#Bricklayers

3426 messages · Page 4 of 4 (latest)

unique gull
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I think the recipe works, but the handbook just does not render the bowl. Use any VS clay bowl to glaze it. It is not possible to glaze porcelain bowls.

upbeat hornet
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gotchu, thanks :3

sour tapir
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I can't interact with this trader from bricklayer mod, I'm pressing on what I wanna buy but it doesn't work. I can't sell anything either

unique gull
unique gull
sour tapir
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thank god it's not another mod incompatibly in my massive modpack 😅 and I wish you much luck trying to fix the issue

agile wasp
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Fixed: Prevent the trader menu to be opened by multiple players at the same time, which could be abused
Fixed: On some occasions, traders walked away from player mid-conversation or stood still after conversations
Fixed: For traders and villagers, opening the trade window caused the second dialog option also to be run automatically (typically "What's your name?")

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Something about the first fix/change says to me, "I did this, I caused this issue". 😅

stark mauve
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I suspect the third fix, because I noticed in 1.21 that modded traders were not doing the reveal-your-name later thing.

unique gull
stark mauve
brittle pagoda
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Just ran into a weird issue where I can't pour metal into an axe mold. tried using a few different axe molds and it still wasn't working. the other molds i've tried have all worked, so i'm not totally sure what's goin on

brittle pagoda
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tin bronze

unique gull
brittle pagoda
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yeah, it was

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no worries, i figured it out. basically, i'm stupid, and completely forgot about like half of what In Dapple Groves does

normal arch
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Dappled Groves does entirely too much for me. I was happy when they split the visuals into Under Tangled Boughs

brittle pagoda
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its a lot but i like how it slows things down

split sinew
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@unique gull keep up the great work on all your mods! I can't wait to see what you come up with this year!

unique gull
upbeat hornet
light sedge
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I had a bit of an idea, @Tels
granted, you might not like it

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Brick wall recipes like how there's dry stone walls

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six bricks per wall more or less

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[Sky appears]
"Hey i had an idea..."
[drops the workload of a lifetime]
[refuses to elaborate further, leaves]

clever fossil
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Tbh, I don't see why you wouldn't use mortar to make a brick wall. Rocks you can get away with by interlocking things and them being relatively cheap, but if you're going through the effort of making bricks, either in-game or IRL, I don't see why you wouldn't also go through the effort of making and using mortar

light sedge
clever fossil
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... Why not just make it out of bricks and mortar, at that point?

light sedge
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... I don't like to waste mortar

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also IDK you, but I usually get large amounts of clay before I have access to barrels or a quern :V

clever fossil
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If you're using mortar to make something, it's not really wasted, is it?

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Also, tbh, that early on I'd just build a rock wall and focus on progressing to metal

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Doesn't take that much effort to get to copper or, more preferably, bronze

severe trail
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Hello there,
We might have found a bug or slight incompatibility on our server

We tried crafting Malachite Clay (Using powdered Malachite, Lime and Clay), but the recipe didn't work using Red Clay. It does however work using Blue-Gray Clay and Fireclay. The recipe does however show in the handbook that it should work using Red clay.

EM version: 3.4.1
Bricklayers version: 3.1.5
Game Version 1.21.6
Server: Debian Linux Dedicated
Client: both Fedora Linux and Windows 11

unique gull
# severe trail Hello there, We might have found a bug or slight incompatibility on our server ...

Hello qgame, thank you for the detailed bug report! Nice to see the nec. details right away.

I've tried crafting this clay in my testworld with EM and BL and a bunch of other mods and it just works. Strangely enough, for me it does not work with fireclay.
But I've used Viridian, and looking at the recipes, it seems I've simply missed a few variants - powdered malachite + red clay is missing, as is viridian or manganese with fireclay.

My bad, I'll fix this in the next minor release. In the meantime, you can use either a different "green" color or a differen clay color. Sorry for the inconvience!

unique gull
unique gull
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Bricklayer's has surpassed 200K downloads on on the ModDB 🥰

To celebrate this, I've released another small release 3.1.6 - fixing the malachite clay crafting, adds crafting of malachite clay with iron sulfate and also removes the wrong "where to find clay" descriptions that were left in from previous releases and overwrote the VS correct texts.

Thank you all for your support, you are the best! ♥️

red root
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Any idea what's causing this?

unique gull
red root
unique gull
severe trail
unique gull
lilac stream
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⁨⁨Block schematic file large_glass.json uses blocks that could no longer be found. These will turn into air blocks! (affected: bricklayers:saltglazedflowerpot-burnt-pale-copper-red-plain)⁩⁩

unkempt wave
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I cant seem to figure out how to glaze, putting the RAW, item in a barrel with the glaze does nothing and the handbook recipe is blank.. am I dont something wrong or is it bugging out?

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Love the mod, played it last year with some friends and we couldnt figure out the glazing then too. Was a bit too complicated and step-y for us to get into it. But doing a new playthrough with everyone I wanted to get deep into the fun stuff of the mod fully for once.

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Ah, server is running 3.1.5. lemme check the newest

unkempt wave
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Same thing even when updating

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seems like, bowls planters and flowerpots dont work for glazing?

stark mauve
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Needs to be a fired item, can't glaze raw items

unkempt wave
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you cant put fired ones in barrels though?

stark mauve
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Which versions of the mods do you have? Supposed to be able to put the basic brown fired bowls/planters/flowerpots in barrels, Not the porcelain.

unkempt wave
stark mauve
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Yeah the handbook issue is known I think.

unique gull
# unkempt wave 3.1.5, played around with it and it seems like I can't direct place it in, but c...

It's a VS bug or odditity that has sadly not being fixed in years. If you click with an empty open liquid container (also know as a "bowl" to us normies) into the slot of a barrel, then the game tries to transfer liquid from the empty container into the barrel, instead of putting the bowl into the barrel. So you have to use shift-click fo force it.
Content-only mods like BL can sadly do nothing really about it.
The handbook issue is the same, I don't know why it breaks or how to "fix" it.

unkempt wave
unique gull
# unkempt wave Gotcha, that all makes sense. Thank you for the reply. Can I also ask what the r...

It's purely a limitation of how I build the items - each variant needs one block and apparently VS get's quite memory hungry and slow with the handbook if you have too many variations.
So the vats are somewhat of a mistake but I can't really simplify them now (without major rework). Neither can I add mix-and-match to the vessels and flowerpots, either, even tho I'd love to see such a system.
I had for a long time "half-glazed" items where the bottom had 5 or 6 different glazing options for every clay color but the mod was always called "too big" so sadly I had to remove them.

unkempt wave
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Awh sad. I do love the vats. I find them very pretty. Maybe one day there could be an optional add on mod that brings that function to vessels.

stark mauve
kindred zinc
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hello is it possible to remove tiles once placed on a block?

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on a chiselled block

unique gull
kindred zinc
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right click right?

