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Everything posted by Chuckerton
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How much coal should i place for this beehive kiln?
Chuckerton replied to Chuckerton's topic in Questions
I did end up just placing 6 or 7 charcoal on each tile, an even loading on each tile. It ended up instantly cooking and damaging the beehive kiln. I think that was a bug, and i also think you shouldnt use charcoal, due to price and this exact problem of figuring out how much you need. It doesnt say you can, but you can just use peat, probably also firewood. Maybe ill test it out at some point but i have a good plenty of peat deposits nearby so ill just use those. -
That is impressive, and i certainly dont have the patience for that lol. I think ill stick to a couple bust statues, maybe a model of an animal or something. But, thanks for the advice, ill put it to use when i get started
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Nowhere is it listed how much i actually need for the beehive kiln. I can place piles under it, almost full piles until they start spilling a bit, but i doubt i need a whole stack of charcoal under each block for this, that would be insanely expensive. Would just a few chunks of charcoal under each tile be fine or do i actually need to completely fill each tile with a full stack of whatever fuel i use?
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That was what i was worried about, was details being lost in marble because everything blends together. Maybe polished marble will look better? I want to try making some statues once winter hits. I got some marble for it but i wanted to see how other peoples marble statues turned out before i started, yours look good but i see what you mean about the details blending together
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Seeing as theres chiseling, and marble, and these 2 things have been together like peanut butter and jelly historically for a long time, has anyone tried making a marble statue? Of anything. How did it turn out? Did it look good? Did it not? What was it and how big was it? Its kind of hard to look up stuff for this game because its kind of niche, so typing in "Vintage story marble statue" just gets you regular pictures of marble statues instead of marble statues made in this game.
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Metal ages definitely add a feeling of progression
Chuckerton replied to Lanceleoghauni's topic in Discussion
I do just wish there was more cassiterite. I would stay in the bronze age longer but i feel forced to go straight to iron due to difficulty in making bronze. But really i wish that there was more ways to get mechanical power. Hammering out blooms gets really repetitive for how much i find myself having to do it, and it always seems like you need at least 2 windmills to have consistent helvehammer power. I wish i could use oxen or large creatures to turn axles for mechanical power. But yeah, once you hit iron, the game gets a lot easier because you have tools that actually last. Ive never gotten steel, because of the reason mentioned above, iron is tedious enough as is. -
Fair enough, I didnt think about that. Craft them together like for chests.
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Basically at the same latitude i spawned it, just more east. I dont know what latitude the original world spawn was, i used console commands to change the spawn location to my house, but otherwise its around the same latitude
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Im starting to think its a bad omen or something, because every day, or nearly every day, for the past 2 ingame months theres been a solar eclipse. Does this happen for anyone else or is this just me?
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So i witnessed a solar eclipse. It took me a little too long to get out of my house so i got a screenshot late, but i think it wont matter. Correct me if im wrong, but this should be a new moon right? I shouldnt see any light on the moon, except for maybe a very small sliver?
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When you place 2 doors next to each other, they become a double door, and open together. Its like youve created 1 single door system. I think tables and beds should also combine when you place them next to each other. Like if you place 4 tables together, the interior legs dissappear and youll be left with only the legs on the outer corners of the table, thus, making one large table. Same with beds, remove redundant legs so by placing 2 beds together, you just get 1 big bed.
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I kind of resist suggesting things that have as much detail as what is here for this suggestion. Its not necessarily that I disagree with something here (i havent read it all), its just that with such a detailed suggestion, opinions are going to differ between different people, and the overall point of the suggestion is lost. Some people might really like the suggestion, others might not like a part of it and therefore disagree with it as a whole. I think, to keep things simple, we can agree that combat should be changed though. It feels like a chore, and i find myself running away from fights not because im outmatched but just because i cant be bothered. I think that we dont need to do that much work to make combat better, and I dont think, for now at least, much work should be done, the devs have enough on their plate as is. My suggestion would be this, for one. a short dodge would be nice, especially for those of us holding lanterns so i can see in a cave. Stealth would also be nice for hunting, even with a hunter background i feel like the vintarian is a sloppy butcher and i find myself just chasing down wildlife and butchering it with a sword. Being able to kill a wild animal in one hit would be nice. Spear throwing could be better too, and the controls change would be nice to be able to right click to block with a shield. Ill add to it and say, swords should swing, instead of chop, so you can swing for an area infront of you, which should help not miss so much, which is a problem i have alot. Then rework enemy attacks a bit to be more "lunging" rather than get close and do basic attack. Like a wolf will instead do a "pouncing" attack where it jumps forward at you to attack. That way you can dodge or block the attack, instead of current mechanics where they just kind of enter range and try to attack. Its janky and could be more refined and interesting.
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Finally just decided to mine it, and it did go down a few layers! I got a total of 124 bountiful chunks. My initial math was wrong though, 67 bountiful blocks of copper does not make 234 copper ingots. I got that by multiplying 67 x 70 to get the amount of units of copper, but instead of dividing it by 100, which is the amount needed to make an ingot, i divided it by 20 because it takes 20 nuggets to make 1 ingot and I got mixed up. I was so distracted by the beauty of the glorious copper deposit that I had forgotten how to calculate my ores as a smith. With my first calculation i wouldve actually gotten almost 47 ingots, which is still respectable. Not to mention, i wouldve only gotten 70 units per block if each block dropped a crystalized chunk, which none of them did, so its only 35 per, but because i mined basically twice as many blocks as i thought i would, I ended up with a similar amount, enough for 43 ingots. And such the legend of this really big deposit has come to a close.
