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DrEngine

Very Important Vintarian
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Everything posted by DrEngine

  1. Great. No need to have modes then. Processing ores produces nuggets. And processing nuggets produces crushed ore (i.e.dust). Some material is crushed to dust in first run (bauxit, olivine, quartz) without nuggets.
  2. I have made the same experience few minutes ago. I crafted a lot of bloomery chimney with use of SHIFT key at once. Some time later: I tried to scrap 11 soaked hides with use of SHIFT (knife at the top; 11 soaked hides below knife in craft). I used SHIFT click and I got 1 scraped hide and 10 bloomery chimneys.
  3. It would be nice to have more use for pulverizer. What about possibility to break ore chunks to ore nuggets? Of course this would mean that pulverizer should have more modes i.e. "crush to nuggets", "crush to crushed <ore>" (like quartz/olivine/bauxit/ilmenite) to distinguish different output for ores that can be crushed / break to nuggets (like Ilmenite).
  4. As Hal13 has said: create new trader wagon and spawn new trader with "/entity spawn humanoid-trader-survivalgoods". You can use any other type of trader (replace "survivalgoods" with another type - see folder "<yourServerFolder>/assets/survival/entities/humanoid" for types). Or better copy some trader configuration from this folder, change configuration, rename it and copy back to configuration folder. (Disclaimer: I haven't tested it yet, but I suppose it should work.)
  5. I used both of them. The first one (density) to localize suitable place (maximum %) at the surface. I mine down then to find maximum by the second method. And finally mine horizontally in both directions to find maximum. However some ores (typically sphalerite) - huge amount means not much blocks. So I missed easily ore during my first attempts to use propick without much experience. I'm able to use propick effectively now. However I have got so much ores now I don't need to mine a lot now and ore occasionaly founded by exploring caves is enough.. Only that damn sphalerite is very rare to find and I'm out of the zinc sources again and again.
  6. 1.14.7: it seems it's solved. I have made 8 cheese pcs and no one spoiled.
  7. As EconBrony has said: use "/genbackup". We do use it on our multiplayer server every mornig (5 a.m.). Our server isn't much powerfull so playing during backup isn't possible. Definitely not a problem you can assign some time every day to make backup when you don't play...
  8. As Streetwind has said: use propick without hesitation. It's quite difficult to locate ore even with propick results. You'll work hard believe me... Once or maybe twice I was not able to locate ore even with propick and I gave up. Explore caves as much as possible and you'll hit some Zinc or Tin ores sooner or later. Get both. Bismuth isn't problem - they are plenty of Bismuth sources and mining two or three places will give you Bismuth for long time. When smelting bismuth bronze use the lowest possible zinc % level. Move to iron age as soon as possible. Iron tool have some using speed advancements but most important much longer durability ! And finally if you find one or two huge iron ore deposits you'll have iron for very very long time. Steel is another story. Producing steel is time and source (coal) consuming process. Steel has only slightly increased tools using speed and a lot increased durability. But it costs the price (fuel and time). My personal strategy of using metals: STEEL: - sword: slightly higher attack power counts (less count of hits of enemy needed), and long durability; - pickaxe: only one for occasionaly mining of titanium ore; IRON: - pickaxe: standard pickaxe material; good mix of mining speed/durability and cost; - knife: knife is not so often used as pickaxe BUT producing of any knife has the same complexity as iron one (every metal knife should be smithed); thats why I prefer iron knife; BRONZE: - shovel/axe: these tools aren't so much in use as pickaxe so lower Tier is enough; EDIT: corrected wrong info concerning knives...
  9. Traveling in winter is a tedious job. Have good and repaired clothes, avoid water, travel during (unfortunately short) day only to avoid necessity of building shelter and fire. Or limit your travel as much as possible to translocator routes only. Or better concentrate on home-base works and nearby caves and places during winter,
  10. Repairing missing translocator: if I place new at the target position, VS automatically paired new one with "source" translocator ? is it important to place translocator exactly at coordinates or +-1/5 blocks isn't problem?
  11. 1.14.7: If I move the main map somehow and jump to translocator, the map is at wrong position after teleportation. I think the map moves relatively to previous map position eventually selected by player (so potentially not the same as the position of player) after teleportation . Suggestion: if the big map is automatically moved after teleportation it should definitely move to new player position absolutly/exactly.
  12. It's one orientation only before 1.14.6/7 version.
  13. I have experienced this behaviour once in single player. I don't know what is the problem. I returned home by killing myself... If it is only one occurence forget it. If it is repeated problem make full bug report (including log, etc...) in: https://github.com/anegostudios/VintageStory-Issues/issues
  14. I don't know what is it exactly. But you can try to relight chunk: ".debug rc"
  15. I think its in reality (21st is sometime 23. I don't remember which one): Spring: 21 March to 21 July Summer: 21 July to 21 September Autumn: 21 September to 21 December Winter: 21 December to 21 March
  16. Is traders offer ("you can buy") affected by season??? I have encountered that sometime they buy more FLAX and SPELT than RYE/RICE. Sometimes they buy more RYE. Is it fully random or is it tied to seasons somehow? I have a huge traders route of 21 Survival goods/Treasure traders. Carefully "constructed" by suitable selection of translocator routes. I start with inventory full of flours of every type. I bake breads by every trader according to his offer. I though that big count of traders with statistically regular distribution of bread types will lead to average use of every type of bread. However I end my route with surplus of some type of flour and deficit of another one (not able to fulfill trader offer -> "lost" of money). This could be if traders offers are not random only.
  17. It was down some time yesterday.
  18. Does any heating help to raise temperature? However it's questionable because of fuel consumption of course. Just to know....
  19. Does greenhouse work (better growth of plants in winter...) ?
  20. My coplayer wandered in new map and he was looking for traders by visual check of map so he hasn't visited trader yet (you can see traders wagon easily if not below dense foliage in the map). We have returned there after some time: The traders wagon was still visible in the map but it disappeared as soon as our chunk load reached position of the wagon. There was no wagon at the place. Is it a bug or what ? I think we have moved from 1.14.4 to 1.14.5 inbetween (after first map generating and before final travel to trader).
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