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its not letting me

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neither breaking the block or right click seems to do it

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huh had to hit it in a weird angle and it worked nvm

unique gull
# kindred zinc huh had to hit it in a weird angle and it worked nvm

I think you have to look at the face the decor is sitting on, not just anywhere on the block. Also be careful, there is a VS bug where if you applied another decor, it will just delete the original one 😱 This hasn't been fixed every since they introduced the "put decor on chiseled blocks feature" years go. 😢

kindred zinc
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but also i figured it out its not actually the face where the decor sits

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its where there's most pixels seems like?

unique gull
kindred zinc
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yep

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just thought i'd write the explanation if someone in the far future will ever face my same issue lol

unique gull
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There is the "problem" that converting items in a firepit takes a time that is "heating time + conversion" time and since each item heats up on it's own (reseting the firepit temp), the conversion time was kept quite short in BL so you don't have to wait ages for something converting at 1000°.
Unfortunately, "Better fire pit" elimates the "heat the item" time for the second, third etc. item as it prevents the remp. reset. This means, items for BL convert waaay faster then intended and I've never gotten really around to patch it - if ppl want to cheat, why not let them.

Now in 1.22:
Item heating: We intended to completely overhaul item heating but alas, we haven't managed to tackle this yet. As as interim solution, heated items in the firepit no longer reset their temperature after one item in the stack has been smelted/cooked. But also heating duration is now proportional to their stack size.

So, I'm not entirely sure what that means. Do I now need to adjust all my conversion times for 1.22 to be about the same, again? And then do it again for Better fire Pit, and then again for 1.23? I just can't keep up with this §$%@ anymore...

spiral edge
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So in other words it just adds up the total heating time for the whole stack and heats it for that long right at the start and then stays at heat while the arrow fills up over and over.

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So no changes for 1.22, it should take the same amount of time overall.

unique gull
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It would also make "Better Fire Pit" obsolete or circumvent it, because it was:

  • Heat: 2 seconds, Cook: 1 second
  • Heat: 0 seconds, Cook: 1 second
  • Heat: 0 seconds, Cook: 1 second
    And it now becomes 6 seconds + 1 + 1 +1 as you wrote.
fiery summit
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quick question, what is the big open clay vessel for?

unkempt wave
unique gull
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Just a heads up:

  • light mud brick slabs in v1.22 will conflict with the ones from BL, but I patched in the "game" version, so they can be used just fine, it's just that the patch complains, which I will fix.
unique gull
unique gull
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Also, don't used "glass panes" (glass tiles as decor), they will also be removed in the next version for 1.22.

unique gull
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I've released a pre-release of BL for 1.22, which fixes the most obvious errors related to new blocks or patches etc.
https://mods.vintagestory.at/bricklayers
Please do not use on 1.21 worlds, make a backup and be careful. And please report any other errors or oddities you might encounter here and not on the ModDB - Discord makes it much easier to discuss things.

toxic flame
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Hey Tels, thanks for all the hard work keeping BL functional all this time

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Im just here once again hoping and praying that a 1.22 patch for BL includes a way to craft raw clay tiles in grid and not via clay forming 🙏

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It is literally the only thing I can think to ask for

unique gull
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It will probably be expensive on the clay, requiring 9 clay for each tile (4 clay = 1 brick), but it should allow mass crafting them.

toxic flame
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I'll graciously accept any material balance you see fit to have the convenience 🙏

grave iron
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@unique gull Hello! I would like to translate this mod into Ukrainian. I found the bricklayers-tels.json file in the Vintage Story Mods project on Crowdin. Can I translate it there? Is it a valid and updated file? Will you take it from there when I finish the translation?

unique gull
modest pumice
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I only seem to be able to glaze bowls and planters? The cups and flowerpot won't seal into the barrel

unique gull
grave iron
unique gull
grave iron
unique gull
grave iron
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How am I supposed to test this translation on version 1.21.6, especially on someone else's server? I saved the file in the mod, but it got overwritten again.

unique gull
grave iron
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Okay, I'll wait for 1.22. You've got a great mod—thanks for it!

unique gull
grave iron
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I wish you success in your work. May your projects become even more popular.

unique gull
grave iron
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@unique gull, Okay, I'm ready.

unique gull
grave iron
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I guess so. When I have time, I'll get to it. There are some mistakes in the translation.

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@unique gull, I translated it.

grave iron
# unique gull I'm quite busy fixing all the mods for 1.22, so I'll probably not be able to mak...

Please replace the lines in brickslayer's translation. I made a mistake in translating one type of rock. Sorry)

"bricklayers:item-smallstonebrick-chert": "Флінтова кам'яна цеглина (мала)",
"bricklayers:block-smallstonebricks-chert": "Флінтові малі кам'яні цеглини",
"bricklayers:block-smallstonebrickslab-chert-": "Флінтова плита з малих кам'яних цеглин",
"bricklayers:block-smallstonebrickstairs-chert-
": "Флінтові сходи з малих кам'яних цеглин",
"bricklayers:block-stonetile-normal-chert": "Флінтова кам'яна плитка",
"bricklayers:block-stonetile-shiny-chert": "Гладка флінтова кам'яна плитка",
"bricklayers:block-stonetiles-dull-chert": "Флінтові кам'яні плитки",
"bricklayers:block-stonetiles-polished-chert": "Поліровані флінтові кам'яні плитки",
"bricklayers:item-stonerawtile-chert": "Груба флінтова кам'яна плитка",
"bricklayers:item-stonerawtileshiny-chert": "Щойно полірована флінтова кам'яна плитка",

unique gull
unique gull
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The latest RC contains these tweaks:

  • Tweak: Crushed items and flour items now use a solid texture, rather than one that is mostly transparent, thus allowing the solid texture to be used in containers. As a result the crushed and flour models have also changed, and have more polys. All crushed items also now use the 'normal' model
  • Tweak: The container (barrel and crate) shape UVs have been adjusted to be centered within the texture, rather than in a corner

Uff, this has the potential to now break a lot of my incontainer textures and crushed items, both for BL and EM...

agile wasp
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It's always something! 😅

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Well, hang in there. Your mods are a delight to use, and even if it ends up taking a while of chipping away, look on the bright side... by that time, stable would have been able to go through a revision or two. Less work, long-run.

unique gull
agile wasp
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Oh, good! It's always a pleasant surprise when you can think back and realize that past you didn't make present you's life harder... at least, that's my experience.

unique gull
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After adding so many non-brick features, then removing so many features and slimming down the mod, it is high-time that Bricklayers goes back to it's roots and adds more bricks.

The small stone bricks are nice, but they are a very early work, and look often way to clean and out of place. So I've experimented with colored mudbricks made out of daub.

