Easy to steer, pretty head tossing animations and the horseshoes enable very nice speeds. On longer trips on flat (or roads), you can just turn on autoforward, direct the horse with the mouse and forget about the keyboard.
Ok the crackling was just the fire downstairs but something did teleport me out of the castle when digging gold blocks, multiple times. Some other mod being funny them. Into open air in a cavern, into rock, into a lake of oil.
Thank you btw, your mod makes the game infinitely better.
Does the castle now have a teleport trap for the greedy?!? One will be patiently, harmlessly dismantling the pile of gold only to be zapped into rock or an oil pool?
(Not complaining, just very surprised that it happened and would be grateful for a confirmation that the sudden teleport was this mod's doing, and that the cracling sound was there to warn me, and that it gives you less time each time.)
Seriously, all of the structures are fun. The wagon could use actual round wheels, which would make a valuable decoration for one's own builds. Like in Cottages or something.
...but I can't repair a gate that generated broken. In a creative world with the same seed, I surrounded it fully with 48 tier 3 extenders, but the beacon is still off. Replced the beacon, still off. What am I doing wrong?
With minor reservations, a great mod. It's fantastic to be able to dress how you wish, and make your own clothes too, then still put on armor on top of the clothes. The spinning wheel, loom and sewing table are great toys, with nice models and spinning animation. I appreciate that you can power them by hand if you are not into advanced tech.
I'm excited to see if I can convince the spinning machine to accept other kinds of fibre somehow. Guess spinning_machine:recipe_register_input is going to be invisible outside the mod? I can probably make a tweak for our use at home, but maybe it could be public for people with flax, actual spinnable shhep's wool or whatever?
The gripes, as promised (all really small):
Needles can be made from bones, but unless you happen to be running the bonemeal mod already or look at the code, or ask the author (thanks for replying elsewhere), you won't know and there will be no sewing. The readme misleadingly says you can craft needles from... more needles.
Dirty water can be purified with gravel but it's not quite clear how. By emptying the bucket on top of gravel I think?
The forms for the machines are an eye-burning light grey, which is some everness-level sh** to do to innocent people with sfinv.
The forms for the machines could use labels or tooltips, or screenshots.
Only know this mod as the API for Clothing 2, in which role it does a great job.
And this is what SFENCE is replying to:
"Edit: help! No recipe for needles!
The machines need tooltips, or labels, or screenshots. I did get them to work with the readme, but it could be easier. Another small gripe: the light grey forms hurt your eyes if you are on sfinv.
But it all works or at least I haven't run into an issue in five minutes in creative. Production takes quite some time, but I like that, actually. The models and the spinning animation are great. And it's fantastic to be able to dress yourself how you wish, then still put armor on top."
Proud :d of myself for figuring out that the smoker is left-clicked on the hive and the extractor is placed, but still have questions. What can you do wth a wild honeycomb other than eat it, that is, shouldn't it be craftable into honey? And, the beeswax could be used to make Ethereal's candles, but apparently not? Does it have other uses somewhere?
But one wants to be able to place water anyway, for landscaping, and then there is no incentive to use the irrigation devices. They would be more attractive if bucket placement were left alone but water didn't make soil wet, or better, if default node water only had the wetting range of 1 node.
Very satisfying streets. A fine selection of natural resources. The oil is insidious in the dark, surprising. The zinc textures make more sense than in the zinc mod. It does not insist on technic, moreblocks, basic materials or abstruse machines.
Wishlist (but at least some of these are easy to do at home): more viscous oil; tar as even more viscous liquid; asphalt, concrete and sidewalk ramps in 1 x 3 and maybe 1 x 4; (more) uses for nickel, lead, galvanized steel etc. Lump textures more in line with default. Explosions. Some oil well / oil drilling mechanic. Should oil put out torches or burst into flame on contact? But it's already 9.5/10 as it is.
The sounds are hilarious. Building in the air is very useful, but you cn also place them where you stand and climb up in place as with sand. Fun all around.
