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StrayWolfe

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Posts posted by StrayWolfe


  1. On 7/27/2016 at 3:14 PM, TonyLiberatto said:

    Well, like someone else said. It's your mod. We are just grateful for all the hard work and this amazing addon you have provided for us.

    For the In real life argument, as a history teacher I can tell you that clay came after wood and bone. It was not long ago that people started using clay plates.

    As for the gameplay, just have a log and a knife in the crafting grid and make a few wood bowls.

    I do not see them as an upgrade of the clay bowl as much as a total replacement.

    The thing was such a bad idea that no one makes salads after they have bread in regular TFC. SO the clay consumption stops there and people can save the clay for molds.

    Is not just about the grind to have to constantly make new bows, is also and maybe more importantly about the waste of clay and resources.

    8 logs, 8 straw, 20 clay just to make 4 clay bows.

    I am one to ask for realism in Minecraft but this looks like grind for the sake of grind.

    This addon already adds a lot of work to prep the food, why make it so much hard to consume?

    Once the player have the prep table and access to bread the only difference between a sandwich and a salad is the bowl, does it really matter what the bowl is made of?

    All the features that this addon creates would remain the same.

    Maybe I am not giving the exactly dimension of the problem.

    In single player this may not be a big issue. Specially for someone that is just surviving and trying for metals.

    On a big server, with towns having 8 or 10 residents, pretty soon there is no more clay nearby and when someone makes a trip to collect it it is exclusively to be used for molds.

    Also you have the issue of a communal Kitchen. So when a player is hungry and cannot eat a sandwich because he got the message that he is tired of that food, his easier option would be the salad. Now he cant make a salad because the previous player used it all up.

    He looks around and cant find clay. what is he supposed to do?

    I understand those are server issues, but they are common and could be easily avoided by creating a wood bowl that would be unbreakable. Easy to make, log and knife. No one has to go hungry anymore.

    I am however open to suggestion from other players that have come across the same issue.

    I have given the bowl issue a lot of thought and I have decided to leave the bowls as clay bowls with the drastically reduced break rate. The old TFC bowl break rate was 50% now it will be 2%. Before you would need 5 clay to make bowls for food every day in game, whereas now you need 5 clay every 25 days in game. I am also adding the config option to completely remove bowl breaking while eating. I believe these measures will greatly reduce the burden of clay gathering.

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  2. 21 minutes ago, CALEBXD101 said:

     I see sorry for the trouble. By the way do you intend on having a way for vanilla food to be edible I n TFC I know it would be hard though.

    If you are asking if I am going to add a way to make vanilla foods compatible with TFC, the answer is no. Vanilla food will not work as TFC food in so many ways. It has no weight, size, decay, food group, cooking values, etc. Basically TFC is not compatible with vanilla minecraft, TFC is a remake of vanilla which is why some many mods are not compatible.

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  3. 4 hours ago, CALEBXD101 said:

    No I mean. Like what if you want this add-on's version of TFC's food and not regular TFC food. Is there any way of disabling regular TFC food.

    Regular TFC foods are converted on pickup. There are possibly other ways to "disable" TFC foods but they are called too often for me to consider them. Both foods are edible and eventually you will run out of TFC food, so I am fine with not adding a method that instantly converts everything over.

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  4. 2 minutes ago, CALEBXD101 said:

    Hmm wait but lets say you just want this add-on's version of TFC food how would you go about doing that.

    Also I am not sureif this is still in TFC but why can't you die from hunger?

    You mean just food and no animal conversion or anything else? Animals needed to be converted to be feed food, otherwise you cannot interact with them.

    I haven't done anything to the hunger system, that is TFC. You do lose total health for having hunger by losing nutrition. Eventually you will reach 50 hp, which the minimal damage from falling is 100hp.

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  5. 5 hours ago, TonyLiberatto said:

    That would for sure help. And I appreciate.

