nnm711
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Everything posted by nnm711
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I don't know if this too lucky or not, but after thorough exploration of a nearby mountain, I found 14 rapid streams on it. From my current homestead location, 12 could reach it, although all but 1 would end up deep underground. I feel like at this point where I am planning it, I think I am heavily underestimating how nasty building the aqueducts and the whole system would get, considering the furthest streams would end up at height around 20. That's tier 3/4 enemy territory, not even counting how fast that cog in the middle of the UI would spin, and how many breaks I would have to take to recharge. If I would relocate my home below the mountain, I could plug in all 14 streams rather easily, with 10 of them remaining comfortably above ground, allowing for some kind of potentially awesome structure, and the rest not too deep underground. I would lose quick access to a planned, but unfinished pathway through good translocators to the tropical zone (3 translocators move me almost 20k blocks south, with less than 1k blocks distances between them) and I would have to start growing fruit trees anew, after many of them being almost fully grown at my original location. I haven't fertilized my berry bushes yet, so that wouldn't be much loss. The new area is also a lot more stable. My current home is partially on a tiny island of small stability among low instability, but if I smelt stuff for too long, I begin hearing the "creepy" music. The low height would also make it need 150 or more axles to bring the power to my home. I am not sure how much of a debuff to the overall power produced it would be, as the waterwheel has no visible torque, unlike the normal windmill rotor. But is that even worth it? Is there something 14 wheels can do, what 6, 8, 10 or 12 can't? I would like to upgear my quern and pulverizer twice, considering the default speed of the wheel is slower than a windmill going full tilt. In my current, wind-powered setup, the helve hammer is on a default speed, and at full wind speed it's just enough to keep heating iron blooms and turning into ingots with a single forge and hammer. I have been testing in a creative world how multiple wheels behave with upgeared (once) machines, and it gets rather weird. When chunks get unloaded and then loaded again, or I am loading into my singleplayer world, it looks like a single waterwheel will be stuck not reaching its full speed and machine performance is almost like they weren't upgeared at all. (quern directly connected to a wheel will take around 15 seconds to grind a single grain, in that weird state, the upgeared quern will take around 13 seconds) But toggling clutch off/on anywhere in the system makes the wheel reach full speed, and it doesn't slow down afterwards. Even if I plug multiple things in at the same time, it doesn't seem to affect it much. (quern will grind single grain in about 3 seconds, 3.5 seconds if helve hammer is also connected) There is also a weird speed oscillation happening, but it didn't matter at all whether 1, or up to 5 wheels were connected to the system. With more wheels the initial loading-in penalty was lower, but toggling the clutch always made the machines faster, if very little with 3-5 wheels. After some initial frustration, I made sure I placed all the wheels while facing the same direction, and that the axle is spinning the same direction as the axle inside the wheel itself. If I placed the wheel incorrectly and the connected axle spun the other way, I found that the wheels rotated the wrong way when I loaded into the world! While wrongly placed, any interaction with the system (adding more machines, toggling any clutch) caused the whole mechanical system to fully stop for several seconds, before beginning to spin again. (and after first interaction, the wheels begun to spin as they should) I have experienced the same thing while building my windmill system before, but then I expanded and redone it, and the issue (temporary full stop when toggling clutches) went away. I suspect with the redesign I placed the windmills "the intended way", which makes them spin the attached axle shafts the "correct" way. I think I have seen one of my windmills spinning the other way compared to its shaft, but all my recent attempts to recreate this behavior have failed. So I don't know what I was doing, or what could have caused it. Here is a map of the mountain, my current location is way to the top left, outside of this map, the better location is marked with an X. In case anybody would like to play on the world, the seed is 1737701172, all default settings as of 1.22.(3-6). This is my first world/playthrough of VS, so I didn't experiment with different world settings. Legend: swirls are the locations of each rapid skull: rapid is trapped with gravel. (approach very carefully and place a fence on the source block, or the stream is permanently gone) swirls colors relate to the height of the rapid: blue - above 200 green - 175-200 orange - 150 -174 red - below 150 I also have a very crude google sheet that calculates at what potential height aqueducts would end up, given coordinates, if anybody wants to look: https://docs.google.com/spreadsheets/d/1mQObnQhHLYkD1b1BDc4Wg-qEx2K6cVVFcC9qCzV0sB4
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Thank you for your response. I don't think digging out the soil is too much work, better than waiting it out blindly. I was just surprised this is how the berry bushes work, as the resources available indicated the soil remains untouched, and the nutrients data is stored on the berry bush itself. I half suspect the nutrient regeneration continues while the bush is in the cutting stage, because even the immediately replanted bushes have more nutrients than its predecessor. I certainly have enough bones now that I have both chicken and pig farm, though before that I saved all bones to craft Terra preta. I used to mostly eat bushmeat from wolves that crossed my path beforehand, and I rarely killed other animals for redmeat, because I wasn't sure how animal spawns work and I wanted to tame them later. (they still disappeared over time, probably from falling into those vertical holes that are everywhere) Nothing beats spending no resources though. If I am going to fertilize the bushes, I will most likely want to boost all stats though, so they reach the "bountiful" state. What does a nutrient imbalance do to the bush? If I just bonemeal it to 100% P, will it use more of the P nutrient than the rest? That would not make the bush bountiful immediately, but it would shift the nutrient consumption burden towards the most easily obtainable fertilizer type, if I did that for the first 5-10 years.