These blend in much better. I also like the "irregular fireclay bricks (far left bottom)" and maybe I'll add even more variations of the mud bricks. Also, I'm thinking having very light (almost white like plaster), blue, deep green, purple and red daub could maybe be a thing.
Plus, maybe the cleanest daub blocks could get the same texture variants as the rammed earth could have 🤔
Anywhere, here is a preview of what I have so far.

tender igloo
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oh those daub bricks look lovely

brittle plaza
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Having an issue on VS 1.21.6, Bricklayers 3.1.6, I cannot place bowls into the barrel for glazing. using Cream Ceramic Bowls, they just wont go into the slot at all. and looking at the recipe, it appears where the bowl should be is missing.

Maybe a mod incompatibility? I will see if I can find any more info

unique gull
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Since it hasn't been fixed for a couple of years now, and this question re-appears every few weeks, I'll probably need to add a handbook note to the bowls and cups...

brittle plaza
brittle plaza
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Otherwise, I just wanna say how much I love the mod, the glazing and ceramics have just absolutely captivated me haha

unique gull
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@grave iron Due to the changes to the traders, the strings for traders also changed. Could you please translate these few into Ukrainian?
There might be different strings needed for male and female traders, so please be aware. "cold", "temperate" and "desert" refer to the climate zone.
Thank you! 💙 💛

"game:item-creature-trader-*-pottery-cold":                        "Pottery trader (cold)",
"game:item-creature-trader-*-pottery-temperate":                   "Pottery trader (temperate)",
"game:item-creature-trader-*-pottery-desert":                      "Pottery trader (desert)",
"game:item-creature-trader-*-glass-cold":                          "Glass trader (cold)",
"game:item-creature-trader-*-glass-temperate":                     "Glass trader (temperate)",
"game:item-creature-trader-*-glass-desert":                        "Glass trader (desert)",
"game:tradingwindow-trader-male-pottery-*":                        "Local goods - {0} the pottery trader",
"game:tradingwindow-trader-female-pottery-*":                      "Local goods - {0} the pottery trader",
"game:tradingwindow-trader-male-glass-*":                          "Local goods - {0} the glass trader",
"game:tradingwindow-trader-female-glass-*":                        "Local goods - {0} the glass trader",
grave iron
# unique gull <@536846319390556181> Due to the changes to the traders, the strings for traders...

"game:item-creature-trader--pottery-cold": "Торговець керамікою (холодний клімат)",
"game:item-creature-trader-
-pottery-temperate": "Торговець керамікою (помірний клімат)",
"game:item-creature-trader--pottery-desert": "Торговець керамікою (спекотний клімат)",
"game:item-creature-trader-
-glass-cold": "Торговець склом (холодний клімат)",
"game:item-creature-trader--glass-temperate": "Торговець склом (помірний клімат)",
"game:item-creature-trader-
-glass-desert": "Торговець склом (спекотний клімат)",
"game:tradingwindow-trader-male-pottery-": "Місцеві товари — {0}, торговець керамікою",
"game:tradingwindow-trader-female-pottery-
": "Місцеві товари — {0}, торговка керамікою",
"game:tradingwindow-trader-male-glass-": "Місцеві товари — {0}, торговець склом",
"game:tradingwindow-trader-female-glass-
": "Місцеві товари — {0}, торговка склом",

grave iron
unique gull
unique gull
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I've just pushed another pre-release of BL to the ModDB - this one fixes a bunch of issues and adds as new feature the new "daub bricks" 🧱 Please tell me if there are any issues beside these:

  • pottery and glass traders do not have structures to spawn in (so you won't be able to find them in new worlds)
  • glazed and ceramic oil lamps have the wrong model and crafting (why-oh-why do we now have to use a new model instead of bowls 🤦‍♂️
unique gull
light sedge
candid thunder
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okay, found my way over here

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I know not all of my mods are up to date

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but... they work, with the exception of bricklayers and expanded matter

frosty cloud
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You gonna need to provide literally any information if you want help with that bro

candid thunder
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Tels asked me to continue our conversation over here

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his mods are not playing well with the rest of mine them, i'm pretty sure it's something with the mods but can't say what specifically as it didn't spit anything out to the logs or cause a crash. I'm willing to play detective a little bit to help out if i can because i'd really like the mods to work well with everything else

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and apparently, i'm too tired to english tonigh lol

unique gull
# frosty cloud You gonna need to provide literally any information if you want help with that b...

IsaDwarf wrote this on the ModDB:

sorry, yeah that would be helpful. 1.22 Yes, upgraded both BL and EM as I was waiting for EM to launch before redownloading BL.

I have: Attribute Rendering Library 3.0.0, Auto Map Markers 5.0.1, BetterEr Prospecting 3.2.1, BloodTrail 1.2.0, Bricklayers 3.2.0 (inactive), Butchering 1.13.0 (newly aquired), CaveinFix 1.0.1, CaveSpawning 0.1.0, ClosedCaptions 0.1.6 (inactive), Death Corpses 2.7.0 (newly aquired and inactive), Draconis 1.4.0, Expanded Matter 3.5.0 (inactive), Food Preferences 1.0.0, Foragers Gamble 1.3.0, forkedgimap 1.6.0, Geology Additions 1.4.6, Geology Map 1.10, HUD Clock Patch 1.1.2, Hydrate Or Diedrate 2.4.2, Interesting Ore Gen 2.3.1, Jaunt: Extended Riding System 3.0.0, Material Needs: Geology 2.0.1, Monoceros: Ancient unicorns 1.4.0, Place on slabs 1.0.4, Primitive Survival 5.0.4, Real Smoke 1.2.0, Specialized Classes 2.2.0, Terrain Slabs 1.0.12, VanillaPlus WorldGen Patch 1.4.0, VS Roofing Mod 1.5.0, World Map Master Reforged 1.0.0

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From the earlier report:

I hate to give unhelpful feedback, but there's something not playing nicely. With the two mods added I lag for 30-90 seconds at a time. A couple times, I thought I might have to hard restart my computer it froze up so long. It's not crashing.

This sounds really like the computer is literally running out of memory and swapping to disk. I've not yet had time to download and install and test the combination of these mods, but I will do some tests and see how it goes.

unique gull
# light sedge make pottery traders live in a giant teapot :^)

The hardest part for me is that I have to design completely new trader structures that hopefully fit into vanilla. In the past I've just duplicated and tweaked some VS structures, but now that they are by region (hot, temperate, cold) this is triple the amount of work. 😩

gleaming lagoon
unique gull
unique gull
unique gull
# candid thunder okay, found my way over here

Sorry, I cannot replicate this issue on my system. My bet is still your computer not having enough memory. Note that if your world is older and bigger, the map gets bigger etc. and all this needs more memory, still. I'd also not rule out a problem with some of the mods not being properly uptodate for VS 1.22 - if one enables the extended debug mod, you can see tons and tons of patch errors from the various mods - like butchering assuming certain fish are still in Primitive survival etc. Not sure if these cause issues.

