I'm currently working on doing some bug fixes for FGC. Every time I look at this code, I want to cringe. It's such a bloody mess. Ironic that it's also my most popular mod. >.<
Dreading/looking forward to the rewrite this mod desperately needs so it can do more.
2023-07-12 15:12:08 +0000 UTC
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In Dappled Groves is under construction again, but I think I've addressed some of the core issues. This is a developmental release, with the most significant change being what should be a massive improvement in efficiency.
I believe I also addressed the 'output loss' that was happening with the recipes. I am the most confident in the workstation recipes.
I've also added some...
2023-07-04 03:58:35 +0000 UTC
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I've had some things iRL that have kept me from modding. I'm sinking my teeth back into it now, and I'm starting with some performance issues I'm experiencing with the newest generation of IDG. This is important enough that it will happen before my library rewrite (more details about that later/earlier), as it's having a negative impact on player experience, especially on large servers. I...
2023-06-23 18:31:01 +0000 UTC
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This spotlight is amazing, and does a very good job of describing the process to new users. It even covers the fact that it's configurable, and the benefits and drawbacks of using it.
Shi No Hakobi-te has good Youtube voice too! I wish him great success!
2023-06-22 17:00:53 +0000 UTC
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From Golden Combs has been getting a little TLC to help improve the overall experience, with a focus on Lang compatibility and handbook legibility. I still have to go over the handbook to improve its comprehensibility, and might be recording an instruction video to go with it.
I got the rendering issue resolved, made some updates to Apibuzzian (My term for how the hive communicates...
2023-05-12 19:38:53 +0000 UTC
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I spent a week hard at work getting From Golden Combs updated, and cleaning up In Dappled Groves. FGC is a lot more configurable now, and IDG feels like it's becoming polished in its current state.
Which means I can now get back to working on ALCMy: With Calloused Hands again. All my mods get rewritten at that point to start making use of the functionality ALCMy adds.
...
2023-04-24 04:26:31 +0000 UTC
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Just letting everyone know that these two mods are into the public venue at this point. Both contain issues that need to be resolved, but should be functional and without gamebreaking concerns.
2023-04-20 18:11:49 +0000 UTC
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I haven't heard any issues about any errors with the latest Patreon release. Can you all confirm? I'm getting a crash when I try to launch the stable release of VS with it.
2023-04-19 18:32:46 +0000 UTC
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Due to some issues that keep cropping up with From Golden Combs, I'm going to be taking a slight focus change from ALCMy. I'm eager to get it out, but I have a commitment to you all to keep the mods you're actually using fixed and up to date.
Getting things "acceptably stable" shouldn't take me more than a few days, and only that long because I have to do silly things like "Work...
2023-04-18 01:58:57 +0000 UTC
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One of the things that's struck me since I started working on In Dappled Groves, and my skill level continues to increase, is how much of this is a voyage of discovery. I rewrote the tools and recipes in In Dappled Groves no less than five times, learning a little more about the process and refining it further with every iteration.
ALCMY is undergoing a similar process. As I ...
2023-04-13 19:18:13 +0000 UTC
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As you're all aware, it's been my policy to not do a full release until stable hits for each new edition. This was intended, primarily, as a benefit to show gratitude to my patrons. So I'm curious, how important is this benefit to you, my Patrons?
2023-04-10 14:26:06 +0000 UTC
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I've spent the last week hammering on a few concepts, and the mod is coming along well enough. Haven't had the time I want to devote to it, but I tinker with it t least a little everyday.
Today's update includes:
The workstations base functions are updated. This means they recognize recipes with multiple ingredients and single ingredients, and will only clear the contents of a s...
2023-04-08 03:47:20 +0000 UTC
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For those who don't know, I've been working, not quite feverishly, on a library that will unlock a variety of crafting processes for modders to incorporate without necessitating the use of C#.
The project is progressing well, with the bones of workstations being in place and a healthy amount of flesh taking hold.
Current Functions Include:
Workstations ...
2023-04-01 12:43:27 +0000 UTC
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Do not let thy eyes deceive you, my dear laboratory fans. These are a hint of something much greater. These humble tables are the testing ground for the workstation library I'm building.
It's coming along well, and if done successfully, will unleash workstations to the wild. Anyone who wants to add a workstation rather than use a grid recipe or existing system will be able to...
2023-03-17 18:16:40 +0000 UTC
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Gaslight Studios, a newcomer to the VS modding scene, has just released an invaluable tool for the multiversion/multiloadout player. Want to have six different profiles hosting your favorite mods in six different configurations? Vintage Loader has you.
You can have multiple versions, multiple profiles, and it still supports standard ModsByServer behavior.
2023-03-10 01:13:47 +0000 UTC
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After taking a closer look at the previous mod, I identified a concern. Vanilla has completely integrated their own debarked logs. As a result, I have altered the recipes to accommodate for this. Work on the bigger update continues, but this will be maintained until it's ready to go.