Easy to steer, pretty head tossing animations and the horseshoes enable very nice speeds. On longer trips on flat (or roads), you can just turn on autoforward, direct the horse with the mouse and forget about the keyboard.
Ok the crackling was just the fire downstairs but something did teleport me out of the castle when digging gold blocks, multiple times. Some other mod being funny them. Into open air in a cavern, into rock, into a lake of oil.
Thank you btw, your mod makes the game infinitely better.
Does the castle now have a teleport trap for the greedy?!? One will be patiently, harmlessly dismantling the pile of gold only to be zapped into rock or an oil pool?
(Not complaining, just very surprised that it happened and would be grateful for a confirmation that the sudden teleport was this mod's doing, and that the cracling sound was there to warn me, and that it gives you less time each time.)
Seriously, all of the structures are fun. The wagon could use actual round wheels, which would make a valuable decoration for one's own builds. Like in Cottages or something.
...but I can't repair a gate that generated broken. In a creative world with the same seed, I surrounded it fully with 48 tier 3 extenders, but the beacon is still off. Replced the beacon, still off. What am I doing wrong?
With minor reservations, a great mod. It's fantastic to be able to dress how you wish, and make your own clothes too, then still put on armor on top of the clothes. The spinning wheel, loom and sewing table are great toys, with nice models and spinning animation. I appreciate that you can power them by hand if you are not into advanced tech.
I'm excited to see if I can convince the spinning machine to accept other kinds of fibre somehow. Guess spinning_machine:recipe_register_input is going to be invisible outside the mod? I can probably make a tweak for our use at home, but maybe it could be public for people with flax, actual spinnable shhep's wool or whatever?
The gripes, as promised (all really small):
Needles can be made from bones, but unless you happen to be running the bonemeal mod already or look at the code, or ask the author (thanks for replying elsewhere), you won't know and there will be no sewing. The readme misleadingly says you can craft needles from... more needles.
Dirty water can be purified with gravel but it's not quite clear how. By emptying the bucket on top of gravel I think?
The forms for the machines are an eye-burning light grey, which is some everness-level sh** to do to innocent people with sfinv.
The forms for the machines could use labels or tooltips, or screenshots.
So it should! Will adjust it and post it there, thanks for replying!
Only know this mod as the API for Clothing 2, in which role it does a great job.
And this is what SFENCE is replying to:
"Edit: help! No recipe for needles!
The machines need tooltips, or labels, or screenshots. I did get them to work with the readme, but it could be easier. Another small gripe: the light grey forms hurt your eyes if you are on sfinv.
But it all works or at least I haven't run into an issue in five minutes in creative. Production takes quite some time, but I like that, actually. The models and the spinning animation are great. And it's fantastic to be able to dress yourself how you wish, then still put armor on top."
fantastic!
Proud :d of myself for figuring out that the smoker is left-clicked on the hive and the extractor is placed, but still have questions. What can you do wth a wild honeycomb other than eat it, that is, shouldn't it be craftable into honey? And, the beeswax could be used to make Ethereal's candles, but apparently not? Does it have other uses somewhere?
But one wants to be able to place water anyway, for landscaping, and then there is no incentive to use the irrigation devices. They would be more attractive if bucket placement were left alone but water didn't make soil wet, or better, if default node water only had the wetting range of 1 node.
A wip version with a carrot and hat would be awesome too. But it;s quite nice and a fine idea.
Very satisfying streets. A fine selection of natural resources. The oil is insidious in the dark, surprising. The zinc textures make more sense than in the zinc mod. It does not insist on technic, moreblocks, basic materials or abstruse machines.
Wishlist (but at least some of these are easy to do at home): more viscous oil; tar as even more viscous liquid; asphalt, concrete and sidewalk ramps in 1 x 3 and maybe 1 x 4; (more) uses for nickel, lead, galvanized steel etc. Lump textures more in line with default. Explosions. Some oil well / oil drilling mechanic. Should oil put out torches or burst into flame on contact? But it's already 9.5/10 as it is.
The sounds are hilarious. Building in the air is very useful, but you cn also place them where you stand and climb up in place as with sand. Fun all around.