game of base Asuna some weeks ago when I started playing MT/Luanti and after a while I found some mods I liked a lot so I added them to Asuna but the result was less than ideal. Wilhemine's Animals caused a pair of Tigers to appear in my peaceful (well aside from the slimes) pond home. They killed all the chickens in the coop and they killed my horse in its corrall (sp?) too! All that was left was the saddle... Being a RL tiger lover naturally I did not fight them although they twice left huge claw marks down my back as I fled.
I also found weeds starting to grow, but I think that's been added to Asuna base.
I've uninstalled the mods now (yeah got unknown nodes around for a while I guess until they wash out) and I think it is best to play Asuna as it was designed. It is pretty finely tuned I think with what it needs. I am only considering re-adding i3 as I'm not fond of sfinv. i3 is listed as an optional dep. and it supports the skins/awards that Asuna uses as a bonus.
I also had forgotten that the item pics (textures I think people call them) in Asuna were quite unique so I started a new Asuna world (with valleys mapgen though and got the warning - will play it a bit more and see if it works ok) and realized those were normal and not the result of my mod experiments, hehe. Found one of the newly added fallen stars by chance in that new world. Much better than a torch!
Anyways, do reply if you've got some interesting stories about mods you've added to Asuna.
Oh that must have been added in the latest version. Resuming a game I suddenly found them and assumed it was some of the extra mods I installed. I've deselected all the extra mods now to go back to a pure Asuna but I guess I haven't squashed the weeds after all, ROFL.
I know weeds from the Your Land server and they make cool looking blocks from 9 of them. It does encourage not letting fields lie fallow. Of course you can always farm weeds and build a skyscraper from them.
Oh gosh, no I was blaming the Stamina mod. That's why I uninstalled it and installed the compatible ones. I guess mentioning it here might have given the wrong impression. Still the fact remains that they don't play well together and that is relevant to this mod even if the fault lies with the other mod.
Problem with the default is that you're never sure if you have 10 hearts or just 9. I suppose if you play enough you see it, but I've only played a few weeks. This mod is a life saver. That 1 missing heart could be the one that kills you... ;- )
Unfortunately it does have a compatibility problem with the stamina mod. The breads from Stamina appear at the same place as the Saturation bar. Looks hideous and naturally is hard to read. My solution was to uninstall Stamina and install hbhunger and hbsprint to provide something sort of similar.
It sure helps, but I fear it helps way too much. I could spot monsters a hundred nodes away. Normally they are barely visible in the dark and often get the drop on me. Basically an easy mode.
Perhaps with some tinkering it could be improved though. A setting to choose how close a mob has to be before the bar appears might be an improvement. Best would be a setting that allows one to choose only having the bar appear after you've been attacked or have attacked a mob. Or maybe the bars could be set to appear only when the mob is close enough to get the hover info on it. Lotsa possibilities.
As is though it's too powerful.
I'm afraid I don't see the point of extra realism when the game has floating blocks of stone... True I sometimes smirk at being able to reach 5 metres across a chasm to mine some ore and retrieve it like magic but like I said, floating stone, so why not?
What is a "heat combo"?
Oh it's not even Everness that controls it. : ) I should post it to Asuna (which is where the alias is defined) maybe. But in the big picture view I suspect I am too interested in practical uses for stuff in the game. A lot of the game is about decoration and I keep forgetting that. It's one of the best aspects of the game too. I blame 50 years of playing fixed goal games! Takes a bit of getting used to you know, free form goals.
Anyways, the TMS stones look great and I've been using them to make walls so far. Need more though, hehe. More mining! Still learning how to do it properly. Farming, exploring, crafting, lumbering, etc. no problem. Mining... tricky. RL fear of heights and somehow this game's VR enough to trigger it. Best method for me seems to be a straight shaft down with ladders. Open pits drive me nuts with those yawning chasms. Naturally I hit one of those gigantic caverealm caverns. 100+ nodes open space below. Luckily Asuna's x-farming mod has an extensible rope you can drop down (collected 1000 leaves to make it though).
Something about Pyrite made me curious to dig deeper and I found that both TMS & Everness have Pyrite! It explains why I did not gain the Award for mining Fool's Gold yet since I found a deposit of TMS Pyrite & the Award is for the other. It also explains the vine shears which are an Everness item and only coincidentally can be crafted from TMS Pyrite due to an alias allowing TMS Pyrite to be subbed in for Everness Pyrite to make the Everness Pyrite Ingots for the shears. Whew. : )
It does raise a possible rarity problem. It may be that Everness Pyrite was meant to be very rare to make the shears a special item but it seems that TMS allows huge deposits of its version (I did in fact find a cluster of ~150 TMS Pyrite) which may have unintentionally caused the item to be cheaper than it was meant to be.
Mind I'm assuming that Everness Pyrite is either much rarer or found in much smaller clusters. I don't know if that is so.
BTW if it is in fact something that was not meant to be the fix seems simple: Remove the alias making it required to get the right "variety" of Pyrite (hehe) in order to make the super shears. Boy are they fast.
In any case the confusion with two types will remain. It seems to happen with other mod interactions also I've seen. Everness seems to be the culprit mostly as it even has its own version of DIRT! :- D Ev's a beauty of a mod too though so, eh.
The villages look great but I found a couple of problems.
First it crashes (program shutsdown - can resume but...) when I right clicked a village bed to try sleep on it. Afterwards when I restarted my character was standing on the bed but the ceiling was so low that his head was inside a block and it was so narrow that he could not move away. Had to go creative mode to escape.
Second the village was carved brutally out of a mountain creating a giant cliff on one side. Unpleasant but plausible I guesss...
Third there was no way to buy a house apparent. Because:
Fourth there are no villagers (they are added by a mobf_trader mod but that I had to dig out of a forum thread) to buy a house from or to simply populate the village.
Fifth the chests are all unlocked and lootable which pretty much wrecked my game since I'd just managed to get bronze and suddenly there are free steel ingots in the chests. Bah.
Sixth when the mod is removed from the game it leaves behind a mess of no texture blocks (cottages was co-installed/removed).
Sadly I had to delete my world and start over thanks to this mod.
Thanks very much. I skipped the step of making a jar from the bottles. Guess I was too eager to catch a Bee as I'd already tried both nets and was getting frustrated.
With a bottle in hand it doesn't work to catch them as claimed.
It is rather amusing to me to think that as I sense the world it is created. You see I studied Philosophy at Uni and there was a school of thought that only so much of the world as one can sense at the present is actually proovable to exist! Of course in MT it does not cease to exist when one leaves. (Some objects aka animals/monsters apparently do get deleted when no player is near) Come to think it also resembles Quantum Theory in that until a particle is measured it can exist in several states and only the act of measurement nails it down to a specific one. As does the MT world... : )