Here are my testresults with your mod set and a freshly created Standard world:

State                        |Memory total  | VS Memory | FPS   | Comments
-----------------------------+--------------+-----------+-------+--------------------
       Baseline (system idle | 10.3 GB      | -         |       |
                        Menu | 10.7 GB      | 0.4 GB    | n/a   |
        After creating world | 18.1 GB      | 7.8 GB    | ~ 40  |
  After letting chunks spawn | 19.1 GB      | 8.8 GB    | ~ 41  | View distance: 416
    Restart VS, reload world | 18.9 GB      | 8.6 GB    | ~ 45  | View distance: 416
       Enable EM, restart VS | 19.0 GB      | 8.7 GB    | ~ 43  | View distance: 416
  Enable BL + EM, restart VS | 19.2 GB      | 8.9 GB    | ~ 40  | View distance: 416
            Opening Handbook | 19.5 GB      | 9.2 GB    | ~ 40  | View distance: 416
candid thunder
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Geology Additions is not yet updated for 1.22 - are you sure it is actually working?

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yes, i'm sure it's working

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it looks like the map mod has been removed, as it was a forked version.

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Yes, that is the correct Jaunt mod

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I am autistic and am not always the best at communication so perhaps I was unclear about the issue. My game runs smoothly without any lag whatsoever without BL and EM installed, with the full list of mods running (minus butchering which I only saw was updated when I checked to see if there was an issue already reported with the mods) I am assuming it's an interaction with one of the mods i'm also running or you would have caught it prior to release (unless it's an alternate operating system issue) because this is a game breaking issue. I did start an entirely new world when first trying out the mods to ensure i didn't corrupt my prior world, so it was definitely not world size. turning off the mods and restarting the game has it running smoothly with no lag again even after adding butchering. the one thing i did not do was try BL and EM on their own without the others as i had no intention of running them solo. I will do so now to rule out a operating system conflict.

candid thunder
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using a brand new vanilla world with only BL and EM mods, not even a terrain gen or map marker, I am still experiencing lag. very slight, but noticable. That is with every other program on my computer shut down. This is not normal game behavior. I typically run multiple programs in the background when playing games, even modded games.

#

that's as much help as i can be, i'm sorry.

unique gull
raven veldt
#

Though it still wont be as bad as some other mods can be

unique gull
raven veldt
raven veldt
unique gull
raven veldt
#

I mean, it would be more effort to maintain but you could separate the brick and non-brick parts of BL into separate mods, on the subject of bricks, how hard would it be to backport just the new bricks from the 1.22 pre-release? (either for you or a random person that's interested in using them)

unique gull
# raven veldt I mean, it would be more effort to maintain but you could separate the brick and...

The "daub" bricks are just daub + clay, they could be easily put into their own mod.
But maintaining multiple mods is not free, unfortunately. Every mod adds more and more overhead that eats into my modding time.
Plus I hate mods like BL that were once in the top 10 downloaded mods sinking to the bottom while small mods get a one-time boost, then get forgotten, too. It's an attention-war now on the moddb, it seems...

craggy walrus
unique gull
# craggy walrus For me at least, this is a mod i cannot play without anymore, so thank you for c...

Thank you for the kind words - and just now there is a new 3.2.0 release of Bricklayers on the ModDB:

https://mods.vintagestory.at/bricklayers

It adapts the mod to VS 1.22 and adds the new daub-based colored mud bricks.

There are a few things todo (namely that pottery and glass traders do not have huts/places to spawn in), these will come in the next point release after I've fixed and released all our other mods.

Please enjoy building! 🧱 🏡

craggy walrus
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Epic

light sedge
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Can I use your glass textures for a thingy? I'm thinking of extending ACA's bottles to be craftable from some glass colors added by BL, like black glass, orange glass and so on. Being realistic, this is a project i could actually take on from start to finish.

ripe mulch
ripe mulch
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To be precise, the translation is ready. It can be downloaded and integrated into the mod. I can upload the file separately here so you don't have to deal with the platform.

iron kettle
#

Hello everyone, i'm french so sorry if my English is not perfect by advance. The multiplayer server i play on was (and will be I hope for S2) using your mod "Bricklayers" version 3.1.6 which is stunning and amazing thanks for your work. I discover it along my adventure and notice some odd stuff/bug. Clay-forming Malachite "Shingle" and "Amphora top" i have notice a wrong start orientation and when finished flip to right one.

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Second thing, when clay-forming pots in malachite argyle in the 4 different colors have a blinking effect on the mini map which can be better notice with adding a bowl (blank pixel appearance on the mini map) on the same block.

#

Hard to show this but i swear it blink.

#

I hope this help, and will come back if i link another screenshot to this mod. Again thx GLHF for 1.22.

unique gull
frosty cloud
#

Hi Tels, looks like in 1.22 oil lamps are now a seperate clayforming recipe entirely from bowls and needs either olive oil or rendered fat now - but bricklayers still uses the old system

spiral edge
unique gull
unique gull
spiral edge
#

I wasn’t talking about oil lamps, it was a response about shingles wasn’t it?

#

And honestly I’m not saying you should make your mod bigger I was just gabbing.

unique gull
unique gull
spiral edge
#

I get it, yeah.

unique gull
#

New release shortly, there were some things missing in 3.2.0 like recipes for the new mudbricks 🙈

unique gull
# ripe mulch

Thank you. With what name/nickname do you want to be mentioned in the CREDITS and in the modinfo file?

#

I'm also questioning some of the translations. For instance this change:

-       "bricklayers:item-smallstonebrick-andesite":            "Маленькие каменные кирпичи (Андезит)",
+       "bricklayers:item-smallstonebrick-andesite":            "Каменный кирпич (Андезит)",

Change the translation from "Small stone brick (andesite)" to "Stone brick (andesite)" and this does not seem right to me.

ripe mulch
unique gull
ripe mulch
#

This is what bricks (normal size) actually look like in the first screenshot. But the developers somehow messed things up with the new brick types. Now a normal brick is a large brick, and a small brick has a completely different pattern in its name.

unique gull
ripe mulch
unique gull
#

Poll time: what do people think about replacing the "procelain oil lamps" with the new shapes from VS?
Should I keep the old one 🅰️ (left) or replace them with the new shapes (right) 🇧 ?
The new shape could have a thinner rim, but I'm asking "should they be hanging and have a wick, or be the more modern clean look they have now".

unique gull
unique gull
worldly dawn
graceful falcon
#

never understood why oil lamps used to be just a flat glowing sufrace

unique gull
graceful falcon
#

but they do have wicks now

unique gull
#

Seems the mahority (9 to 0) want the new models. So here we go - still need to do a new model for the porcelain variant with a thinner rim. But getting there.

unique gull
#

I'm strongly thinking about removing the glazed oillamps and just keep the porcelain ones. The glazed ones are not much distinct from the now new colored oillamps in VS, and there are 30 different ones, meaning I'd add 30 new block variants just for the "raw glazed oillamp" - and I'm desp. trying to reduce the amount of blocks, not increase it 😬
Plus, they'd also require a new model which is a copy of the VS one just to set the "it's shiny!" flag on the glazed ceramic.
The porcelain ones at least have a stronger light and bring new colors not in VS.

frosty cloud
#

makes sense to me

stark mauve
#

Will there still be malachite colored lamps?

unique gull
ripe mulch
light sedge
unique gull
light sedge
#

oh

stark mauve
unique gull
# stark mauve So oil lamps come in the vanilla beehive kiln colors, but not the added beehive ...

