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Routhinator

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Everything posted by Routhinator

  1. I have been searching for any sort of answer on how to delete all prospecting points or reduce the samples to a certain number per area. I cannot see most of the map with the prospecting I had to do to find halite, and the area is just useless now from the perspective of the prospecting map usability. Right clicking and confirming delete on each one will take days of real time, not to mention in game time. I don't see a command or a json file for this.. Unless I'm missing it?
  2. They do appear to detect flowers in clay planters - not sure about the mod.
  3. Really unfortunate this was never answered.. I have been looking and looking and cannot find an answer. Guess I'll just have to try and hope it's not a waste
  4. Interestingly, I just had this happen with another bloomery on the exact same block space. Once again, stopping the server and restarting it set it back to unlit.
  5. I've been seeing this on 1.22.5 with Bloomeries, and find that running /stop on the server and letting it restart seems to set the Bloomery back to unlit, and then when I light it again, it completes. I've most recently seen this running 10 bloomeries at once, 9 completed, and one just burned forever, never completing - but also - while there was smoke and it was impossible to light, the bloomery did not appear hot (the little opening at the bottom was not glowing at all) - it was both lit and not hot somehow, using charcoal with crushed quartz for glass.
  6. Eh, I think the save gets messed up from changing the spoil rate. I set it to 0.2 based on what I had observed, and shelf life started to count up. Set it back to 0.5 and now it's still counting up. Wonder if this is just on existing crocks or if I cook something new it will be the same.
  7. Wading into this a year later. New to the game and just tried going from 9 - 30 days on an existing world. The spoil rate needs to change to make sense, so I wouldn't feel odd about changing it. I am watching food loose days on it's shelf life in under an hour of in game time. That means the spoil rate is somehow not properly scaled when the month length is. Edit: So I changed spoil rate to the recommend 50% (0.5) - and it's better, but watching food on my shelves; we're losing 1 day of shelf life for every 30 minutes of shelf life still - going to see if I can get it to match the time speed and maybe there's a formula we can work out for players.
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