Mods / Crosscomme

Category: #Crafting #Other #Tweak
Author: Maamessu
Side: Both
Created: Jun 22nd at 12:01 AM
Last modified: Jul 24th at 12:17 AM
Downloads: 1487
Follow Unfollow 40

Latest file for v1.19.8:
crosscomme1.0.10.zip 1-click install


Rather experimental. You do not need all the mods listed below; mod specific features should disable themselves appropriately if their requirements are not met.

Base-Game Features:

Mod & Compatibility Features:

Version For Game version Downloads Release date Changelog Download 1-click mod install*
v1.0.10 574 Jul 24th at 12:17 AM Show crosscomme1.0.10.zip Install now
v1.0.9 136 Jul 21st at 9:34 PM Show crosscomme1.0.9.zip Install now
v1.0.8 63 Jul 21st at 6:38 PM Show crosscomme1.0.8.zip Install now
v1.0.7 74 Jul 20th at 6:01 AM Show crosscomme1.0.7.zip Install now
v1.0.6 73 Jul 19th at 8:43 PM Show crosscomme1.0.6.zip Install now
v1.0.5 70 Jul 19th at 7:18 PM Show crosscomme1.0.5.zip Install now
v1.0.4 127 Jun 29th at 4:43 PM Show crosscomme1.0.4.zip Install now
v1.0.3 97 Jun 28th at 12:32 AM Show crosscomme1.0.3.zip Install now
v1.0.2 87 Jun 26th at 9:20 PM Show maamessupatches1.0.2.zip Install now
v1.0.1 117 Jun 22nd at 4:15 PM Show maamessupatches1.01.zip Install now
v1.0.0 69 Jun 22nd at 12:02 AM Show maamessupatches1.0.0.zip Install now

32 Comments (oldest first | newest first)

💬 LumpyAcidFish, Oct 26th at 6:10 AM
  • Woodbuckets, helvehammers, troughs, barrels, doors, and scrollracks made with Floral Zone planks match recipe overhauls from Vintage Recipes.

NOT COOL BRO 

REMOVE THAT IMMEDIETLY 

💬 MoonlitShade, Sep 26th at 5:06 AM

Geodes and Gemstones author here, just came across this mod in the wild. Curious about lowering the geode spawnrate, as by default in the mod they're already extremely rare on the surface. I don't have an issue with the change, just wondering if you ran into a bug or something weird that made them common for you? In all of my testing, playtesting, and regular playing with my mod, I can go specifically hunting for geodes and not find a single one for a few in game days, on the surface.

💬 Phoenicius, Aug 17th at 3:09 PM

So if you can't place water sources with a bucket, then how are you supposed to make farms?? I've already read the comments about deleting the files in the patch. I'd rather not do that, since I run a server and it'd require everyone to download my replaced file manually. 

💬 m00n, Aug 5th at 10:44 AM

with joy of sailings boats being bagslot items the cargo boat recipe is uncraftable is the a known issue? otherwise is this mod safe to remove from a existing server?

💬 MaamessuAuthor, Jul 30th at 6:50 PM

Thank you all for reporting the issues regarding sailboats, as well. I will properly rewrite my patches for such in the near future (™️). It is on the list to be dealt with when I seperate tweaks from compatibility. Sorry for the inconvience!

💬 MaamessuAuthor, Jul 30th at 6:07 PM

LastXsile - That is a slight oversight, indeed! Thank you for the report. I suppose my solution for that will be to alter the sailraft recipe.

💬 LastXsile, Jul 29th at 9:44 PM

Currently can't craft sail rafts from Joy of sailing with this because it won't allow you to place the normal raft into the crafting grid. Slight oversight maybe?

💬 dashr, Jul 29th at 9:40 AM

Rapidash Try removing all lines under “assets\crosscomme\lang” in the “en.json” where sailboats are mentioned. this should work. Let me know if that helped you. 
E.g. item-crudesailboat-elm and item-sailboat-bearnut. 

💬 Rapidash, Jul 29th at 1:44 AM

Thankyou for this. Not a coder in the slightest and i was easily able to alter the files to remove the parts i didnt want to use, very neat and straight forward. The only thing is that i can craft the sailboat(as a ? block) though i do not have the joy of sailing installed. Only appears on the floral zone types, not vanilla wood types.

💬 dashr, Jul 27th at 9:32 AM

Maestro It's explained in the description of the mod: Water sources can no longer be created with buckets. If you don't want this feature, you can delete the files in the zip file: assets\crosscomme\patches.  The files are the game-blocktypes-liquid ones.

Lmk if this worked for you. 

P.s. This way you can also delete all other features that you don't like. For some of them, however, you need to delete the entries in the en.json as well. At least for all those that would appear in the handbook.

💬 Maestro_, Jul 27th at 6:03 AM

Since I can no longe make water sources with a bucket, is there another way to do it?

💬 dashr, Jul 24th at 10:15 PM

Maestro It's explained in the description of the mod: Water sources can no longer be created with buckets. If you don't want this feature, you can delete the files in the zip file: assets\crosscomme\patches.  The files are the game-blocktypes-liquid ones.

Lmk if this worked for you. 

P.s. This way you can also delete all other features that you don't like. For some of them, however, you need to delete the entries in the en.json as well. At least for all those that would appear in the handbook.