Currently, there are no "added" behive colors in BL. In 1.21, oil lamps could be crafted from:

  • VS vanilla bowls (but no malachite, green, purple etc.)
  • glazed Bricklayer bowls
  • porcelain Bricklayer bowls

In 1.22, currently, you can:

  • craft VS vanilla oillamps (but no malachite, green, purple etc.)
  • porcelain Bricklayer bowls

I'm still thinking about adding malachite, green, blue and purple oillamps made from ordinary clay, but I have not yet looked into that.

unique gull
#

Poll time:
Pwdered and crushed corundum is used in Bricklayers for the "polishing set". However, the game for some reason did not add grinding stones based on bauxite, nor corundum.
I think these should somehow be connected, but I can't really decide how. Maybe this should be a Bricklayer's thing - where you must use the polishing set when crafting grind stones + grind stones can be made out of bauxite? 🅱️
Or should this be an Expanded Matter² features? 🇪
Please vote!

iron kettle
#

Yop, talking about the polishing tool, i used it last game and find it awful to use because it's low durability and haven't find a way to repair it. Thankfully i have a trader not far away to buy corundum to remake tool to polish the few block i made.

unique gull
iron kettle
#

Hoo thank for the tips about hard wood didn't realize it. And yes that's unfortunate for the repair feature, that's would be a precious add. You can boost it a bit or having a way to set it by player trough an option maybe.

ripe mulch
#

Crash when trying watch Large wooden gear section recipe in handbook. For some reason it is connected with this mod.

unique gull
# ripe mulch Crash when trying watch Large wooden gear section recipe in handbook. For some r...

This isn't a problem of BL - it works when I use only BL and EM. BL doesn't even touch large wooden gears!
This is either a problem with some other mod patching the recipes or things in the handbook, or probably something in extrainfo or maybe some of the client optimisation mods like optitime. I can only speculate.
And since BL is a content-only mod, I can't even fix the issue. Sorry!

ripe mulch
#

Yes, it's not so obvious here... I need to look for the reason further.

unique gull
# ripe mulch Yes, it's not so obvious here... I need to look for the reason further.

I think it might be caused by the old Tailor's Delight version you have. I just released a new one (coincidentily 😄 and I remember that some of the patches that targeted machenical power blocks where wrong (the VS devs added recipes in between, so patching recipes targetet the wrong index).
This could have caused the recipe for the gear section to be invalid and thus crash the handbook 🤔 Please try upgrading TD and Wool & More and see if this helps?

unique gull
ripe mulch
#

However, the message has changed slightly.

#

Let's turn to the great sage! ||AI||

unique gull
# ripe mulch Let's turn to the great sage! ||AI||

Hm, yeah, this is strange, there are translation entries for "plank-aged" like this:

assets/game/lang/eo.json
4976:   "item-plank-aged": "Tabulo (Malnova)",

The funny thing is, Bricklayers itself does NOT have a plank aged in any of it's recipes mentioned, the only mentions are in itemtypes of the lang files:

$ ack "aged" assets/bricklayers/ -l
assets/bricklayers/lang/en.json
assets/bricklayers/itemtypes/tool/polishingset.json
assets/bricklayers/itemtypes/resource/sherds.json

I'm not quite seeing where this could be hiding.

#

But then, THERE ARE aged planks in the game. I'm confused.

unique gull
ripe mulch
#

It's really weird, there are aged planks in the game now, and even more aged planks

ripe mulch
#

At least sometimes he can say something useful, but apparently not on such an obscure topic.

unique gull
#

What could be that somewhere there is a reference to "plank-aged" or "plank-*" instead of "game:plank-aged" but I can't find this in either BL nor other mods of mine that I've checked. References to plank are always using game:plank- so this should be ok. There might be somewhere a case where this is missing, but still, I don't think it's my problem when other mods that muck in the innards of VS crash because of this. VS does not even throw a warning under extended debug info.
My guess would be the mods like extrainfo just are confused by something. Maybe their developers can answer this riddle?

#

Maybe it is related to the polishingset. It has this strange setup:

        "variantgroups": [
                { "code": "wood", "loadFromProperties": "game:block/wood", "states": [ ] }
        ],
        "tool": "knife",
        "skipVariants": [ "polishingset-aged" ],

This means it loads all the wood types, then adds an empty list (states: []) then skips the non-existing "aged" variant.
The reason for the empty array is so that when Wildcraft is loaded, their variants can be added there. I'll re-arrange that in the next version so it's simpler, maybe this will help. I'll hopefully be able to release a new version tomorrow.

unique gull
ripe mulch
unique gull
upbeat hornet
unique gull
unique gull
#

Sorry for the delay, had to finish the oillamps first. Do you think these values are ok, or they still need boosting?

        "durabilitybyType": {
                "polishingset-oak": 750,
                "polishingset-birch": 650,
                "polishingset-purpleheart": 600,
                "polishingset-ebony": 570,
                "polishingset-redwood": 570,
                "polishingset-walnut": 550,
                "polishingset-maple": 500,
                "polishingset-*": 400
        },
iron kettle
#

Haaa, never pan of my life ... tedious work for less reward in vanilla i thought but with mods maybe worth it by night waiting sunrise.

#

Sec i need to check IG with the recipe and the block i made to tell you more

iron kettle
#

So i use a bit more than 2 polishing tool with 796 durability (oak one) to create 48 White marble / 48 Pink marble / approx 64 Obsidian tiles like the recipe showed. (3.1.6 version of BL)
That was before knowing that trader sell corundum :).

unique gull
iron kettle
#

The improvement of durability, don't know exactly where it comes from (i can dig). Maybe change the recipe where more corundum needed for more durability of the tool may be a good balance. The tool itself is a good add, having this feature added to the grinding wheel is, for me, not necessary.

#

Btw i've got one last things to report before letting u ;), it's concerning luminous glass but need a bit of time to formulate it.

unique gull
# iron kettle The improvement of durability, don't know exactly where it comes from (i can dig...

