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Ivan Stamenov

Vintarian
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Everything posted by Ivan Stamenov

  1. I don't see anything suspicious here... I am using almost indentical setup and it works fine... If the wood burns out before turning into charcoal this means that one or more of the blocks in the walls (or floor, or ceiling) are not considered to be full blocks. Have you ever chiseled something there? You may try to: Add additional row of dirt at the top of the walls (I see grass on some of the top blocks in the walls which mean that there is air above them, which should be ok according to the wiki, but you never know what's changed in the latest version), so the ceiling dirt slab is 9x9 instead of 7x7; Replace the obsidian with dirt; Split the pit into smaller sections with dirt walls and see if each of these sections function ok; Or just replace each and every block of the pit's walls, floor and ceiling with dirt, for example. If the problem is that some of the wood piles are not converted into charcoal, this means that these piles are either too far away from the fire pit, or in another chunk and the firepit chunk bug is still alive and kicking...
  2. No need of a mod: /worldConfig classExclusiveRecipes false
  3. Mine pit walls are entirely stone (except for 1 glass block below the lantern), so I doubt stone blocks are the problem. As far as the charcoal pit (including the lit fire pit) is surrounded by full non-flammable blocks it should work ok. If you post a picture of the empty/sealed pit we may be able to spot the problem?...
  4. I'd really love the ability to see more than 2 ft. away with lantern in my hand when a mist falls and I am in my in-game home... Currently the mist is the only thing which stops me from building my base high in the mountains. The game already has the ability to determine what is considered a room and what - not?
  5. In addition to what Silent Shadow said, I really like to use the new rope ladders instead of regular ones for my vertical shafts. They allow me to gather the ladder from the top of the shaft when I am finished with it and I can re-use them for the next one instead of having to craft another set of ladders.
  6. I am trying to create a block behaviour which will allow some blocks (e.g. chutes) to be rotated when right-clicked with empty hand. The problem is that method BlockBehavior.Initialize(JsonObject properties) no longer takes JsonObject as parameter (as stated by Tyron here). It is also not taking a string parameter, because the reworked code class BlockBehaviorRotatableByHand : BlockBehavior { protected bool VFlipApplicable = false; ........ public override void Initialize(string propertiesAtString) { base.Initialize(properties); //VFlipApplicable = properties["VFlipApplicable"].AsBool(false); VFlipApplicable = true; } } throws "[Error] [rotatablebyhand] src\rotatablebyhand.cs(110): 'RotatableByHandMod.BlockBehaviorRotatableByHand.Initialize(string)': no suitable method found to override [CS0115]". All the sample code in the wiki and the code available in GitHub still use the JsonObject thingy (e.g. "BehaviorFiniteSpreadingLiquid"). As I passionately hate and despise microsoft, I really don't want to install VS (damn, I mean VertigoStudio, not Vintage Story). Can a good soul help me by telling me what is/are the current parameters method BlockBehavior.Initialize() takes and, possibly, how can I extract the individual parameters there?
  7. Are you able to fill in the coffin? Is the "Ready to be fired" message displayed when you point at the coffin? Are the fuel piles directly bellow the coffin base?
  8. Hi Dauron! I don't know if it is my sh*tty luck or it is an actual problem: from the 4 1.15 versions available for downloading at the first post in this topic, only one (BetterCratesCC_v1.3.0.zip) actually produces a mod archive to be put in the mods folder. The other 3 links yield a zip file with size 0, namely BetterCrates_v1.3.1.zip, BetterCrates_v1.3.0.zip and BetterCratesCC_v1.3.1.zip. If it so happens that I am the only one to have this issue, please excuse me for the fuss...
  9. Yes, you can. Just bear in mind that when a furnace finishes the carbonization process, some of the bricks may get damaged (even if they are tier 3), and if the damaged brick happens to be a part of the common wall, it will interrupt the carbonization process in the other cementation furnace.
  10. As it is kind of a big leap from 1.13.4 to 1.14.8, you may first try upgrading to 1.14.0, see if everything works, and then move another step towards 1.14.8?
  11. It seems that there is a problem with charcoal pits spanning in multiple chunks, at least in the latest 1.14.7 version of VS. Only the firewood in the chunk which contains the starting firepit gets turned into charcoal. This behavior seems to be consistent too - after removing the cracoal, refilling the pit and firing it again the result is the same, 3 times in a row. This particular firepit has been used before multiple times w/o any problem. Probably this problem has something to do with the fact that I usually fire the charcoal pit and leave the arrea only to return after the charcoal has already formed...