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Hello, new player here, enjoying my first playthrough. When I saw how the berry bushes work in 1.22, I looked for a way how to sidestep the fertilizer requirement(medieval peasants have to be crafty!), as I didn't want to waste valuable (and scarce at that time) resources on growing berries. I settled on strategy of just replanting the bushes when the nutrient levels drop too low, sacrificing one half of the farm for one year to grow fresh bushes. I knew the yield isn't going to be great, but it's good enough, one doesn't need that many berries anyway. It's now year 5, and some of my bushes were approaching the "barren" state threshold, so I replanted them last year. Surprisingly, they seem to regrow with nutrients still drained. You can see from the screenshot that the bush is not even mature yet, but it already has just 27% of nutrients, on a medium fertility soil. The wiki says that the berry bush only takes the initial fertility level from the soil based on its type, and then works independently, having to fertilize the bush directly, but this seems like a misconception. Out of curiosity, I tried tilling the soil immediately after destroying a bush. You can see the soil is actually drained of nutrients from the bush growing on it. My issue isn't with the soil remembering the bush nutrient values, but rather how invisible this is. The soil block itself shows nothing, because it's not farmland, and the freshly planted cutting doesn't show nutrient values yet, so player gets a delayed middle finger. I believe planted cutting should already show nutrient values, so it's clear what's happening under the hood. Maybe looking at a soil block with less than 100% of its nutrients should show the nutrients level too, as they seem to recover over time like unused farmland, but the process is fully invisible. For now, I guess I will just dig out each soil block before replanting the bush. ----- I also have a second issue, that the berry bushes seem to lose their traits over time. I haven't seen this as intended mechanic on the wiki. Apart from very few specimens when I find a new type of bush, I am very particular about planting only berry bushes with "-nutrient uptake", ideally also having "+yield". But when I checked on my bushes couple years down the line, I noticed most of them had no traits. I am now very glad I didn't put any fertilizer into them! I unfortunately don't have any relevant logs because I suspected some of them lost traits long ago, but I didn't remember what bushes had which traits, as they were mixed with traitless bushes, and bushes with wrong traits.(I initially thought cuttings could roll new traits when growing up, so I was also taking ones with traits that speed up harvest and remain ripe for longer, chasing that perfect 4-positive trait bush) I only became sure of this phenomenon on year 4's spring, when just before winter I propagated a lot of my good berry bushes, and after winter I noticed traits on almost all of the bushes were gone. There is a bug report about this on Github (https://github.com/anegostudios/VintageStory-Issues/issues/9215), and it seemed to suggest melting snow is the culprit. I have built a cover for them so snow doesn't reach them anymore, but I have trust issues now, and I am now doubly hesitant to spend any kind of fertilizer on bushes, lol. But I have been thinking about it, as I probably have the resources now to just boost them into bountiful state and keep them there. I don't really want to do it though, if the "-nutrients uptake" trait could just vanish from them thanks to bugs. 1.22.4 changelog didn't mention anything about this, so I will keep waiting. ----- The berry bush rework seemed quite controversial. As a new player I don't think the result is that bad, though I wish there was a way to cultivate new traits within new bushes, or combine them somehow. (maybe having the bushes with different traits close together be pollinated by a single beehive could produce fruit with seeds, that could be extracted with a knife and planted) The trait utility also seems to wary wildly, with the "-nutrient uptake" being by far the best, making upkeep a lot more economical. +15% yield is nothing to write home about, should be at least 30 or 50% imo, or even randomized, so players keep searching the world for higher values. Harvesting speed seems pretty useless, saves maybe a second each year. Ripe duration could help line up harvest better, so the earliest bushes still have fruit while the last stragglers ripen up. The 20-year period until the nutrient consumption tapers out is crazy, I feel like something like 10 would be more appropriate(with sped up nutrient consumption). Considering each year on default settings is 50-60 hours of playtime, on solo worlds we are talking about a 1000-hour save before one has a truly "mature" bush. But even without fertilizing, on medium fertility soil the bush will bear fruit for 3-4 years, twice a year. I am still unsure it's all worth the effort, considering fruit trees produce fruit with superior qualities and quantities with no maintenance after successful planting, and there are wild bushes everywhere. I personally like to keep around as many varied food sources as possible, so I keep messing around with berry bushes. Maybe in the future the patches, the player could be able to make cream or yoghurt from milk and combine it with berries only, to produce dairy + fruit kind of food, to keep berries relevant.