I wish it was easy to make repair recipes. Whenever a recipe has a negativ durability, you can add that to a tool but once you hit 100% it just goes up, creating "supertools" that are just broken.
Anyway, I do think that using 2 polishing sets for the amount of blocks you crafted is sensible. I can boost the hard-wood variants a bit more, but I don't want to overdo it. One uses multiple hammers, chisels etc. too. (albeit a copper hammer is certainly cheaper than a polishing set)

#

Settled on these (roughly 30% more, except for the basic ones and other alternative wood types, like the ones from Wildcraft Trees)

-               "polishingset-oak": 750,
-               "polishingset-birch": 650,
-               "polishingset-purpleheart": 600,
-               "polishingset-ebony": 570,
-               "polishingset-redwood": 570,
-               "polishingset-walnut": 550,
-               "polishingset-maple": 500,
-               "polishingset-*": 400
+               "polishingset-oak": 950,
+               "polishingset-birch": 850,
+               "polishingset-purpleheart": 780,
+               "polishingset-ebony": 740,
+               "polishingset-redwood": 740,
+               "polishingset-walnut": 710,
+               "polishingset-maple": 640,
+               "polishingset-*": 480
iron kettle
#

Of course, anyway i think polishing with a hammer is not that realist thing xD. I just was frustrated that using it for this few block before recrafting one was hard/expensive job. Don't worry, i think not much player use it to drain your attention and time.

#

I have just test to create a maple one which show me the regular 500 durability where do the F... i've got the 795 with oak back in the day!

unique gull
iron kettle
#

Probably first thing i thought but how, cannot retest it cause multiplayer server is closed but i retrieve the world thanks to the admin work and have some bugs which reset skill ... so this one is mystery.

unique gull
iron kettle
#

Totally, it's about white glass base recipe which is not the same as every other colors, when you look at it in "H" menu. Need a bit of time to explain but when i prepare all the base of glowing glass / "glaze", only the transparent / white have a totaly different approach.

unique gull
#

Don't think I want to dive into this now unless there are clearly bugs 🙂

iron kettle
#

Not really a bug, just something odd

#

Sorry about this, maybe i'm looking for a needle into a bale of hay (btw someone in th3dungeon or better ruins has done it hiding that king of easter egg.

unique gull
#

Dear Builders,

Bricklayers v3.5.1 has been released to the ModDB.
This release adds tons of fixes for the porcelain oil lamps, deprecates the glazed oil lamps, boosts the polishingset durability, makes the daub bricks craftable and updates the Russian translation. Please enjoy https://mods.vintagestory.at/bricklayers 🧱

light sedge
unique gull
light sedge
#

just a 1.10x increase, which becomes 1.33x for the next 16 items when its "compartment" has crushed bauxite or crushed corundum would make all the difference

light sedge
#

it grinds... cereal into flour, for example.

unique gull
light sedge
#

Ah yes, the quern. Sorry, English is my second language, and "quern" never really stuck

unique gull
#

Funny, the handbook says "some providing a sharper edge than others" while in game it seems all grindstones produce the same "grinding wheel" machine with not difference at all---

light sedge
#

i guess it remains yet to be added

unique gull
unique gull
#

Lot's of finetuning later 🙂 Still have to finish a few things like cups and tea pots, but getting there now.

unique gull
#

OMG! These cups have been added in early 2022 and I don't think I've ever updated their shape. But look what I noticed when I arranged them in the new cabinets 🙈 The handle is not centered 🤦‍♂️

#

While I was at it, I've also disabled a few hidden faces. Won't make a performance difference unless you stack thousands of them into a tiny room, but heh, it can't hurt. I hope.

agile wasp
#

That's one of those little things where if you didn't point it out, no one would have noticed! 😁

unique gull
#

Should have just declared them modern art, or .. Vintage Artisanal Cups 😂

agile wasp
#

"It's the imperfections which show the handmade nature!" or something

unique gull
ripe spindle
agile wasp
unique gull
#

I've just released Bricklayers 3.2.2 (Note: It requires EM² to be upgraded to 3.5.2!)

This one contains the fixes to let you put BL ceramic and porcelain items into cabinets, and allows black/burn copper to be used to make black frit.

Please enjoy! 🧱 🏠

light sedge
#

make bricks throwable as a treat (?

unique gull
spice mango
hollow plover
#

anyone else have issues where looking at crocks of food causes lagspikes? (asking in here on the off chance that bricklayers is somehow the culprit)

hollow plover
#

had this exact same issue when i played back in january too, could never figure out which mod was responsible

spiral edge
#

Odd.

unique gull
#

I can't fathom why BL should always be the culprit for any lagspike or memory problem people have. Esp. when they then post "heh, here are my 165 mods I'm running" 🙃

unique gull
hollow plover
#

i'm just grasping at straws trying to figure out which of these mods might be causing it without doing the whole binary search routine

#

like i could also see xskills being the culprit, but surely people would've complained about it by now?

frosty cloud
#

Those are pretty consistent spikes, if it was BL ppl would noticed more imo

unique gull
#

Not BL.

hollow plover
#

clay vats, storage vessels, and the polishing sets still use raw fat instead of rendered

gaunt jolt
#

Performance ok with this now?

unique gull
unique gull
gaunt jolt
unique gull
# gaunt jolt Ah, just heard that it had a memory leak or something a while ago.

People always claim that, but content-only mods can't really have memory leaks - if memory is leaking, it's the game engines fault and I can't even fix such things.
Yes, the mod adds a lot of items and block variants, but it's MUCH less than many other big mods add, and if you run 150..200 mods, it's unlikely that BL is the one straw that breaks the camels back.

gaunt jolt
#

Great 🙂

toxic flame
# toxic flame Im just here once again hoping and praying that a 1.22 patch for BL includes a w...

Hey Tels, I've been enjoying bricklayers on 1.22, your work is great as always. Now that it has been updated to the new version successfully, is there a chance we will see crafting grid recipes for raw clay/porcelain tiles so that we don't have to clayform each one by hand? (I am talking about the BL tiles and not the new vanilla ones) Even something very simple like the proposed 9 clay in 1 grid square to craft a tile would be nice, although even the new vanilla tiles in game do not have a cost this harsh; they require 1 clay per tile and 8 tiles per block.

Maybe you could introduce something similar to the tile crafting system from older versions of bricklayers? Such as, say, use 6/12/18 (whatever the cost) clay in the crafting grid to craft a raw clay block, bake this block in the kiln, then saw it into 8 - 16 tiles? Please, something like this; I see that tiles made from raw stone are already processed in this way, is there a reason it cannot be done the same for clay and porcelain? The time to clayform a comparable number of tiles by hand is unbearable and sucks the fun out of the experience 😥 It feels as though many glazed, porcelain, and clay colours are unnecessarily difficult to acquire even though gathering the special resources is already a task on it's own.

Bricklayers is so wonderful to play with and this one feature would make it truly perfect 🙏 Let me know what you think and thank you for listening

unique gull
unique gull
# toxic flame Hey Tels, I've been enjoying bricklayers on 1.22, your work is great as always. ...

