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DrEngine

Very Important Vintarian
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Posts posted by DrEngine

  1. 4 hours ago, Hal13 said:

    it depends on the angle the world is on, if its axis is less angled than earths axis it may happen at no point.

    And seeing your findings the world is not a sphere therefore there shouldn't be a point with 24h days/nights even if the angle would be the same.

    I think you're speaking about real world. As we do have sphere world or flat world. And about real physics. Thats right then. But VS is software and author can simulate any behaviour independently on world shape. Even if our virtual world is flat (polar line - not point; repeated zones equator-polar line-equator-etc...), it isn't any reason to author to stick to it and he can simulate aby behaviour (for example 24 hours day/night on polar lines). And thats what I wanted to know... how it is designed/set in VS.
     

  2. On 2/1/2021 at 8:26 AM, Streetwind said:

    Additionally, you're not limited to one equator and two poles. Depending on the world size and your pole-equator distance, you'll get many ones. The climate distribution simply repeats infinitely along the north-south axis as long as there is world left to go on. For example, moving south from the starting position: equator -> south pole -> equator -> north pole -> equator -> south pole and so on and so forth.

    (And since the map is square, the poles are not singular points. Just like equators, they are imaginary lines extending infinitely east/west.)

     

     

    Ok, so no places with 24 hours day / night ?  Because at poles there are difference winter/summer only 6 hours (summer day = 16 hours; winter day = 10 hours).

  3. On 1/31/2021 at 10:33 PM, Streetwind said:

    This is not possible, because Vintage Story correctly simulates latitude and seasons. And therefore, the day/night length depends on your latitude and season.

    In summer, you're going to have longer days and shorter nights.
    In winter, you're going to have shorter days and longer nights.

    Where for the northern hemisphere, "summer" is defined as the 6-month period after the vernal equinox (second half of March), and "winter" is defined as the 6-month period after the autumnal equinox (second half of September). In the southern hemisphere, these will be flipped (-> hot and bright in December).

    How much longer/shorter the day or night gets depends on your latitude - meaning, how far north or south you are. If you go close enough to a pole, you can have a midnight sun (24 hours daylight) in summer and a polar night (24 hours darkness) in winter. Meanwhile, if you are near an equator, you're going to have little difference between day and night all year round.

    oops: I have found answer in another thread:

    If I have set polar-equator distance = 100 000 (in world config) where is the place a day takes 24 hours daylight ?

    I have tested it: world with polar-equator distance = 100 000. Date: June 21. Coordinates -100000 (north) = 16 hours day; coordinates +100000 (south) = 10 hours day. Where is the place with 24 hours day/night?

    If I move farther to the north or south, it seems zones winter/summer repeat cyclically. So If -100000 (north) has 16 hours day at June 21st, -300000 (more north) has winter (10 hours day). It seems zones are repeated every 400000 blocks with polar-equator distance = 100000. So no place with 24 hours day/night (?).

    Am I right?

  4. 5 hours ago, redram said:

    This is already planned.  You will have a chance to get a 'bonus nugget' when processing ore this way.  If there is a desire to have different grades of a given material, you'll simply have to run it through multiple times to get the finer grade.

    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.

  5. 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).

    • Like 1
  6. 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.)

  7. On 1/29/2021 at 4:15 AM, Hal13 said:

    which mode did you use? one of them only gives you a percentage how likely you'll find generated ore in that chunk (no matter if there really is or was any), switching between modes seems to be the way to go.

     

    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.

    • Like 1
  8. 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...

  9. 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...

    • Like 1
  10. 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, 

  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. 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 

  13. 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.

  14. 17 hours ago, Hal13 said:

    it does work, but only gives a flat bonus of 5°C. and at my base many days in winter seem to be under -10°C, meaning it's not good enough for most of winter for me.

    Does any heating help to raise temperature? However it's questionable because of fuel consumption of course. Just to know....

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