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Missing Voxel in Anvil Base When Smithing


Go to solution Solved by Maelstrom,

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Posted

Whenever I smith an Iron Anvil Base, I always wind up exactly one voxel short when I use five ingots and I'm not sure why. Is it possible to make it with exactly five ingots? Are some voxels getting deleted when I'm putting new ingots on? I genuinely don't understand why this is happening.

Posted

I don't know - never done it.

But the wiki says it SHOULD be possible to do it with five ingots.
https://wiki.vintagestory.at/Anvil

Anvil Base

Start the crafting process by placing a heated iron ingot on the anvil - bronze or higher anvil tier is needed. Select the anvil base and start hammering. Note that for the base, a total of 5 ingots need to be added, and there is at maximum 14 voxels worth room for error. This process might be easier when starting with one iron plate as the base, and then adding 3 more ingots, one at a time.
To lessen the chance of wasting voxels - and thus ingots - it is necessary to add one ingot, flatten it out and only then add the next - and so forth. The space on which the next ingot will be added is always the same, and the player can make sure that this space is flat and below the maximum height limit of the recipe, which is 6 voxels, or 3 ingots stacked. Keep in mind that a new ingot added will only fill in the empty voxels in that specific space, so it is recommended to keep the ingot place as flat as possible. The ingot will however rise with the rest, meaning it will be added on top of the current surface.

 

  • Solution
Posted

Five for the base and four for the top.   I usually have voxels left over for the base but every voxel is needed for the top.  

The last time I forged an anvil I tried putting three or four ingots in place before the never ending pounding began.   Yeeeeaaaahhh, that was a mistake.   Ended up losing voxels in the last ingot.  Moral of the story - place ingots only when needed.  

If you didn't do what I did, you may have deleted misplaced voxels during the process.  If it's in 1.21 it could also be a bug.

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