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Jack Mackey

Vintarian
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  1. This looks pretty good, at least from the screenshots. I might try it later today. Do you have a rough estimate on how much of a performance hit this could be?
  2. Distance can definitely be more than 4. My latest world I got my bees from a tall tree, don't know exact height but it was sizable. Probably closer to 8.
  3. I don't think there's a use for it unmodded. It definitely kills crops, though. Lost two full greenhouses because I didn't check what I made my pools out of.
  4. I added 64 GB trying to fix this (total of 96 GB) and it did nothing. The best fix is: 1) remove memory hungry mods like bricklayers and medieval fashion 2) run a local server and client combo instead of single player Garbage collection seems to be blocking a thread/process for some reason (it shouldn't), so when garbage collection goes from 2-3 GB to 20+ GB, it takes longer and blocks longer, causing the big lag spikes.
  5. I think the intention is to be more about exploration and providing lore. There's a boss fight and some really cool stuff at the end (including a unique item you can't find elsewhere, although it's of questionable value). Making it through the whole thing also involves some minor puzzle solving and backtracking like a traditional dungeon crawler. Fair amount of combat, too. If you're just looking for loot it's honestly not worth it. Much easier to get everything there some other way. But if you like dungeon crawling and are interested in the world it's a great place to work through.
  6. Thanks, that was it. Didn't even consider it.
  7. It's 0.4 liters per set of berries. So, the recipe is actually 1 berry, 1 berry, 0.2 honey, 0.2 honey. For a full pot of 6 servings it's 6 berries, 6 berries, 1.2 honey, 1.2 honey.
  8. Do you need to do something special to use veinminer? Not using any mods that affect mining other than this, and no matter what I've tried the skill doesn't seem to do anything. No satiation use and no veinmining. VS 1.18.8.
  9. It's been a while since I tested this, but from what I remember packed dirt/cobblestone/etc. insulates the same. I didn't test wood, but people frequently mention it is less effective than dirt and stone. I always suggest people make a creative world to test things like this if the information isn't readily available.
  10. The problem is this prevents you from viewing anything on the same monitor as the game. This was not the behavior before 1.18.8.
  11. Also experiencing this, and someone reported it as a bug on the discord. Someone else responded saying this is a new limitation of the .net7 framework but I couldn't find any documentation about it. Very annoying. I've reverted to windowed mode for now. If you check the bug thread on discord someone provided a link to a program that apparently forces the game to work as borderless full screen, which behaves as it did before 1.18.8.
  12. I think it's also potentially a penalty. I recently had the same question and had a hard time finding information on it, but this comment is the only concrete answer I found that said it's detrimental in the summer (also easily tested - make a greenhouse, put 1 seed in it and after 1-2 days see if it has heat damage; I may test this myself later today): As for keeping it cool - it is not sufficient to leave the door open (besides, this would allow rabbits in to eat your crops). The greenhouse works through room recognition, not insulation of the walls/doors. Doors being open/closed change the temperature we care about during the winter, but has no impact on it being a room or not, and so the +5c from greenhouse will stay in effect. This is easily tested if you want to wait around up to 5 minutes or so to open a door and see if the greenhouse effect drops from the tile information. I would love to see a way to deal with greenhouses in the summer that don't mean changing the building. My greenhouses look super slick when the glass ceiling is in place, but only okay when I removed it for the summer. Something like a lever block that can raise slabs (especially at an angle) or something. Edit: I just verified that the door being open does not prevent the greenhouse effect. Still waiting out the heat damage testing. Edit: And I just verified that you will incur heat damage if the outside temperature + the 5C from greenhouse brings the heat above a plant's threshold. I tested this with turnips. Outside heat never went above 23C, but I had a greenhouse effect on the crops. They took heat damage and would give less yield. Because the greenhouse effect only happens if you have a room, instead of taking out the whole ceiling I think I'm just going to remove the center glass panel - should maintain most of the aesthetic while avoiding heat damage in the summer. Regarding the value: I'm unsure myself, as I didn't use them my first year (I barely grew anything). But, I should be able to get an extra complete rotation this year by using them, so they're probably worthwhile.
  13. If anyone else runs into this issue, it was caused by the sleek door, which is not air-tight. Thanks a lot to Bossman Zero on discord for pointing this out.
  14. Yeah, that's what I meant by "wall off" I placed a complete floor on y=4 making the bottom room 7x7x3, instead of 7x7x7 (and the upper level doesn't register as a room when the floor is on y=4 either). Edit: And to clarify, I am not using any chiseled blocks yet, or stairs, or anything else that might be weird. All original, solid, full volume blocks.
  15. I recently built what I think should be a room, but it isn't registering as one. I've tried numerous things to figure it out/fix it and I just can't get it to work. Hoping someone can point out what's going on here. The room has polished slate floors 1 block deep, slate cobblestone and pine plank walls 1 block wide, a sleek pine door, pine windows (52 total, 22 on the first floor and 30 on the second), and a polished slate ceiling which has slate roof tiles above it. Inner dimensions are 7x7x7. The floors arr 3 blocks tall when I wall them off completely - neither the upper or lower floor registers as a room even when there is a completely solid wall between them on y=4. The building is centered on 0, ~, 0. As can be seen in the screenshots, there is some weird stuff going on with room recognition. The "back" wall (meaning furthest from the front door) seems to be just outside of the detection range. And the back window, if I stand on top of the first wall block, is being counted as its own room (windowroom screenshot shows this). This isn't just a visual thing with the debug tool, as you can see my hunger rate from the floor and what should be "inside" the room is 145, but only 120 when I stand on the window sill. Things I've tried: 1. Replace all the window blocks with slate/pine planks. 2. Put a solid layer of blocks on y=4, making the lower room 7x7x3. 3. Move the back wall (furthest from door) forward 2 blocks (I didn't move it, but I placed a new, solid wall here 2 blocks closer to the door). Effectively making the room 5x7x3. 4. Change all the pine logs to slate cobblestone. 5. Use the world edit command to shift the structure forward 2 blocks (to get it inside the red bounding box). Regardless of what I've tried, the room is never recognized as one. As far as I can tell, it meets all the criteria for being a room. This is built right next to my starting base (there are a few air blocks between them), which consists of 7x7x3 rooms which register just fine, so I'm really confused on what's messing this new building up. I'm wondering if maybe there is something related to build order where depending on the order blocks are placed in it will create rooms and then not update if the surrounding area changes. Any help/input on what's going on here would be greatly appreciated.
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