I've added a recipe for using 9 clay to produce 2 tiles which is 4.5 per tile.
That is a bit more expensive than clayforming 1 tile (4 per tile) but cheaper for 4 (21 clay => 5.25) or for 8 (44 => 5.5 per tile) with clayforming.

I've also simplified the clayforming for tiles be removing the "spaces". The idea is that after forming a "block", you cut it with a thread into raw tiles. It's not really more unrealistic then the one with the spacers - the top tiles would sag anyway.

toxic flame
unique gull
toxic flame
#

Hey, I understand, it's no hurry

#

I am just excited to finally have this feature hahah

glacial magnet
#

Are clay vats meant to be able to hold dye? I thought it would count as a liquid but it doesn't seem to

worldly dawn
#

Milk has been waiting literal years for this lmfao 😂

glacial magnet
#

Nooooooo

#

I was going to use them for my tailor shop

#

And they would've looked so good :(

unique gull
unique gull
#

You can also fill bowls directly from them, or empty bowls into them.

toxic flame
#

All in good time 🙏

zealous snow
#

Does this mod increase the amount of meals that fit inside of a crock?

unique gull
spiral edge
#

Are there porcelain cooking pots that cook more servings at once?

unique gull
spiral edge
#

It’s pretty simple, just like crocks, but that’s honestly fair!

unique gull
#

I'd also like to experiemnt with texture mapping instead of creating more blockvariants first. That could slim down the mod, possible.

unique gull
spiral edge
#

Yes, these values are all tied in together.

unique gull
# spiral edge Yes, these values are all tied in together.

I don't think I want to do porcelain cooking pots:

  • It seems a lot (all?) of the meal textures are bound to the pot - meaning I would either need to inherit from the claypot or other mods that add meals would need to patch my pots? This is a minefield
  • each color adds 4 variants (fired clean, cooked clean, empty dirty, cooked dirty) and so it would add quite a few block variants (7 * 4 = 28 just for plain porcelain) .

Have many more bugs to fix in other mods before I will look into such complicated features.

spiral edge
#

Fair!

unique gull
#

It's optimizing time - I've removed the special vessel planters (saves 20 blocks and a few recipes). You can now use normal empty vessel bases as planters.

Note: BEFORE you update to the new BL 3.3.0 - break all placed vessel planters, and store the flowers and sapling, and then convert all the vessel planters into vessel bases. After the update, the vessel planters will be gone!!

(VS block remapping still sucks... so I can't remap them, sorry!)

compact plover
#

Do bricklayer malachite shingles work with the vsroofing mod? my guess is probably not?

unique gull
compact plover
#

oh there is a compatibility patch for it, it looks like so maybe?

unique gull
compact plover
#

will do

compact plover
#

not that suprised, all it needed was a recolor of the existing tiles he had

obsidian jay
#

got a chrash when clicking bowl lamp in the handbook

#

hoverig over it is fine and it displays it but when clicked its a cash
System.Exception: Can't create itemstack without item! at Vintagestory.API.Common.ItemStack..ctor(Item item, Int32 stacksize) in VintagestoryApi\Common\Collectible\ItemStack.cs:line 227 at Vintagestory.GameContent.BlockLiquidContainerBase.OnHandbookRecipeRender(ICoreClientAPI capi, IRecipeBase recipe, ItemSlot dummyslot, Double x, Double y, Double z, Double size) in VSSurvivalMod\Systems\Liquid\BlockLiquidContainerBase.cs:line 83

unique gull
obsidian jay
#

the pic looked like the new ones as i was checking the recipie for fat and saw it then when i clicked it in teh book it crashed

unique gull
compact plover
#

Oh yeah and oil lamps don't come in malachite clay yet iirc

halcyon lynx
#

I've been struggling with a crash that happens on a server I play on seemingly randomly and I can't figure out what the issue is, can anyone help? Reinstalling bricklayers/ExpandedMatter/ExpandedFoods hasn't done anything, and most bricks, vats, and lids are missing textures, which might also be a related issue

obsidian jay
#

it tells you there
System.Exception: Error while rendering item in slot Vintagestory.API.Common.DummySlot (1x Block Id 37782, Code bricklayers:glazedbowl-burnt-clear-go
basicaly the bowl lamps from bricklayers are crashing you so get rid of the bowl lamp from bricklayers and use a base game one till he fixes

unique gull
obsidian jay
#

someoen found this issue wtih oil lamps from betterruins dont thnk it helps in this case thou
#1033777504755916831 message

halcyon lynx
#

That's the thing though, there are no glazed bowl lamps anywhere near me whenever I crash, but I have noticed that the crash log does usually state that it's some form of glazed bowl that does it

unique gull
halcyon lynx
#

After doing some hail mary attempts, I think I might have found the fix? I ended up deleting my cache folder and at the very least the bricklayers items that had missing textures are fixed now, and viewing any glazed bowl page in the handbook no longer crashes me, so I think it might be safe to assume that the random crashes that happen when the game happens to think about a glazed bowl hopefully won't happen anymore

unique gull
unkempt wave
#

The game really was dreaming of glazed bowls and deciding to risk it all huh

pale wolf
#

hi, wanted to craft this block but cannot find a way, any help?

unique gull
# pale wolf hi, wanted to craft this block but cannot find a way, any help?

I'm not sure what the problem exactly is? What do you want to craft "Slate stone tiles" block, or the "rough slate stone tile" items?

Take a block of polished slate stone, cut it into 16 tiles, combine 6 of them with "tile mortar" and you get a "Slate stone tiles" block that looks the same but is cheaper.

covert gyro
#

so three blocks become eight?

unique gull
spark rapids
#

Alo, how does one make coloured mudbricks

#

👁

unique gull
spark rapids
#

Holy moly, thanks

celest lintel
#

Running into a weird issue with the mugs from this mod
I have a lot of mods installed so it might be related to that, but figured I'd post here in case anyone else had some insight
In my survival world, I made some of the clay mugs from this mod, then drank tea from Make Tea Forked. My hydration bar from Hydrate or Diedrate went up by 2 bars, but only 0.02 liters of the tea in the 0.4 L mug were drank from the glazed mug, or 0.01 liters from an unglazed mug. It has been turning my teapot into enough water to last me for days

unique gull
celest lintel
#

It almost seems like there's one too many 0s somewhere shifting it off by a factor of 10

#

or one less 0 than there should be

#

Using the latest Bricklayers (3.2.2 ) if that helps at all

unique gull
celest lintel
compact snow
# unique gull Very helpful, thank you. BL uses: ``` "DrinkPortionSize"...

Hi. We ran into the same issue. Before I found the thread here I looked at the files and guessed that DrinkPortionSize might unintentionally be handled as a factor, meaning that drinking from a 0.4 container consumes only 0.4*0.2=0.08. We set it to 1.0 and it seems to work now. Just in case that helps.
Liquid transfer was never affected as far as I can tell.

unique gull
spiral edge
#
if (Attributes?["drinkPortionSize"].Exists == true)
{
    drinkPortionSizeFromAttributes = Attributes["drinkPortionSize"].AsInt(1);
}
#

Never been removed.