    I would still prefer a permanent solution, something like the Leather water sac. As soon as I have leather I replace the water jug and never again have to worry about them breaking.

    My point is that having to work for something is OK, what bothers me is the constant grind. having to make new clay bowls every few days is still a grind. Gotta remember that clay is a non renewable resource and in a server we soon run out of it on the immediate proximity of a town. 

    IRL people used wood and bone plates more often than clay, and no one would go traveling with clay utensils.

     

    While it might be something IRL, it does not mean it will work well in gameplay. How would you work up to wood from clay? I guess a solution could be a metal bowl to work up to from clay. Anyway,  this mod is intended to increase the grind and not decrease.

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  6. 3 hours ago, TonyLiberatto said:

    Would it be possible to add a wood bowl? It is really annoying to have to make so many clay bowls. No one is that clumsy.

    On regular TFC I never ever make salads, now with this addon I am forced to use bowls, so I think we should have an alternative, just so we do not have to keep making clay bowls.

    Or I could simply turn down the rate at which bowls break and provide a config to set the frequency. Currently the default TFC bowl break rate is 1/2, whereas the jug breaks 1/50. I think it would be logical to set the bowl break rate to be at least as common as the jug.

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  7. 15 hours ago, TonyLiberatto said:

    One of the things that most attracted on this mod is how it makes food more realistic. Now this mod changes not only the way we prep food but also how much of a certain food we can eat before getting tired of it.

    I really like this feature as I have said many times IRL there is no way you can eat over and over again even your most favorite dish. If you try it would and up making you sick.

    that said, I have come across some logistic issues. 

    When playing TFC the 2 things that I do more often are mining and Building.

    As I go down a mine shaft I have 4 sandwiches in my inventory, I do not want to come back up until my inventory is full with rocks and ore. I will then empty my inventory in a chest and make more food to go down again.

    Breaking blocks uses up the food in your bar faster than just standing around ( at least that's the impression I have ).

    In my mind the closer we get to the same balance we have in real life the better. Guarded the proportions, after all this is a game.

    It has always bother me the way TFC handle food decay. 

    I never liked to have to cut decay from food.

    yes IRL is possible to cut decay from a fruit or vegetable.

    What bothers me is to have decay showing as a percentage and everyday ticking. I would like for food to have a expiration date. after that it would start to show decay.

    I do not mind working hard for anything I get in the game. What it bothers me is the grind of having to cut decay from food every day.

    When the first humans developed food preservation it was in a way that did not required constant attention and care.

    Once you make cheese and store it in a dry place it will last for years.

    The same applies for dry meat and sausages.

    dry fruit and vegetables in a lesser scale.

    For most of those foods once you see any sign of rotten it is time to throw the whole thing away.

    In essence I do not mind having to work a few days straight for food preservation. But once I am done I want to forget  about that and go do something else.

    Humans have stored grains in silos for the past 5 thousand years without any special preservation.

    I am not advocating for no work. Okay so I have to plant and harvest and should have to process the grains ( including corn please ) then all it needs is a dark and dry place and it will last for years.

    Now for cooked and prep food what is the solution?

    No way a sandwich will last for days, the same apply for salads, soups or stews.

    Even today in primitive societies around the world, when people need to travel or go hunting, they have special food for traveling that will last for many days.

    In Medieval Europe people would always carry Cheese, bread, sausage, crackers and wine. 

    Many African tribes had a kind of cake made with dry meat, dry fruit, fat and flour. This would last for many months.

    Of course this kind of food is not the healthiest, but it will sustain you. And allow you to work hard and travel.

    Once you back home is the time to eat fresh fruits and vegetables to increase you health again.

    Of course a balance needs to be found to prevent players to eating only that kind of food in detriment of others.

    My initial proposal was that eating the same food over and over  would get you to a maximum of 1000 points of health and the only way to go over would be to add variety. So if you are hungry is not impossible to eat the same thing you ate the last day, is just that your health will be capped at 1000 until you start to add different food for each food group.

