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LadyWYT

Vintarian
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Everything posted by LadyWYT

  1. That's mainly what I was getting at, or at least, trying to say. When it comes to working iron blooms, the forge will heat them hot enough to be worked without bellows, but the player doesn't really have a lot of time to work the bloom before it becomes too cold to work. Thus I've found it more efficient to heat the bloom up a bit via the bellows so I can finish it without needing to reheat, leaving the forge free to begin heating the next bloom.
  2. Oh for sure. By no means is the new system bad! I'm running behind a little in my current playthrough since I've been pretty lax about some of my strategies, however, my initial impression is that the meta might shift a little for players who aren't pushing to min-max everything or otherwise playing at a slower pace. Bronze gear isn't necessary, but I think it could be valuable to make a lamellar chestpiece for a little early game protection, if iron is being a little slower to stockpile or the player otherwise wants to be working on some other things with a little less risk involved. Procedural dungeons may or may not shift that dynamic a little more, depending on how difficult they are and the rewards they offer. So far my experience with working the blooms manually is that the fuel use is more efficient, but a little more care is needed for working the bellows, so the process is perhaps a little slower than before. It's probably possible to operate two forges at once, but that's likely more micromanagement than what the average player will enjoy. A helve hammer will certainly be more useful here and likely make working two forges at once more lucrative, but we'll see. For now though On the quenching, the first quench is always worth it, since it's risk free. The risk starts accumulating after that, but so far I've had success quenching 2-3 times to increase tool power without breaking anything in the process. Quenching for durability...I'm still not entirely sure how that works. I've figured out how to do it, but I'm not sure if it's bugged or not since the durability numbers remain the same post-quench. I'm guess if it's not bugged, it probably works like the Unbreaking enchantment in Minecraft, in that the tool's base durability is the same but it has a chance to avoid the durability decreasing while the player uses the item.
  3. Freezing temperatures have arrived in my game and the rapids are fine. Perhaps it's due to the source block being protected, however, I've not known running water in the game to freeze.
  4. I'm of the same mindset, though I'd also extend it to mounts as well. Mounts that are fed regularly(either via trough or grazing) will be in good condition, and thus able to travel faster/sprint longer/have more health than mounts that are in poor condition. Riding mounts should gradually decrease their condition over time, requiring the player to occasionally stop and properly rest after several days of consistent travel. Granted, I doubt it would be a terribly popular change either, however, it would be a little nice to have a bit of reward for actually caring for a mount, as well as a little reason to stop and camp while traveling(other than to just pass the night). As it stands, mounts can be ridden at full gallop day and night without consequence.
  5. The main issue I see there is that's likely to result in some player confusion and complaints over why a tier 2 material is outclassing a tier 3 material in some cases, but not in others. That's not to say that it couldn't work, however, I think the current system is better in terms of keeping things a little easier to understand. Iron makes for better stuff, but there are cases where the player might not want to invest iron into certain things, either because they don't yet have much iron or the item in question isn't something they use very often or otherwise needs replacing frequently(like a firewood axe). In that case, the player might opt for bronze because it's cheap, and save the iron for items that need the stronger material. I actually do like this idea, though I also agree that it wouldn't be a popular change at all. I feel like 1.22 has already accomplished this, to some extent. I wouldn't say that the material cost has really increased, as much as the processing itself takes a little more time due to being a little more involved than it was before. I suspect basic bronze armor and other equipment will be more attractive options to use now, while the player is working on setting up the infrastructure needed for efficiently processing iron ore into something usable.
  6. Based on my toying around with it so far, yes, it's an expensive investment but also one that's well worth making in the mid game. The 4-way hub can be smithed from 3 iron ingots, I think, and you only need two of them for the main axle. Bronze nails can be used for the wheel's construction. Otherwise, it's just a lot of beams, planks, and a fair bit of resin. Once you get the water wheel up and running though, it can power a helve hammer at a decent speed with ease, and that speed will also be a constant, unlike wind power.
  7. To my knowledge it's not rock-specific, unless it's either a bug or a mod-related issue. The only requirement, I think, is that the rock needs to be hard enough to knap with. Hard stones should be able to knap other hard stones and flint just fine. Obsidian is the exception, since it's harder than the standard rock and thus requires another piece of obsidian for knapping.
  8. I think one of the problems of iron vs. bronze is also just how each metal behaves. Bronze might be able to be "stronger" in certain cases, however, it also shatters more easily when stressed. Iron, on the other hand, is more likely to deform than shatter, meaning that it's much easier to repair after a battle. Iron is also lighter than bronze while maintaining its strength, which is highly valuable when it comes to making tools, weapons, and armor. A lighter tool or weapon is much easier to swing for a longer period of time, and lighter armor is less taxing on the individual wearing it. For the game balance, I think it's fine that iron is stronger than bronze. Bronze still has uses in the later portions of the game, but the player does need to make progress rather than become too reliant on the earlier tiers of material.
  9. We actually did this in Minecraft a long time ago, if I'm recalling correctly. Minus a bat cave underneath. And spoofed Assassin's Creed somewhat in the process.
