Mods / Useful Stuff

Category: #Technology
Author: jakecool19
Side: Both
Created: Feb 14th at 9:31 PM
Last modified: Sep 5th at 8:09 PM
Downloads: 4910

This mod contains a whole bunch of my crazy ideas and experiments. This is a WIP and as time goes on I will add more little things I come up with. See the homepage for more detailed information about what it adds. Let me know of any suggestions/bugs on the forums and enjoy!

 

Disclaimer: Please post any bug reports, suggestions, and feedback on the forum page of this mod. Anywhere else, such as Discord, will be ignored!

Version For Game version Downloads Release date Changelog Download
v2.2.0 422 Sep 5th at 8:09 PM Show usefulstuff_v2.2.0.zip
v2.1.3 197 Aug 29th at 12:25 AM Show usefulstuff_v2.1.3.zip
v2.1.2 260 Aug 12th at 6:24 PM Show usefulstuff_v2.1.2.zip
v2.1.1 134 Aug 7th at 9:31 PM Show usefulstuff_v2.1.1.zip
v2.1.0 74 Aug 6th at 8:22 PM Show usefulstuff_v2.1.0.zip
v2.0.1 298 Jul 18th at 12:15 AM Show usefulstuff_v2.0.1.zip
v2.0.0 176 Jul 8th at 9:39 PM Show usefulstuff_v2.0.0.zip
v1.9.2 177 Jun 24th at 6:08 PM Show usefulstuff_v1.9.2.zip
v1.9.1 67 Jun 24th at 2:25 AM Show usefulstuff_1.9.1.zip
v1.9.0 82 Jun 23rd at 4:06 AM Show usefulstuff_v1.9.0.zip
v1.8.1 213 Jun 8th at 7:08 PM Show usefulstuff_v1.8.1.zip
v1.8.0 187 May 30th at 1:08 AM Show usefulstuff_v1.8.0.zip
v1.7.1 194 May 20th at 3:22 PM Show usefulstuff_v1.7.1.zip
v1.7.0 327 May 3rd at 3:29 PM Show usefulstuff_v1.7.0.zip
v1.6.0 217 Apr 26th at 11:33 PM Show usefulstuff_v1.6.0.zip
v1.5.4 265 Apr 18th at 1:30 AM Show usefulstuff_v1.5.4.zip
v1.5.3 128 Apr 16th at 4:27 AM Show usefulstuff_v1.5.3.zip
v1.5.2 166 Apr 10th at 10:20 PM Show usefulstuff_v1.5.2.zip
v1.5.1 333 Mar 30th at 2:01 AM Show usefulstuff_v1.5.1.zip
v1.5.0 124 Mar 29th at 5:55 AM Show usefulstuff_v1.5.0.zip
v1.4.0 152 Mar 26th at 7:43 PM Show usefulstuff_v1.4.0.zip
v1.3.0 162 Mar 22nd at 2:08 PM Show usefulstuff_v1.3.0.zip
v1.2.0 241 Feb 26th at 5:53 AM Show usefulstuff_v1.2.0.zip
v1.1.2 190 Feb 17th at 1:03 AM Show usefulstuff_v1.1.2.zip
v1.1.1 123 Feb 15th at 4:47 PM Show usefulstuff_v1.1.1.zip

36 Comments (oldest first | newest first)

Lisabet, Sep 6th at 12:26 AM

didn't realize I wasn't the only one that couldn't quench; thanks for fixing it :) 

jakecool19, Sep 5th at 8:10 PM

The breathing mechanic(blue bar), is no longer in this mod, it was moved to another

PsychomorJulek, Sep 2nd at 2:31 PM

Hi. When adding the mod to a game (v1.15.5) don't have a blue bar like on your video. Have Xskills with Xlib mod(v0.6.0-pre.9) added, so maybe there is a conflict with these two mods? If you have time please look at these two mods, maybe you find a solution.

NPCFanatic, Aug 24th at 8:13 PM

hey, wanted to let you know that theres a conflict with this mod when adding the MCB: Stone Pickaxes mod. The game crashes upon trying to load into a world. 

hussar, Aug 7th at 7:15 AM

Corroborating Xorberax's report: in 1.15.3, my game crashed when loading a world.  After uninstalling this mod, 1.15.3 ran properly.