2023-03-08 18:52:07 +0000 UTC
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I managed to get FGC updated after fussing with the rendering code for a while. I am absolutely certain it's still an absolute mess, but it's functioning. As that was the only part that actually needed updating, I can't imagine there are any *new* errors in it.
So, dear Patrons, it's yours to release upon a 1.18 world. If you break it, let me know.
Also - I know ther...
2023-03-05 07:39:30 +0000 UTC
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Here we are again ladies, gentlemen, and those of more dynamic builds, with a release of In Dappled Groves for 1.18.
As far as I can tell, this one is stable... Though I haven't tested too deeply. I leave those pursuits to my noble patrons. From here I'll be moving forward with the reworking of the mod structure before I start adding too many more features.
One (interes...
2023-03-01 02:50:12 +0000 UTC
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This is a temporary release for my patrons. It's only been roughly slapped together but appears to work at the first blush. However, I fully expect there to be unexpected bugs, perhaps even those that will present themselves quickly.
One known bug is that it doesn't seem possible to chop firewood into sticks in the world for reasons unknown to me at the moment. Thankfully, it...
2023-02-28 06:09:57 +0000 UTC
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While I am currently sticking by my policy of not releasing a public update until the first stable release (and even then, not until an update is done), that hasn't stopped me from messing with 1.18-pre.3.
The changes that need to be made appear to be, at present, related to rendering in BlockEntityDisplay based blocks. You will be unsurprised to learn that my workstations are an ex...
2023-02-26 20:24:57 +0000 UTC
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Well, I ended up making a little progress tonight... That may open the doorway to even more advanced options.
I have made it possible to configure which trees produce hollows, and which produce stumps. This configuration option allows you to select each individually.
While I'm at it, I should add in the ability to determine which trees produce stump hollows, and which produc...
2023-02-23 07:25:02 +0000 UTC
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I've been working on updating the latest changes and getting things back in line. There's likely more to do. Since you've all been wonderful supporters even when I went quiet, I felt it was a suitable thank you to let y'all have first crack at it.
Warning: I rushed packaging this release to have it out before heading to work. >.> If there are some weir...
2023-02-21 19:10:51 +0000 UTC
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Been working steadily over the past few days, mostly addressing bugs. Also added one minor feature in the form of easily picking up firewood you've placed down. This version isn't out for release yet, but it will be soon.
And, as usual, it goes out to my amazing Patrons first.
0.4.8 - In Progress
- Corrected axes not working with Fern Trees, ...
2023-02-20 05:47:56 +0000 UTC
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As promised, I've gotten my hands back into my mods again and was happy to be able to get a bug knocked out on my first day. The axes work with fern trees, bamboo, and fruit trees now.
Tomorrow I'll look at my remaining issues for this mod and start looking deeper.
The lab is once again open for business.
2023-02-14 20:06:43 +0000 UTC
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Thank you for joining me once again, dear lab assistants. Your patience throughout my absence is nothing less than appreciated, and a number of you have taken the initiative to work on correcting some existing errors in the existing code.
I cannot thank you enough for keeping the home fires burning while I've been gone. Tomorrow morning will represent the first time I've taken a serious ...
2023-02-13 21:02:21 +0000 UTC
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I mentioned earlier this month that I was going to be unable to actively work on modding for the rest of January, and wouldn't be back in the saddle until February. That is still holding true, though my timeline has been nudged up to about the 10th of February.
However, as I suggested, it's going to leave me a lot more time and headspace to work on things. It's amazing how relievin...
2023-01-30 01:50:09 +0000 UTC
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Hello Patrons!
In case you haven't heard, I've caught a case of "Work overloaditis". Thankfully, this condition isn't terminal and should only last until the end of the month. My business got a large influx of work this month that should amount to a more relaxed me with lots more free time on my hands.
&nb...
2023-01-15 21:07:23 +0000 UTC
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In Dappled Groves has finally come out of production and is in the hands of the public. Its entire development process has only seen it reach 0.4.3. That being said, I feel it provides the entire base experience it was intended to. However, I can't say that it's in any way feature complete (Though it should feel that way).
I tried to make the experience as customizable as possible,...
2022-12-04 06:33:04 +0000 UTC
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In my zealousness I apparently utterly failed to check the saws at all. Saws don't appear to work at all on the ground, and work *far too well* on sawbucks. Will be focusing on resolving those immediately.
Will be back to you soon.
2022-11-23 23:09:02 +0000 UTC
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Turns out that adding a Handbook entry value to the Fire Wood json also removed important values that made it able to be used to make a fire pit. Just a minor issue that didn't really interfere with game play, I know... Thought I should fix it quick though.
2022-11-23 18:27:57 +0000 UTC
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