  10. Just to make sure all the bases are covered: are you playing Malefactor, or otherwise playing with class exclusive recipes turned off? If you're not a Malefactor and class exclusive recipes are turned on, you won't be able to craft the sling since it requires a Malefactor trait to craft normally.
  11. Hmmm, could very well be a bug then.
  12. Welcome to the forums and the game! https://wiki.vintagestory.at/Sling You should be able to use a piece of rope and a small pelt, piece of leather, or piece of linen to craft one.
  13. Could always use a little creative magic to fix that. It's what I did on my world the other day.
  14. Welcome to the forums! In addition to what @C_Man already said, make sure that you have all the dependencies for the mods you're trying to run. It looks like Medieval Expansion is having issues due to a missing dependency, or perhaps a mismatch between mod version(s) and game version.
  15. First off, welcome to the forums! Bigger farms, my friend. It's a very good idea to have a field or two set aside for grain crops specifically, and keep the other for vegetables. And those are farms that only need to be made once, no real maintenance after save for removing the weeds before planting. Finding the seeds to plant said farms with should be fairly easy as well, since wild grain crops have had their spawn numbers boosted, so they can be found in bigger clumps now. To my knowledge, the bigger sails build much bigger windmills. Perhaps I'm misunderstanding the statement here, but if the 25% power increase is just the comparison between one set of sails, keep in mind that the smaller windmills can only have five sets of sails attached at a time. The larger ones, I believe, have a lot more. As for the turbulence factor, I think that's meant to stop the Frankenmill designs. As @Teh Pizza Lady already noted, the strong point of waterwheels is that they're an effective source of constant power. Wind is stronger overall, but the wind doesn't blow all the time whereas the water keeps flowing. Seems a bit much to me, but of course, 1.22 is still being worked on, so there may or may not be changes like this before stable launch.
  16. Maybe if the player had to shut down the windmill in order to work on the machinery?
  17. The psychedelic ones are something else. Best part is that they don't necessary poison the player, so it's possible to slip them into a stew and potentially send your friends on a trip, assuming they only check for damage and don't actually read the ingredients or otherwise are unfamiliar with the ingredients. At least, I'm assuming that the psychedelic effect remains after the shrooms are cooked; I haven't tested to be certain.
  18. You're likely thinking of Expanded Foods. I dunno about damaging the sails. I wouldn't be entirely opposed to it for weaker windmills, however, the sturdier windmills should be able to operate just fine in strong winds, especially since players are more inclined to use windmills on windier days due to the power output. Of course, I'd be surprised if a change like that didn't cause a stir in the playerbase...I mean, look at what's happened with 1.22 potentially creating friction fires if the machinery is under too much stress. As for the brake, it already has a reason to exist. If the player is wanting to power everything via one smaller windmill, they'll need to build toggle switches into the design in order to turn machines on/off as needed. Or maybe I'm just thinking of the wrong part here.
  19. Oh, I don't know about that. Can't exactly make "stew surprise" for your friends if you don't have the mushrooms required for it.
  20. I doubt it. Vintage Story is rather grounded in realistic natural processes, with a little eldritch horror in the background for flavor. Having some kind of "magic" system would just be jarring with the tone of the game. Alchemy was on the roadmap at one point, but was later renamed to herbalism, which is another reason I don't really expect anything too fanciful. What I do expect to see is more whimsical steampunk gadgets in the form of Jonas tech. That is, stuff that's obviously not entirely realistic, but more grounded in naturalistic process and "science".
  21. Welcome to the forums! Posting underneath a spoiler tag to avoid spoiling the story for those who haven't reached that point: Добро пожаловать на форум! Публикую сообщение под тегом «спойлер», чтобы не испортить сюжет тем, кто ещё не дошёл до этого момента: Apologies for any translation errors--I used Google to translate. Приношу извинения за возможные ошибки перевода — я использовал Google Переводчик.
  22. In the event of a cave-in, you'd want something capable of sawing through support beams; the little drills might be good for digging but won't do much to thick wooden beams. Outside of that, it's probably handy to have a sawblade locust or two to cut new support beams as needed once the materials arrive at the mine.
  23. I've often thought this myself. It'd make searching for specific ores much easier.
  24. I think it depends on world generation, really. I've seen forests that had plenty of sticks, and forests that did not, across several versions. Eh...I dunno, stick crafting in Vintage Story just doesn't quite feel right, to me anyway. Stick crafting is more of a hallmark of the other block game, and sticks in general don't really feel like a resource that should be craftable. Certainly not with a axe--I would say if craftable they ought to at least require a saw. I also suspect that the lack of stick crafting is meant to gently push the player to acquire and use shears, and build a beehive kiln for pottery firing rather than rely on pit kilns throughout the game. Not that pit kilns are bad, but they get rather expensive to run for mass-firing pottery due to the stick demand, in addition to taking up more space.
  25. I wouldn't be surprised if they were. It's a little harder to place proper structures than it is to place wagons.
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