Xorberax, Aug 3rd at 11:59 PM

On VS 1.15.3, the game crashes when loading a world due to a Harmony patch (mod works on 1.15.2 however):

Version: v1.15.3 (Stable)2021-08-03 6:55:51 PM: Critical error occurred
System.NullReferenceException: Object reference not set to an instance of an object.
at Vintagestory.API.Common.CollectibleObject.GetHeldItemInfo(ItemSlot inSlot, StringBuilder dsc, IWorldAccessor world, Boolean withDebugInfo)
at Vintagestory.Common.CreativeTab.CreateSearchCache(IWorldAccessor world)
at Vintagestory.Common.CreativeTabs.CreateSearchCache(IWorldAccessor world)
at Vintagestory.Client.NoObf.GuiDialogInventory.OnOwnPlayerDataReceived()
at Vintagestory.Client.NoObf.GuiManager.OnOwnPlayerDataReceived()
at Vintagestory.Client.NoObf.ClientMain.OnOwnPlayerDataReceived()
at Vintagestory.Client.NoObf.GeneralPacketHandler.HandlePlayerData(_eOG09N3CughgUhSOBaTcUtF8rXW packet)
at Vintagestory.Client.NoObf.ClientMain.ExecuteMainThreadTasks(Single deltaTime)
at _2C1KeYAVBdmrSIvSFhy6H2IB73P._VmVAOpmA6roNiWQoNAQLt9tWkzR(Single )
at _0h7dYtC5OxgFq3Dhnj2p0gxEXO3._7siDwGtIPuCnT2TllZ2WXtr1bsM(Single )
at _0h7dYtC5OxgFq3Dhnj2p0gxEXO3._YznPHQWtIAwbLwxdlknpXY2Mrsm(Single )
at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(Object sender, FrameEventArgs e)
at System.EventHandler`1.Invoke(Object sender, TEventArgs e)
at OpenTK.GameWindow.RaiseRenderFrame(Double elapsed, Double& timestamp)
at OpenTK.GameWindow.DispatchRenderFrame()
at OpenTK.GameWindow.Run(Double updates_per_second, Double frames_per_second)
at _Km7YT9SY1sKIj5UBhEpQfHc3XzB._u0WbDJ5hzkzp3qHp31dGQ3NRIqJ(_EyrNhzlOC9XfxRuKJ1Vc8VeXIpA , String[] )
at _pFLYUi2IEGEC895yDwFlhWqtVoD._u0WbDJ5hzkzp3qHp31dGQ3NRIqJ(ThreadStart )

Samiral, Jul 19th at 3:49 PM

Hi jakecool19. I used the pottery kiln from the latest mod update in 1.15.1

I placed some raw pottery in it. anvil mold, some Ingot molds, a prospecting pick mold, an axe mold and some bowls. After the process was done, i was just able to see the bowls while the others were invisible but still existent, i was not able to take them, just after breaking the boxes of the invisible stuff they suddenly pop up for looting. they were not lost after all :)

Cael_Dranwylr, Jul 15th at 5:53 PM

When packing a tent using the tent bag, everything inside the 7x3x7 area disappears correctly. However, when unpacking the tent, beds appear briefly then disappear. I am on the 1.15.0 rc 4 and using v2 of the mod.

Edit: Saving and reloading makes the bed appear again.

Taikirou, Jun 5th at 5:19 PM

Okay Crafting Pickaxes work only if i turn off the new function for Pickaxes!
I think the Idea in generall isnt bad just should be improve the tools but should let them be crafted normal too maybe.
(A change in tooltips for crafting Pickaxes (Iron and higher) would be good too cuz it took long to figure out whats going on)

Old Message: "Since new update i cannot craft Iron Pickaxe anymore."

Eisenwulf, Jun 2nd at 9:31 PM

Firstly, thanks for your wonderful mod; secondly, which version do we need for the 'lantern on backpack' thing? I have the mod and that feature doesn't seem to work; and thirdly, I'll request you (please) to make video on how to deal with the tent (construction, etc).

jakecool19, May 30th at 1:12 AM

In the attributes of the tent bag's json file there should be a field called size. If you change that to 4 that will increase the size of the tent to 9x4x9, but you will still have to pick the block underneath the center of the floor in order to pack properly. The lantern is a problem with the vanilla system that the tent uses, so I will report it to the devs and see what I can do about it from my end.

SironaGold, May 26th at 11:39 AM

Would it be possible to make the Tent bag 7x4x7? it'd allow you to put a floor in, with a central block marker so that you don't acidentally trim off the roof of your yurt only if you click on a campfire you've marked the middle with.

Also, when unpacking the tent bag, any lantern will become copper lanterns with no lining, a fact that cost me a significant amount of gold...

