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StCatharines

Vintarian
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Everything posted by StCatharines

  1. That's not how ilmenite is actually used in real-world refractory materials. We directly use the ilmenite, crushed or powdered. I have a bag of it in my shop, actually. Separating the iron and titanium as pure metals is extremely difficult, generally you end up with iron and titanium oxide. Just my thoughts.
  2. As far as problems go, "we're unexpectedly popular and selling many copies" isn't the worst! Congrats.
  3. Simple! A sewing kit only takes four twine.
  4. I'm really trying to keep the look as vanilla as possible, using the RA TL room as inspiration, so I'd prefer to use the survival TLs. Worst case, I'll plan on taking a while and setting them up with /settlpos, but not having to go through each and set the pairing up would be amazing for time savings.
  5. I sincerely hope you're correct! VS already scares my socks off now and then, I love it!
  6. Absolutely agreed! This would be a major detriment for players on my server, not a feature. Also, welcome to the forums TJ. I'm a big fan of your writings.
  7. Welcome to the forums! 1. The clothes section of the wiki is a good place to start. 2. Damaged clothing can be repaired by 10% using flax twine, by 50% using linen 3. No, unfortunately. 4. No, but it doesn't prevent a room from registering as a room. 5. In general, no. See the full wiki page on rooms to understand why. In short, it only really matters for food preservation in cellars, past that it just gets you out of the wind and rain/snow. 6. 1,000 blocks in VS is a very short distance. Go 10,000 in one direction, see what you can see, and if you don't have luck, try a different direction from your base instead. 7. Kill higher tier mobs and hope for a drop when harvesting them, or find treasure hunters who sell them. Enjoy your time playing the game!
  8. Is there a sever command like /settlpos but which generates a TL room at the target location? I didn't see anything in /help and /settlpos help didn't clarify. I'm trying to set up a central TL room for player base separation on my server, or I wouldn't mind doing a few manually.
  9. I don't think it impacts stability, but I wear one to keep spare fuel handy for a certain helmet.
  10. While I haven't experienced this one directly, I've heard from other people on my server having this exact issue! Fingers crossed that'll be the end of it.
  11. Thank youuuu!
  12. We lose charcoal with the doors? I haven't experienced that at all, but I honestly might have just missed it. I've been using the iron trap door in a brick block charcoal kiln. It's nice to see such a QoL feature added, I hated having steel tools and still making charcoal pits out of dirt or whatever block I had handy.
  13. Which is safer to use on a MP world so that I can pause all decay/animal progress/etc. so that I can chisel a surprise for players: '/time stop' (and then '/time resume' when I'm done) or '/time speed 0' (and then '/time speed 60' when I'm done)? I really don't want to screw anything up with these commands, as I understand it can cause no end of trouble to modify time/date on the server.
  14. That looks like they'll be well covered!
  15. Ouch. I have single-player worlds that eventually reached over 15GB, and two-player worlds that hit 22GB with very little effort and ~100 hours of gameplay and exploration. If there is a way to compress them, I would also love to know.
  16. I'm trying to picture what you're asking, but as far as I know the target block for lightning seems to be the only one directly hit with full damage with the adjacent blocks taking less if any at all. It turns out that the target block and all directly adjacent blocks in a sphere take 6 damage. "Lightning strikes deal 6 damage to all creatures in an eight-block radius spherical area around the strike." If you have "lightningFires": true, on the world config, then a fire will start on that block and spread if it's flammable, which lightning rods are not. The lightning rod should protect an area, not just the one block it's however many blocks above. You don't need to make a roof blanketed with rods, if that's what you're asking. Here's the wiki breakdown:
  17. Two ways to do so: one, have the server admin edit the serverconfig.json file and set "AllowPvP": false, or while the server is running use the "/serverconfig allowpvp false" (without the quotation marks) command and then restart the server. That will do exactly what you want, and disable players from harming other players directly. Breaking blocks underneath other players to send them plummeting will still cause damage, as will setting things on fire near other players, but direct hitting either with random objects or with weapons will no longer be an issue whatsoever.
  18. Just put it in the same area/chest you keep your molds. They're all relatively nonflammable containers for inedible molten items, right?
  19. It really depends on the type of mold. I have, practically speaking, zero experience with traditional clay or stone metalcasting molds. The so-called "chill" a closed sand mold provides can be shocking, depending on the total thermal mass of what you're casting. The same is true to an even greater degree in a steel mold. You can watch things like copper freeze amazingly quickly, ready to be removed from an open mold in under a minute, real-time! It's a lot like casting linotype bullets in an aluminum mold, actually, just scaled up in size. The metal freezes readily. But really, if we want to be incredibly realistic about things, no one is forging copper from bars poured in the open air, from metal smelted in the open air. It just doesn't work worth anything, too many inclusions (specifically of oxygen) cause cracking issues. That's the entire reason people noticed the improved properties when certain ores were used from certain regions... they were making brass or bronze of some flavor, which forms a different crystal structure entirely, pushing both oxygen and hydrogen out of solution with the molten copper. The modern methods for dealing with molten pure copper generally involve methods for degassing the metal, or (very expensively) working in an inert atmosphere. Degassing is cheaper, but takes both skill and strict adherence to procedure to actually make it work. I tend to use phosphorous, which reacts with the oxygen and floats to the top as phosphorous pentoxide, and then argon bubbled through the copper with a gas lance to pull the hydrogen out. It's much cheaper, and more common, to just electrolytically purify the copper and cold form it, annealing as needed... but that doesn't work for every desired item. I could go on for a while, but you get the point.
  20. It is, it's exceedingly frustrating. It's also very much a WIP feature, and far from fully functional. My suggestion is to mod in a similar functionality. Capture Animals and Animal Cages both function on 1.20.1, with my preference being Animal Cages. Then the difficulty in ranching isn't the time it takes to get the animals into a pen, it's in the time (and food!) investment it takes to get them to higher generations.
  21. Flint is a kind of chert, and both are indeed almost entirely quartz, so it would make perfect sense and ease the burden on flint in-game.
  22. Happy to hear it's working for you, as well!
  23. You're asking about what is called a "bowtorn". It's an enemy mob when you don't have creatures set to passive. It has a ranged attack, as well.
  24. I think I found a solution. Settings > Interface > "Auto open Chat only on current group", untick the box.
  25. Was the 1.20.1 change to not popping up the info log for prospecting results or temporal storm warnings intentional? I think I found a solution. Settings > Interface > "Auto open Chat only on current group", untick the box.
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