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Liu Bei

Very Important Vintarian
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Everything posted by Liu Bei

  1. Lately I've noticed that putting tools in a tool rack causes them to start dynamically waving around in the rack. It seems like taking a tool out of a particular rack will make them straight again in that rack. The pictures show wavy tools in the first pic and straightened out tools in the second pic. If there's a wavy tool rack and meat is in a fire pit, the meat will wave also. Now this is pretty weird and creepy to me, given the Lovecraftian theme of Vintage Story!! If this is the team's intent: well done!!! Otherwise, it's still creepy...
  2. All it seems that if you clear two plants that you get two reeds but only one root, most often
  3. Hi @Ashery, Thanks! I have found three crops so far: spelt, rye and turnips. According to your info, I ought to eventually find some flax which would be great.
  4. In the suggestions feed I described my first adventures in Cool Climate and difficulties with early storage because there weren't any reeds and that rope baskets didn't work. Maelstrom suggested there was a bug with reeds being found in that climate, since they should be found there and that maybe in nomad style I should find them. Thorfinn gave me the clue I needed: firepits work as early storage. who knew? In addition he said that 10 spaces in personal storage were enough. Now, to me that was a good challenge! So off I went to a new try at seed 313, the same one I used before. Sure enough, I succeeded quite well, sort of... Important points: - Firepits work as early storage, 2 places per pit, takes the edge off early game in the North. - I roamed and explored over the map a lot. Ended up with 4200 blocks x 2500 blocks and guess what? I found a nice patch of reeds about 1400 blocks away. So I got some decent storage after pelting a bunch of sheep skins. - I found plenty of copper but no cassiterite, but that's to be expected... Also, I found plenty of blue clay and fire clay. So next, I was looking for both oaks and limestone for leather making. I found some marble 1500 blocks away and limestone further, and later green marble right under my spawn point! So half the problem solved. I wandered all over the map looking for oak. There were a number of maple/pine forests at the boundary of larch forests, but alas, no oaks. I think there may be no oak in the North or at least not a very high probability... That is the least of the problems in the North, there's nothing to make cloth from. I found only spelt, turnips and rye. I even found enough rye seeds to start a small farm. So far, no flax. I'm not giving up, but I'm not expecting any success at the moment. I have enjoyed every moment of exploring the Northern Lands, but without flax and oak it's hard to see that there is any windmill in my future or decent clothing when winter comes.
  5. Thorfinn! thanks for the insight. In the past I have always gone right to clay storage vessels in the first 2 days, but recently have focused on reed baskets for early storage. Now that you've shown a way to get some early storage in fire pits, this looks to be doable in Cool worlds. The first Cool world does have clay deposits, so it might well work out. I'm rushing off to find out. Sounds like fun! (except for the wolves...). By the way, it is all about the saw... Thanks Davis, I agree with the scarcity
  6. Thanks Maelstrom, Yeah I think you're correct. I tried another cool world and there were no reeds. So they must be rare. I'll have to abandon conquering cool worlds for now. As a suggestion: why not implement rope baskets? There are plenty of vines in cold climates...
  7. I've played new worlds a lot of times for fun and adventure: Temperate about 40-50, Warm about 5, Hot about 10, and done well and have learned a lot. I usually play in Exploration mode in order to emphasize the learning experience about ore distribution, mining, farming and building automated mechanics. What a lot of fun! Among other things, I've developed a game play style to advance quickly to the point where I can independently explore. This includes finding early storage quickly, both for carrying and on the ground. The climates I've tried so far all have reeds and bamboo to get you going. I finally tried a Cool Climate world and: oops, no reeds (and certainly no bamboo)! I wasn't really surprised because I expected that reeds in early Spring in the North might not be available. I checked the wiki and found that vines can be used to make rope and rope to make at least a basket to put on the floor. However, the Survival Guide in game shows a recipe for rope using wild vine but nothing for making a basket. The questions are: are rope baskets an unimplemented feature?, are reeds to be found in Cool climates and I just haven't looked enough? will we be able to make rope hand baskets? Obviously I'm missing something. Otherwise, kudos to Tyron and the team for a great game! Notes: Wikipedia reed distribution - The common, or water, reed (Phragmites australis) occurs along the margins of lakes, fens, marshes, and streams from the Arctic to the tropics. It is a broad-leafed grass, about 1.5 to 5 metres (5 to 16.5 feet) tall, with feathery flower clusters and stiff, smooth stems. Wikipedia bamboo distribution - Bamboos have a wide natural distribution, occurring from approximately 46° N latitude to approximately 47° S latitude and from sea level to as much as 4,300 meters (ca. 14,000 feet) in elevation in equatorial highlands.