💬 MaamessuAuthor, Jul 24th at 7:16 PM

gndrneutralnoun - Removing features from inside the mod should be fairly straight forward with how I have set up directories and filenames. As mentioned previously, in the near future I will be splitting off the tweaks into another project and leave the compatibility and fixes here.

💬 gndrneutralnoun, Jul 24th at 6:32 PM

Is this mod configurable? I'd love to be able to use a lot of these features, especially the compat ones, but I'm not a big fan of other features.

💬 dashr, Jul 24th at 11:45 AM

Maestro It's explained in the description of the mod: Water sources can no longer be created with buckets. If you don't want this feature, you can delete the files in the zip file: assets\crosscomme\patches.  The files are the game-blocktypes-liquid ones.

Lmk if this worked for you. 

P.s. This way you can also delete all other features that you don't like. For some of them, however, you need to delete the entries in the en.json as well. At least for all those that would appear in the handbook.

💬 MaamessuAuthor, Jul 23rd at 7:27 PM

Enigmayster - An oversight, thank you for the report. I'll have it fixed in the next update.

💬 Enigmayster, Jul 23rd at 6:46 PM

I've just made sail and it literally ate whole copper shears. That is a bit extreme. I thought it will only use some of their durability - just like many other "mechanical power" recipes use some of the durability of chisel, hammer or saw. Instead it consumes a whole item. I assume that is a bug and not intended?

I've only made a regular sail - not the millwright one, but i would guess that recipes will also consume whole item

💬 SpearAndFang, Jul 23rd at 2:31 AM

BananaBob
if you have this wildcraft you will need to remove it - it's old
https://mods.vintagestory.at/show/mod/308

Other than that, I can confirm what Maamessu has said - this loadout seems aok
herbarium_1.2.0.zip
wildcraftherb_0.0.1.zip
Wildcraft Trees-1.2.4.zip
wildcraftfruit_1.2.1.zip
primitivesurvival_3.6.0.zip

💬 BananaBob, Jul 23rd at 1:24 AM

well damn thats gonna take a while to track down then thanks

💬 MaamessuAuthor, Jul 23rd at 12:46 AM

BananaBob - That sounds like an issue elsewhere. Primitive Survival and the Wildcraft series currently work fine together.

💬 BananaBob, Jul 23rd at 12:16 AM

thats the thing im not sure myself all i know is my game wont load when both are active. could be caused by another mod though

💬 MaamessuAuthor, Jul 22nd at 11:36 PM

BananaBob - I'm not sure there is much to make compatible between them. Do you have an example of what you feel is missing?

💬 BananaBob, Jul 22nd at 11:27 PM

any chance you could make primitive survival compatible with wildcraft the two mod devs dont get along and likely wont do it themselves anytime soon

💬 MaamessuAuthor, Jul 22nd at 10:43 PM

Dekkan - Most things you can disable simply by deleting their corresponding .json. In the near future I will be seperating the tweaks to another project, leaving only cross-compatibility here.

💬 Dekkan, Jul 22nd at 9:43 PM

Not sure I like the non-compatibility changes to recipes. I do like the compatibilities that don't change things. Either way, thanks for the hard work.:)

💬 dashr, Jul 22nd at 8:45 AM

Maestro It's explained in the description of the mod: Water sources can no longer be created with buckets. If you don't want this feature, you can delete the files in the zip file: assets\crosscomme\patches.  The files are the game-blocktypes-liquid ones.

Lmk if this worked for you. 

P.s. This way you can also delete all other features that you don't like. For some of them, however, you need to delete the entries in the en.json as well. At least for all those that would appear in the handbook.

💬 MaamessuAuthor, Jul 21st at 10:18 PM

dashr - I don't use the Swordz mod, but I will look into it when I have time.

💬 dashr, Jul 21st at 10:12 PM

Hi, great mod! I just figured out that it needs a comp. patch for the "Swordz" mod. 
The Seax "Knife" of the Swordz mod overrides the your mods: "Disables the grid recipe for scraped hides when Ancient Tools is installed."
 
Btw. it's not a must. I just deleted the crafting recipe in the swordz zip file. It's just a headsup if you would consider a compatibility patch in the future. 
Thanks in advance. :)

💬 Enigmayster, Jul 21st at 8:23 PM

"Black Hunter armour can be repaired."

That alone deserves a big thank you

💬 MikeSyrup, Jul 20th at 2:33 AM

Thank you! Sounds good, I would appreciate the detection if you decide to do it

💬 MaamessuAuthor, Jul 20th at 1:13 AM

MikeSyrup - If Outlaw Meat is installed, Outlaws will drop both the "long pork" bushmeat as well as the redmeat included here. I'm aware of Outlaw Meat, but I dislike having it as a unique item. I prefer my cannibalism to be easily compatible with Expanded Foods. 😏

You can easily remove the redmeat drop yourself by deleting the "game-entities-mobs-meat.json". I can also add a detection in the future to disable the drop when Outlaw Meat is installed.

💬 MikeSyrup, Jul 20th at 12:38 AM

Could the red meat from outlaws be removed? There's already a mod that adds meat that the outlaws drop and I'm not sure how this would interact with that mod installed

(edit comment delete)