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Now that we have a mount (hopefully more to follow like horses), i think we should be able to make lances, that deal high damage but are only usable when moving at a certain speed on a mount. At the very least, let us brace our spears for cavalry charging
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Non-insulated house, why? (problem with debug rooms hi)
Chuckerton replied to Chuckerton's topic in Discussion
Alright, ive found the exact block thats causing the problem. Only problem is i dont know why it was a problem. It was a chiseled block, and it said it was an insulating face but i added some more voxels to it and now its good. Now i gotta complete the remodel to figure out how to add a fireplace to a second floor... And re-add all the blocks i broke in the interior looking for the problem -
Im having problems with a new house of mine, its not insulated and I cant figure out why. All exterior blocks are either completely solid, or chiseled but say theyre an insulating face. There are blocks within the building that are not insulating faces, but those are to subdivide the interior into smaller rooms. Every exterior face is either completely solid or a chiseled block that is an insulating face. When i use /debug rooms hi to check, a bunch of the faces are red, but not all of them. Some just arent highlighted at all, does this mean theyre the blocks that arent being detected?
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Its honestly more frustrating than its worth. Usually its better just to throw a rock at them and get them to chase you. You cant bring an animal uphill hardly at all, with enough wrangling eventually but its honestly so annoying that i wouldnt even try it. I think a way it could be improved would be if there was some way to immobilize or knock out a creature. Maybe by feeding it something with some kind of tranquilizing stuff on it, or by making a net, or embracing caveman and knocking it out with a club. Whatever the solution would be, i think it needs to be something to make it not try to move around actively and make it easier to drag around. I think the animal ranching side of the game would be a lot better if we had a better solution for actually catching and transporting larger creatures.
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feature request Herbalism Would Fit This Game Well
Chuckerton replied to BoneCrusherx11's topic in Suggestions
I dont think that semi-random diseases would work (feels unfair and completely unavoidable, though it would be helped by adding a description as to how you caught the disease), nor do i think poor nutrition should cause diseases (early game would be even more brutal) but i think wound infection and more interesting injuries would be good. Kind of like what LadyWYT was saying, broken bones or deep wounds. There needs to be a sense of progression when it comes to dealing with them though. Like stone age would be some medicinal plant for treating infections, poorly, then its honey+medicine plant, then it can be aqua vitae as the final tier of infection treatment. Similar treatment progression could be made for other types of ailments, like for bleeds, flax fibers, then twine as sutures. We dont have to add new ingredients or materials, we already have a lot of items in the game to work with. I think that there should be some rework to combat and enemies and just risk in general. If you play right you can basically always avoid any real injury, meaning experienced players will never interact with this system and new players will have an even harder experience in the game. The only times I ever take damage is in mine cave-ins and I generally do not survive those anyway so injuries would be pointless. Im not really sure what the solution is to the problem i mentioned in my previous paragraph, but I just want to put forward something else, which is why limit ourselves to just medicinal healing herbs? Why not drinks to make you run faster or the trippy kind of mushrooms? If combat and player injuries cant really be reworked, why dont we give ourselves some fun new effects? Edit due to me finding this ---- On the Roadmap (Roadmap - Vintage Story) they do say "comprehensive status effects system" and "herbalism" sooooo.... who knows what theyre cooking with that ¯\_(ツ)_/¯ -
Its beautiful I dont even want to mine it, i just want to gaze upon its beauty when i go get limestone. Its all bountiful, so 70 units of copper per rock. Im not sure if this is the only layer or if it goes down more, i havent looked. Just on the top layer, 67 bountiful blocks of copper ore that I count, for 234 copper ingots i could make out of it. I discovered it looking for limestone chunks to make lime out of for plaster, and then I see copper chunks strewn about absolutely everywhere. Deep deposits might be bigger, i dont really know, but this is just a surface deposit, so the fact that its this large is crazy.
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And considering the new beehive kiln, you can probably make plenty of ingot molds pretty quick in the endgame.
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I guess i got one. I wanted to try catching some chickens, as i never knew there were basket traps before to catch them with. There was a large flock of about 6-8 chickens nearby my home, and decided i would set my traps there as soon as i could get a few basket traps and some grain to bait it with. Anyway, I gather the things to make it but its late and dark, time for bed. I wake up in the morning, heavy thunderstorm. Decide later, or tomorrow would be a better time for those chickens. The strom ends, i go out to look for the herd, cant find em. Nowhere to be seen. Figured they mustve moved off somewhere so i just do other things. Later on im gathering sticks and cleaning my local area of bushes and shrubs with some shears when i open up a little clearing, and in it, i keep finding bones. I inspect the bones "tiny set of bones, charred, probably by a lightning strike" My chickens got struck by lightning. Of all of the places for lightning to hit.
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That ingot thing, if im understanding it right, i can break a hot freshly poured ingot (after it solidifies but is still hot) out of its mold so i can begin smithing with it immediately? If thats the case, huge, i remember thinking i wish I could do that, because surely the ingot would solidify but still be hot enough to smith with at some point after it was poured.
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We have eggs, flour, an oven, milk... well, i dont know if ewe milk can be made into cake but if it works for cheese, maybe. All we need is just sugar (I know nothing about making either of these two desserts but would like to use the oven more because homesteading is fun)
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My best guess is mitosis.