    First thing is to have all 5 food groups, until you have that you will have no Bonus. It may not make much sense IRL, but for game mechanic it works better.

    So each food group has a range from 200 points to a maximum of 600 points. 200 points for each different food in the same group. Again the extra points only apply if you are eating from the 5 groups, Otherwise people could eat 3 vegetables and 3 meats and get to 1200 points , this would be wrong, because the lack of the other food groups has a consequence in your health. 

     

    This post got a lot bigger than I have intended. Sorry, I feel like I was just venting. But those issues strike a cord in me.

    Maybe many features are outside of the scope of this addon, or just not what the author intended.

    Please use what you like and dis-consider the rest.

     

     

    For the decay and health, I'll think about it but I probably will not change the decay or health systems. As for meals with low decay rates, that is definitely something I can add.

    14 hours ago, Monarch_of_Gold said:

    ...to add to that, shouldn't potatoes be one of the things you can eat consistently for some kind of sustinence? While The Martian was at least partly fictional, the part where he lives off of potatoes is quite true - they're pretty much the only thing that provides just about everything you need. No doubt he got tired of it, but he ate them because it was all he had left. The author probably did quite a bit of research to figure out that potatoes alone can sustain you. You won't be the healthiest person on Mars, but you will at least be alive at the end of the year when your people come back to rescue you.

    Just a thought.

    [EDIT] Did a little fact-checking and, while it would technically be possible to survive on potatoes, by the end of the year Watney was definitely ill and suffering from some major key deficiencies. A lot of scientists say it would have helped to have some "pulses" on-board in case of emergencies - beans like pintos or peas - which would help provide what potatoes lack, and push nitrogen back into the soil, making it healthier for more crops. Pulses are also useful because pretty much the entire plant is edible, from hull to bean to leaves and maybe even stalk, which would add a bit more variety and yet more nutrients.

    I know you can survive on a few food items without getting deficiencies, but I am not really interested in replicating real life. Like vanilla, TFC seemed a little lacking in the food department so I began creating this mod. I enjoyed the the challenge of needing different foods that Pam's Harvestcraft and the Spice of Life mods brought to vanilla and I wanted to bring that to TFC. 

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  8. 10 hours ago, TonyLiberatto said:

    The new animals do not work with Tucker bags, from the Udary Mod.

    With the way ropes are in Minecraft and the long distances in Terrafirmacraft it is not uncommon for a player to have to travel 6000 blocks to get chickens back to the base. 

    I'm not sure why the Tucker Bag does not work since all of the animals in this mod carry all of the same indicators as their TFC copy to allow for compatibility. The Animal Crate works great though. I will try to contact Bletch to see if there is any way there can be compatibility, although I think it will have to be a change with Udary since I have done everything I can to add compatibility.

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  9. 2 hours ago, CreeperVon said:

    Getting a crash when starting minecraft. Have the up to date forge and everything.

    EDIT: Mods I have are TFC, REI's minimap, cellars addon v1.1, decorations mod (however I didnt have decorations when this crash came up)

    Heres log:

      Hide contents

    ---- Minecraft Crash Report ----
    // Uh... Did I do that?

    Time: 7/25/16 8:12 PM
    Description: There was a severe problem during mod loading that has caused the game to fail