  8. Thanks Streetwind, some good comments. I went back and redid the medium to large boundary and the large to very large, and found 39-40 and 79-80 respectively: Test of medium to large with 39 vs 40 ore blocks Test of large to very large with 79 vs 80 ore blocks So the sequence is 1, 10, 20, 40, 80, 160. Not quite a geometric sequence but close enough. I think the geometric nature of the sequence may have a lot to do with the choice of the optimal propic radius setting for one's particular way of playing. More importantly, it also affects the way folks might choose a good setting for multiplayer worlds. I have to think about this more. I'm aware this is a topic for polls and debate. I enjoyed your comments about the intent of use behind the tools and in the main I agree with you. Of course, I know that Tyron is putting the 'uncompromising' in Vintage Story at every turn and that is a good thing. The architecture of the standard game is clearly meant to provide a difficult though rewarding experience for the player as one progresses through the technology levels. I have the highest praise for the devs to have provided a really good platform for enabling players to pick the level of difficulty and style of play. Good on them! Yeah, and I really do agree with you that changing your propic setting on the fly is not immersive, although I'm not sure I am quite as degenerate as you suggest. Even adding a little button to the propic to change settings would not really be immersive for what is essentially a manual technology tool with magic properties. BTW, you used the word vein for ore lodes. I think that the ores come in several varieties that make searching for ores more complicated. Two are the most common. One style is the iron ore style where there is truly a vein structure: large flat, thin lodes that extend over many blocks. The style of finding a high ore probability density location on the map and drilling down works pretty well. The strategy for finding and mining the lodes is reasonably clear. The second common style of ore distribution is more like raisins in a bread pudding, for example cassiterite, bismuth and sphalerite. The ore bodies are more compact and salted throughout high probability density areas. Drilling down and hoping to find a lode is not so likely. This requires a different strategy I think. Given your view that changeability of the propic setting is not going to be a play mechanic of any use, I am going to rethink and test new strategies for finding these ores in standard gameplay.
  9. I've been doing empirical studies about the ProPic to understand how it works and what is the best way to use it in the field. I'm going to post over the next period of time my findings starting with finding out about the use of the ProPic in node mode. Most of the work was done in survival exploration mode in order to spend more time on mining studies on many world configurations and instances. This first exercise is pretty simple though. I created a world with the seed 'mining test world' or -921744543. It is a beautiful, limestone, chalk heaven with small mesa spires scattered about. (I might even go back and play it up to iron at least.) I went into /gamemode 2 and built some granite cobblestone platforms and then built up a mining test rig of poor native copper ore in granite. I cleared out all the local surface copper deposits which were in the ground out to a distance of 37 blocks in all directions to avoid interference from them. I was in /gamemode 1 while doing actual tests. Here is a pic of the final test rig: 6 5x5 layers with a group of 13 blocks on top of that. This is a total of 163 blocks. Face of 6 layered 5x5 test rig with 7th layer and bore hole in face I then built a little step-up to the center of one face and took out the three blocks toward the center and then put a granite test block at the center. Top of test rig for 160 ore blocks, layer 7 This means there are now 160 Cu ore blocks in the test rig. I set the ProPic 'radius' to 4, which means that the ProPic will scan all blocks in a 9x9x9 cube centered on the test block. In this case all the Cu ore blocks were within the 9x9x9 cube. Cooly enough, the ProPic posted a 'huge' finding. I removed one block on the top and redid the test and it posted 'very large'. I then tested settings from 5 to 16 and got the same results. Apparently, the value in the VS wiki is wrong. I also tested the 'radius' settings with 160 blocks at 3, 2 and 1. I found, as expected: Setting Cube Size Cube Volume Expected Blocks Posted Values 4 9x9x9 6859 159, 160 'very large', 'huge' 3 7x7x7 3375 159, 160 'very large', 'huge' 2 5x5x5 125 123 'very large' 1 3x3x3 27 26 'medium' From this test I concluded: 1) the values in the wiki for prospecting results for 'very large' and 'huge' are probably wrong and should be updated. I'm skeptical that a world class programmer like Tyron would pick 120 over 160 in a sequence like that... 2) using a similar approach I found the other values in the results table to be correct. 3) who knew you can go up to a 16 block 'radius'? I've been doing this for 10 months now and it is very helpful when exploring for ores that are deposited shallowly (not as surface ores). BTW, your mileage may vary on whether your game rig can handle 16 block 'radius'. I have an Intel i7-8550U CPU at 1.85 GHz and an NVIDIA GeForce GTX 1050 video card laptop and it's no problem. 4) in survival exploration mode you don't need to restart the game when you switch node 'radius' values. This is very important for developing excellent strategies for finding ores in good locations. I'll talk about this in a later post. I assume this applies to survival standard mode? Of course, the first time you enable the node mode you have to sign out to activate this change... 5) I don't know if switching the 'radius' value is a global setting in multiplayer mode or not. To me it is incredibly valuable to be able to set it personally since this really reduces the time to find ore lodes in a changeable way. I hope this remains a default condition. Some things I might do in the future but probably won't, because there's other stuff to get done... 1) didn't test that poor, medium, rich, bountiful make a difference. Pretty sure they don't. 2) didn't test that different ores make a difference, since my general experience is that this doesn't matter.
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