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Everything posted by Bumber
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Shouldn't be, though. The trees are extracting existing nickel from the soil, not transmuting it from other elements. Once the soil is depleted, it's gone for good. It would be a convenient way to get nickel before iron, except... you need an oven door to produce the coke for smelting. That and nickel is only used in Jonas assemblies, which is late game anyway.
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You can test in creative. There's a motor block with configurable torque output. I'd recommend building a clutch and transmission for each thing you want to power. That way you can divert power when the wind dies down. (Also, the hammering sound gets annoying fast.) You can just remove an axle for the same effect until you get enough resources. Just make sure to leave room to add them later. (IIRC, they can't be right next to the large gear, so your helve is too close. Trying to remove the axle there will cause the angled gear to pop off.)
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Tin VS Bismuth, what bronze pickaxe do you prefer to use?
Bumber replied to Nerdlin Geeksly's topic in Discussion
Bismuth. Uses less copper, which is needed for other stuff. (Chutes, hoppers, and distilleries are exclusively copper.) I like to use molybdochalkos lanterns. Even less copper, and has that classic black color. -
Makes me wish we could use chutes directly on the sides.
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The discussion was talking about per "mille" (thousand), not per "mile" (distance). Literally there are 1000 blocks in 1 mille, as there are 100 blocks in 1 cent. The relevant part is that 0.2‰ = 0.02%. So 1 in 5000 blocks are ore for the prospected area. (IIRC, the terrain height affects how many blocks that is total, because there's more blocks to mine under a mountain than an ocean.) I don't know how many blocks are in 1 mile. We'd have to estimate how large a block is based on the size of some other objects. If they're 1 cubic meter, then about 1609 in a mile.
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If you've got block gravity on, your dugout would've already collapsed while you were trying to build it. In that case, you'd be using packed dirt to begin with.
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I'm always worried that they'll somehow manage to kill each other simultaneously, resulting in no roosters.
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Throwing water with Watering Can on a Hot Mold cools off faster
Bumber replied to TheRubenazoVS's topic in Suggestions
Is this not already a vanilla feature? You use the watering can on a mold with hot metal, which creates a steam effect and cools it down. Edit: It's an undocumented feature of https://mods.vintagestory.at/amr -
AFAIK, only the mother matters for domestication. Also, roosters will kill each other, so you might want to just kill any male chicks if you don't need the feathers. (You can move them somewhere separate with baskets, otherwise.)
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Doesn't being wet bypass the clothing adjustment? It currently has some kind of effect if you're wet and in air, at least.
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Hypothermia happens at 37°C for seraphs, not 0. Since water is a great conductor of heat, you should be rapidly cooling to hypothermia temperatures, not pausing or heating unless your internal temperature is already at or below that value. (It would follow in this situation that the water is significantly warmer than the frigid air.)
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Why doesn't alcohol provide satiation when your hunger bar is full?
Bumber replied to BudgetLimeSoda's topic in Discussion
There's no sanity stat. Temporal stability is unrelated to mental state. -
For the jewelry: https://mods.vintagestory.at/speararrowheadbits
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Without flint and sticks, fish and other animals aren't food.
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Pretty sure you can already forge locks out of bronze and iron. https://wiki.vintagestory.at/index.php/Block_reinforcement#Other_capabilities
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That's active in creative mode. You can tie ropes to (sufficiently domesticated?) animals, but it doesn't seem to have any sort of effect beyond the visible rope. They don't follow the player, and they definitely don't rubber band (though I didn't try moving an extreme distance away.)
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Mine's set to a horn. When the game glitches and I get several overlapping damage sounds, it turns into a deafening truck horn suited for a freeway.
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Honey by itself never spoils, though, which makes jam a downgrade. If you don't make porridge or wine out of them, you can always just let the berries rot and use them for compost. However, pressing them into juice gets you animal feed, at least.
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Looks like it involves a bed. Are all the mods compatible with your game version? The only other thing to do is disable your mods one by one to find out which one is causing it.
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Use this: https://mods.vintagestory.at/farmlanddropssoil
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No. I don't think it even harvests faster. It has higher durability and damage.
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It is my aspiration that the freshly-employed animator will implement this.
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I would assume it's determined when the chunk is generated. I'd check in areas generated after the mods were installed to be safe. You don't need to create a new world. There are also commands for regenerating chunks that have fewer than a given number of player edits (so you don't wipe your base or regenerate ore): /wgen autogen 0 /db prune 5 confirm /db vacuum Where 5 is the number of edits. Haven't used these yet, personally, so IDK if you need to manually turn autogen back on afterwards so chunks will generate. Create a backup before doing something like this, obviously.
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Maybe stability should be increased near your respawn point? It does take a temporal gear to do. Setting your respawn point deep underground shouldn't do enough to cancel out stability drain there, however. Rift wards should allow you to do this in places in addition to your respawn point. Possibly even while unpowered.