    cpw.mods.fml.common.LoaderException: java.lang.ClassNotFoundException: sladki.tfc.Cellars
        at cpw.mods.fml.common.LoadController.transition(LoadController.java:163)
        at cpw.mods.fml.common.Loader.loadMods(Loader.java:544)
        at cpw.mods.fml.client.FMLClientHandler.beginMinecraftLoading(FMLClientHandler.java:208)
        at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:480)
        at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:878)
        at net.minecraft.client.main.Main.main(SourceFile:148)
        at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
        at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
        at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
        at java.lang.reflect.Method.invoke(Unknown Source)
        at net.minecraft.launchwrapper.Launch.launch(Launch.java:135)
        at net.minecraft.launchwrapper.Launch.main(Launch.java:28)
    Caused by: java.lang.ClassNotFoundException: sladki.tfc.Cellars
        at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:191)
        at java.lang.ClassLoader.loadClass(Unknown Source)
        at java.lang.ClassLoader.loadClass(Unknown Source)
        at cpw.mods.fml.common.ModClassLoader.loadClass(ModClassLoader.java:58)
        at java.lang.Class.forName0(Native Method)
        at java.lang.Class.forName(Unknown Source)
        at cpw.mods.fml.common.FMLModContainer.constructMod(FMLModContainer.java:440)
        at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
        at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
        at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
        at java.lang.reflect.Method.invoke(Unknown Source)
        at com.google.common.eventbus.EventSubscriber.handleEvent(EventSubscriber.java:74)
        at com.google.common.eventbus.SynchronizedEventSubscriber.handleEvent(SynchronizedEventSubscriber.java:47)
        at com.google.common.eventbus.EventBus.dispatch(EventBus.java:322)
        at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:304)
        at com.google.common.eventbus.EventBus.post(EventBus.java:275)
        at cpw.mods.fml.common.LoadController.sendEventToModContainer(LoadController.java:212)
        at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:190)
        at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
        at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
        at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
        at java.lang.reflect.Method.invoke(Unknown Source)
        at com.google.common.eventbus.EventSubscriber.handleEvent(EventSubscriber.java:74)
        at com.google.common.eventbus.SynchronizedEventSubscriber.handleEvent(SynchronizedEventSubscriber.java:47)
        at com.google.common.eventbus.EventBus.dispatch(EventBus.java:322)
        at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:304)
        at com.google.common.eventbus.EventBus.post(EventBus.java:275)
        at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:119)
        at cpw.mods.fml.common.Loader.loadMods(Loader.java:513)
        ... 10 more
    Caused by: java.lang.UnsupportedClassVersionError: sladki/tfc/Cellars : Unsupported major.minor version 52.0
        at java.lang.ClassLoader.defineClass1(Native Method)
        at java.lang.ClassLoader.defineClass(Unknown Source)
        at java.security.SecureClassLoader.defineClass(Unknown Source)
        at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:182)
        ... 38 more


    A detailed walkthrough of the error, its code path and all known details is as follows:
    ---------------------------------------------------------------------------------------

    -- System Details --
    Details:
        Minecraft Version: 1.7.10
        Operating System: Windows 7 (amd64) version 6.1
        Java Version: 1.7.0_79, Oracle Corporation
        Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Oracle Corporation
        Memory: 131519608 bytes (125 MB) / 300544000 bytes (286 MB) up to 1060372480 bytes (1011 MB)
        JVM Flags: 6 total; -XX:HeapDumpPath=MojangTricksIntelDriversForPerformance_javaw.exe_minecraft.exe.heapdump -Xmx1G -XX:+UseConcMarkSweepGC -XX:+CMSIncrementalMode -XX:-UseAdaptiveSizePolicy -Xmn128M
        AABB Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
        IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0
        FML: MCP v9.05 FML v7.10.99.99 Minecraft Forge 10.13.4.1558 9 mods loaded, 9 mods active
        States: 'U' = Unloaded 'L' = Loaded 'C' = Constructed 'H' = Pre-initialized 'I' = Initialized 'J' = Post-initialized 'A' = Available 'D' = Disabled 'E' = Errored
        UC    mcp{9.05} [Minecraft Coder Pack] (minecraft.jar) 
        UC    FML{7.10.99.99} [Forge Mod Loader] (forge-1.7.10-10.13.4.1558-1.7.10.jar) 
        UC    Forge{10.13.4.1558} [Minecraft Forge] (forge-1.7.10-10.13.4.1558-1.7.10.jar) 
        UC    tfc_coremod{0.79.29} [TFC[coremod]] (minecraft.jar) 
        UC    CodeChickenCore{1.0.7.47} [CodeChicken Core] (minecraft.jar) 
        UC    NotEnoughItems{1.0.5.118} [Not Enough Items] (NotEnoughItems-1.7.10-1.0.5.118-universal.jar) 
        UC    terrafirmacraft{0.79.29} [TerraFirmaCraft] ([1.7.10]TerraFirmaCraft-0.79.29.922.jar) 
        UE    tfccellars{1.1} [CellarsAddon] ([1.7.10]TFCCellarsAddon-1.1.jar) 
        UC    ReiMinimap{1.7.10} [Rei's Minimap] (Reis-Minimap-Mod-1.7.10.jar) 
        GL info: ' Vendor: 'ATI Technologies Inc.' Version: '4.5.13399 Compatibility Profile Context 15.200.1062.1004' Renderer: 'AMD Radeon R9 200 Series'