#

Not a factor, either.

#

But it has to be lower than the total capacity to do anything useful.

#

Oh wait, I see the issue.

#

It's being loaded as an int. kek

#

It's a simple fix but I don't know if it'll make it into 1.22, unfortunately.

unique gull
spiral edge
#

It will for sure be in 1.23.

unique gull
#

Take your time, any bugs fixed is a good thing in my book.

glacial agate
#

Found a bit of a dupe with ceramic tiles:
Full block of hardened clay and its' halves both give back 6 tiles on un-craft

unique gull
unique gull
#

Dear Builders, I've released Bricklayers v3.3.0 on the ModDB - get your fix here!
https://mods.vintagestory.at/bricklayers#tab-files

This is a rather big update with tons of bugfixes and a few optimizations.

BEFORE YOU UPDATE:

  • Make sure you pickup all open clay vessels that are in ground storage (aka placed on the ground) - they might otherwise vanish!
  • Make sure you break, pickup and then convert all vessel planters to "open clay vessel bases" - otherwise they might be lost on the update
  • After or before the update, you also need to replace all glazed oillamps with VS oillamps - these no longer exist. Sorry!

In addition to removing a few dozend blocks and some redudant patches, this update also:

  • Fixes and expands the recycling of VS roofing pieces
  • Improves cabinet storage
  • Improves frit and glass batch crafting by allowing more pigments and ingredients to be used
  • Allow to craft clay and porcelaintiles in the crafting grid (uses more material,tho)
  • Improves the output of a few crafting recipes

Please enjoy and tell me what you think.

vestal basin
#

There isn't any known issues with this or Expanded Matter causing hiccups, is there? I updated both today and my performance has been weird.

#

When traveling I'm getting hiccups and freezes.

#

Prior to today I never had those issues so I'm trying to dial in on it

covert gyro
graceful falcon
unique gull
# graceful falcon I've noticed a distinct slow down in performance after installing EM2 ngl

This really should be the case. EM² only adds a few items and textues, and it doesn't really change anything in worldgen (except making uranium spawn, but this is a standard thing like for many ores).

We have noticed a lot of slowdowns with 1.22.x already, and 1.22.7 seemed to make it worse, depending on which mods you have. There are reports of memory leaks in VS, but my mods are all content-only mods so they can't really fix this.

There is a mod which might help: https://mods.vintagestory.at/vsvaogc

Otherwise we all have to wait until the VS devs fix their stuff.

unique gull
graceful falcon
unique gull
#

Anyway, even if EM² causes chunks to generate slower - there isn't anything I could do about it. EM doesn't even have any blocks, it just has items.
What should I do? Remove items?

graceful falcon
#

would you prefer to not know about a potential issue or what?

#

no reason to be sarcastic

clever fossil
#

I don't think tels is trying to be rude or sarcastic, they just tend to be rather direct and rambly

unique gull
graceful falcon
#

funny enough, we don't even have BL on the server

#

just EM2

unique gull
unique gull
# graceful falcon just EM2

I've mentioned BL because it does contain blocks. I'm not entirely sure if having a mod with blocks/block entites can cause slower chunk generation, but at least it has the potential, EM² just has items.

I could imagine tho, the slower generation is maybe because of more memory pressue? It's all guess work, tho.

vestal basin
#

Yeah I didn’t think EM should be causing it, but I played a little bit with the last VS update and didn’t have this problem. It could be the core game causing it and it just didn’t start happening for me until now though

narrow pivot
#

Any plans for malachite clay molds?

unique gull
# narrow pivot Any plans for malachite clay molds?

No, not really. Colored tool and anvil molds are no longer part of Bricklayer's, so if you'd be able to make them out of malachite clay, then I'd somehow re-add them, and they'd all fire to "dark brown generic" ones anyway. I don't think it will be good to add dozends of items and textures and recipes just for this - red clay etc. is quite abundant.

narrow pivot
#

Ah

acoustic mantle
#

So if I'm getting these errors on startup with Bricklayers... it's some kind of incompatibility with one of the mods I have installed.

But I don't have material needs, or any mods that add extra blocks like that thonk So I'm not certain which ones to look at here, do you have any ideas?

On a blank install there are in fact no errors, but on this mod list, it's specifically after I install bricklayers that I start getting them

Edit: It's not Watersheds, or Terrain Slabs or Terra Prety

unique gull
acoustic mantle
#

I'm assuming if it's a compatibility layer of a different mod, that if I go into patches/compatibility in their zip files and look for something referencing Bricklayers I might be able to find it that way?

unique gull
unique gull
acoustic mantle
#

neko_hellonyaa_salute I'll see if I can find it in any of my mods zip files and then go from there lol

#

This is the problem in game, I'm assuming, but it doesn't tell me what mod is messing with it too much so 😭 I wonder if there's a debug mode I can go into that would give me more clues at all

I am on Linux, running CachyOS, though I'm not sure if that would have any impact at all

unique gull
unique gull
unique gull
acoustic mantle
#

Sorry I was having lunch real quick but I think I found it!!

#

I think it was Handbook Declutterer

#

Yesss that's what it was, I've confirmed it now 🙂 Its working proper again!!

unique gull
# acoustic mantle I think it was Handbook Declutterer

Good find. This mod has some broken patches that are simply wrong now:

assets/handbookdeclutterer/compatibility/bricklayers/patches/survival-blocktypes-soil-mudbrickslab.json                                                                                             959/959               100%
[
  {
    "op": "addmerge",
    "path": "/attributes",
    "value": {
        "canChisel": true,
        "chiselShapeFromCollisionBox": true,
        "chiselShapeFromCollisionBox": false
    },
    "file": "game:blocktypes/soil/mudbrickslab.json",
    "side": "Server"
  },
  {
    "op": "add",
    "path": "/textures/inside-down",
    "value": { "base": "game:block/soil/mudbrickslabs/top" },
    "file": "game:blocktypes/soil/mudbrickslab.json",
    "side": "Server"
  },
  {
    "op": "add",
    "path": "/texturesByType",
    "value": {
            "mudbrickslab-light-*": {
                "horizontals": { "base": "bricklayers:block/soil/mudbrickslabs/side-light" },
                "up": { "base": "bricklayers:block/soil/mudbrickslabs/top-light" }
            }
    },
    "file": "game:blocktypes/soil/mudbrickslab.json",
    "side": "Server"
  },
  {
    "op": "add",
    "path": "/variantgroups/0/states/-",
    "value": "light",
    "file": "game:blocktypes/soil/mudbrickslab.json",
    "side": "Server"
  }
]
#

I think the whole patch should be removed from that mod - it just breaks things and serves no purpose.