Ahrondus, May 20th at 3:51 AM

The Homepage says that toolheads can be melted down. So to test, I placed a copper shovel head in the firepit. It says I need a crucible, which makes sense. However, I cannot put the toolhead in the crucible, after placing a crucible on the firepit. Am I missing something?

Edit: Can this recycling process be extended to full tools as well, with a return only viable if the tool is above 95% durability?

jakecool19, Apr 27th at 12:03 AM

You can now clip a lantern on to a backpack. :)

Shardas, Apr 20th at 10:33 PM

Is it possible for you to make a wearable lantern on your belt slot or make a new lantern slot? I want to use the shield but I'd have to forgo a light source when I'm cave diving. Something similar to wearing lanterns like Outward or Dragon's Dogma. To balance it out you can put a debuff on speed, hunger consumption, or reduced light to make it more balanced or making some craftable belt that you need to access a belt lantern slot. Sorry for this unreasonable request but I think it's a good QoL addition that works well for your shields.

jakecool19, Apr 16th at 4:28 AM

Ok, I just released a patch that should stop the crashes and reduce the debug info of the sluice.

WickedSchnitzel, Apr 15th at 6:16 PM

The server crashes whenever somebody destroys one of the locust horde nests, since we got all locusts disabled on our server.

SingABrightSong, Apr 6th at 6:16 PM

Getting a lot of logspam from the sluice when running without Primitive Survival. Keeps trying to give fishing hooks and earthworms.

Quixjote, Mar 29th at 2:58 PM

Jake, loving the new glider you put in last night. Was testing around and in an area with moderate wind I was usually stalling out/going backwards. Normally wouldn't be a problem, except you mentioned in your code that at the moment wind seems to always blow in a +x direction. Would it be better to either just disable wind recognition for now, or make it so that depending on speed maybe you get a drop or a lift in altitude? 

jakecool19, Mar 2nd at 3:43 AM

Thank you guys so much! My hope is to figure out a way to use the terrain generator instead of the cave generator, as that would be a lot more efficient and would create a more continuous underground environment.

Theisgood, Mar 1st at 5:53 PM

Dam you were not lying when you said crazy caves. Thanks for the info too, I wanted to install this on my next playthrough.

Amazing mod!

l33tmaan, Feb 28th at 7:15 PM

Woah, those caves ARE crazy!

jakecool19, Feb 28th at 5:35 PM

There should be two screenshots, although they may not be showing up for you because the site is a wip. Its basically just makes the caves way bigger. You can enable it in the config, if you had the mod before this update, you can delete the config and run the game once to get it to regenerate. It is not very well tested or polished though so may wanna watch out if you use it. ;)

Theisgood, Feb 28th at 3:27 AM

What are crazy caves update? Screenshots :) 

KoiThorn, Feb 26th at 8:54 AM

Yeah, good tip, thanks Jake.

Craluminum, Feb 26th at 7:32 AM

I almost did fully automated panning

imageimage

jakecool19, Feb 26th at 5:45 AM

Most likely not, in fact, the original purpose of this mod was for a standalone of the climbing rope because people requested it from my floating islands mod. I do not want to keep making mods for single items and taking mod ids increasing the chance of a conflict, especially with the wonderful growth the modding community is experiencing right now. If you do not want the shield and rope you can put enabled:false in their configs and that will disable them.

KoiThorn, Feb 26th at 4:14 AM

I mean, as a mod by itself without the shields and rope.

jakecool19, Feb 25th at 10:59 PM

The sluice is not for early game, especially since with it, and paired with mods like the Works it means a labor-free way of getting copper and other resources. Having the need for hoppers means that the player will have already gotten far in the copper age. Also gravel/sand in this game does not fall straight down like in other games. If the sluice takes from the bottom it will go sliding everywhere and even if it takes from the top there is still a limit to how high it can be built, which kinda goes against its purpose which is to automate panning.

Craluminum, Feb 25th at 10:51 AM

Wdym? Sluice without hopper-above-dependence?

KoiThorn, Feb 25th at 10:40 AM

Any chance on the sluice by itself?

jakecool19, Feb 17th at 1:01 AM

No, the hopper is necessary.

Craluminum, Feb 16th at 7:03 PM

Is there a way to just drop sand on the top of sluice without any damn hoppers?

jakecool19, Feb 15th at 4:48 PM

Thank you, fixed!

Craluminum, Feb 15th at 11:20 AM

File is missing

Craluminum, Feb 14th at 10:09 PM

Sluice is a very useful thing all the time

 
delete edit