     

    Use java 8 to run it. That should fix it.

    java.lang.UnsupportedClassVersionError: sladki/tfc/Cellars : Unsupported major.minor version 52.0 means Cellars was compiled with java 8, you are using java 7.

    1

  10. 2 hours ago, CALEBXD101 said:

    Just asking before I get this add-on. 

    So I am correct in saying that this add-on has it's own version of all TFC foods? So is all the food converted upon world generation or what?

    You are correct, it completely replaces all of the TFC food with copies of its own. The food is converted when it is picked up off of the ground. You can still eat TFC food but it will not have diminishing returns like this mod's foods. You will not be able to obtain new TFC food if the food conversion config is enabled, which is on by default. You will also not be able to make meals without converting the food over to the new system.

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  11. 3 hours ago, Leo05 said:

    Does this mod work with Cellars Addon?

    Currently everything except meals and a couple of of items can be put in the shelves. In the next update, everything can be placed in bins.

    2 hours ago, gskw said:

    Sure will do!

    I just updated and loaded up an existing save file and got a warning about PrepTable, PrepTable2 and SeaSalt missing. Should I ignore this warning? I do have some food in a prep table in the world.

    If you have food in a prep table, I would suggest removing the food from the table before updating since it will get destroyed from the update. You should be fine to update after that and if you don't want to remove the food then all you will have to worry about is losing that food.

    0

  12. 59 minutes ago, TonyLiberatto said:

    Addon is on the Server. 

    So far works good.

    I do have some questions.

    I have been complaining about the whole perfect food in TFC for a long time. So I like the you tired of this food and cant eat anymore.

    Question is. How are people dealing with inventory?

    Usually when I go exploring I take with me the ingredients to make sandwiches and I make a sandwich table. leave the ingredients in the table and just make sandwiches as needed. Is enough for me to mine a whole vein.

    So what are the inventory solutions available using "Cooking with TFC"?

    I really haven't given much thought to inventory solutions. I guess I could always make a sack that can carry raw ingredients. I guess it could have a decay rate at the same rate as a chest and only take up 1 inventory slot but have double the inventory of a small vessel. Also, I would not suggest leaving things on the table as the decay rate is 25% faster on the table than in any inventory. I mean, you are leaving food completely out in the open and exposed to the elements, it should decay faster.

    1

  13. 6 hours ago, Leo05 said:

    I like the particles produced by the cooking pot and the logs under the cooking pot. It is amazing. I found a little bug. The sea salt and the rock salt have a glitched texture when I drop them on the ground and they don't render in my hand.

    Thanks. I am glad you are enjoying the mod. Also thanks for the bug report. This is why I like early releases, I don't always notice a bug in development and other people might see things that I never noticed or even thought about. I've found what was causing it and the fix will be in the next update. Once again, thanks for the report and as always feel free to report any other issues you come across.