  12. There are multiple videos in youtube regarding this topic, some better than the others. I personally find the Julius van Vern's ones most informative, though my German is very rudimental at best. The large gear acts as a power hub - it allows the connection of multiple power sources/consumers to a single power train. The clutch / transmission pair allows a certain branch of the power train to be engaged or disengaged when needed. You can always jump in creative mode and try some ideas...
  13. When in search for gold or silver, just probe each quartz deposit you encounter with the propick in node search mode. It seems that the density of gold/silver ore blocks is somewhat the same across the host quartz deposit, so if the node search reads large amounts of gold, the chances are that this particular quartz deposit will contain huge amounts of gold. It also seems that the density readings of the propick can be quite misleading when searching for gold and silver. So far I've found accidently 3 gold/silver rich quartz deposits, each of which yielded more than 100 ingots of the respective material while the propick density search didn't even mentioned there might be gold or silver in the area...
  14. That's strange, in all my wind powered contraptions the large gear to whitch the machines are attached to is powered exactly from the top middle section... I suppose the problem should be rooted in the order in which the different parts are connected and engaged then... ¯\_(ツ)_/¯ Nevermind, I am glad you had this one sorted out
  15. Ah, I've seen this before. It fixed itself after some tinkering with the power train parts, as you mentioned... Can you please try the following (as far as i remember): Remove the gear which connects the large gear with the power train you will attach the new machine to (disconnect the new branch); Place the new machine. Put back the gear from pt. 1. If you have a clutch between the large gear and the new machine, make sure it is disengaged before doing so. Engage the clutch (if there is one). Edit: If you don't have a clutch, try putting one.
  16. In my single player world the forge is powered by 4 full sets of sails and is built on a mountain near the build limit in a quite windy location. In terms of power one can't get it much better than this setup. And usually it powers only two helve hammers. I have never seen them stop while still engaged with the clutch. If the windmill / machine stops, I suppose it is most likely because of insufficient power? Or you have made changes to the power train which have... "confused"?... the game and now the power train is broken? If you really want to slow down the windmill, you can reduce the number of sails sets on the rottor (5 max).
  17. I have just updated to VS 1.14.3 again. The issue is no longer present - the contents are there and I can move the crates freely. Thank you for the lightning fast reaction, Dauron!
  18. Hi, Dauron. The 1.14.3 VS update required remapping of my SP world. After the remapping was done, the contents of all better crates were erased and now they appear empty. Just a heads up... Edit: I am using the latest version of BetterCrates - 1.2.3. Edit 2: Downgraded to VS 1.14.2 and the better crates' contents are now present / usable again. If this issue cannot be solved (the remapping is done in such a way that it will always delete the BC contents), I will just take some screenshots of my storage rooms, update again to 1.14.3 and use the power of creative mode to restore what is lost.
  19. Well, today I had one tier 3 brick broken.... So even tier 3 breaks occasionally, though much more rarely.
  20. Treasure hunters sell temporal gears occasionally. Another option is to utilize a depleted iron ore deposit. I made the whole area 2 blocks high, separated it in several sections with fences and gates (so I am not swarmed by too many drifters at once) and built a well lit central part where I can retreat if necessary. I use spears for the actual killing. I usually get back to home with 2-3 temporal gears and a stack of flax fibers after an hour of grind.
  21. The wiki says (https://wiki.vintagestory.at/index.php?title=Mechanical_Power) that So the higher you are, the better. In my single player world I stumbled upon a mountain which almost reaches the build limit and built a forge there. The wind is always strong enough to run 2 helve hammers at full speed + quern and/or a crusher. I suppose the "tl@975/976" thingy denotes one of the above mentioned weather regions. I am almost 99% sure that the output of the /weather command merely states what the current conditions are and that its output cannot be used to determine if a certain location is a good place to build a windmill.
  22. My 2 cents on the topic... Though the wiki states that the tier 3 blocks are 99% heat resistant, I am yet to see a single one break - with about 20 carbonization cycles per furnace done / 4 furnaces total. A furnace needs to be refueled in full 5 times (x32 fuel items) + 4 fuel items = 164 fuel items in total. Each refueling yields 20% progress, except for the first one, which, strangely, yields only 19%, hence the additional layer needed (the 4 fuel items above). If your furnaces share walls (which saves 9 refractory bricks per wall shared), make sure to make them from tier 3 blocks, otherwise when one of the furnaces finishes the carbonization process and some of the damaged blocks happens to be part of a shared wall, it will interrupt the carbonization process in the other furnace.
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