    1

  14. There are only two items currently affected by fancy graphics, sandwiches and placed meats. The meats are just a flat depiction of the the 3d one and sandwiches are as I recently described. I actually sort of prefer the fast graphics version of the sandwich.

    tYYGTBD.png

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  15. That is intended. There is no way for me to render an item that will work as a slice in fast graphics. So the solution was to make square slices that represent the food group of the item. Vegetables are green boxes, meats are a sort of reddish brown, fruit is purple and dairy is whitish, based on the text color for each of the food group in the TFC tool tip.

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  16. 8 minutes ago, Leo05 said:

    I like the new update :) It is a little bit glitchy with fast graphics but with fancy graphics it works very well.

    Well that is odd? I tend to make pictures with fancy graphic but I usually run everything with fast graphics and I haven't noticed anything weird as far as graphics goes. What are you seeing that is unusual, maybe I can fix it?

    0

  17. 50 minutes ago, TonyLiberatto said:

    I have followed this tread closely. Am really excited about playing it in our server.

    I just can't wait for it to be released . Thanks for all the work the mod looks wonderful.

    If you have control over a server and are interested in providing feedback, I would love to have feedback from a server run. I test it on my local network server so it should be stable but there are occasionally things that I miss, mostly minor things like rendering, that will only be seen on servers. I try to test everything but there are so many different interactions that I simply cannot address all of them by myself. Feel free to use this on your server if you are interested.

    0

  18. NEW UPDATE POSTED

    I am calling this update, GUI-less Cooking.  The means of cooking has completely changed with this update. No more GUIs for cooking. Now everything is made in the world by actually interacting with objects. You want to make a sandwich, slap down some bread on a table and start your sandwich. You want to make a salad, put a bowl on the table and start cutting the ingredients up. There are no GUIs and everything has some sort of indication in the world for the state what the object contains and what it is doing. All of this info will be found at the wiki when it is updated.  This update also includes a few bug fixes and a bunch of other tweaks.

    CHANGELOG

    As of writing this, I have yet to update the wiki so most of the information there will be out of date. I will be in the process of updating it. Just check the date on the page for when it was edited to determine if the info is current.

    0

  19. 5 hours ago, Leo05 said:

    If I drop a food from my inventory and then I try to pick it up with my inventory full it doesn't destroy the food. But If I break a crop and then I try to pick his drop with my inventory full it destroys the food... Sorry for my bad english. I hope you  understand what I tried to say :)

    Thanks for the bug report. gskw also reported this bug, so I looked into the problem. I found what was causing it and I have fixed it so this should not happen in the next update. I am currently in the process of doing my final testing of next update and I expect to be releasing it over the next day or so depending on how long it takes me to update the wiki and changelog.

    0

  20. You would want access to the block which has the unlocalized name, "tile.Firepit" and the class, "com.bioxx.tfc.Blocks.Devices.BlockFirepit". I haven't looked at what the custom items mod uses to reference blocks but some sort of combination of these will likely give you access. The firepit is both a block and a tile entity like any block with an inventory. Basically any block that needs to store unique data will likely store the data as a tile entity.

    0

  21. 1 hour ago, gskw said:

    Very nice work on the mod! It already feels pretty balanced.

     

    I'm however noticing that picking up food with a full inventory seems to destroy it. I'm also noticing that sometimes accidentally crafting sandwiches destroys them, although I'm not sure in which conditions. The decay cutting keybind seems to be putting them into the crafting window and causing glitches.

    Thanks for reporting the bugs. In the next update, the means to crafting sandwiches has changed and has likely fix that bug. I have completely removed all GUIs which also changed a bunch of things. I also came across the key binding bugs and fixed those recently, which will be in the next update. I will check out the bug with picking up food. It is possible that it is destroying the item, I didn't think about adding a check to that. Keep up the great work and as always feel free to continue reporting any bugs or suggestions you might have.

    0