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Vratislav

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Vratislav last won the day on January 29 2025

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  1. Hopefully. I was in the same stage and got to collect dead plants in December...
  2. The change was that amount of nutrients consumed by crops made medium soil very exhausted for last 1-2 stages of growth. That made the last growth phases several times longer. But it was in pre-1, haven't tested these changes in latest releases as it requires 20+ hours of playing.
  3. It also improves chance to get at least one linen sack pretty soon, as it requires only 20 flax fibres to make. Find 10 patches of flax with 1-3 mature flax spots and you are at home.
  4. It is unpleasant. I have experienced item vanishing from the crafting grid output, then apearing several minuts later (when attempted another crafting). For the exact number of items, it looks like there was added new recipes with the same spatial distribution but smaller amount of required resources, that makes crafting grid confused as it cannot decide, which one you want to craft if you put bulk of resources there (e.g. rope is 3x 2 cattails horizontally, but newly craftable headband is 3x 1 cattail horizontally, good luck with ANY number of cattails bigger than 2 put into particular grid windows...). However, as the crafting is somehow unwanted mechanics, it is question, what is the best way to get from this mess.
  5. Actually, aged torch holders are still where they should be in pre4, just started new game in pre4, was lucky to find underground ruin next to the spawn and found fully movable classical aged torch holder there. If you remember, sometimes, only extinguished torches are on ruin walls. This is the place I assume ruined torch holder may occur in standard ruins. And of course, in these procedurally generated dungeons.
  6. I'd prefer the complex system, as similar systems already exists for beehives (they count flowers around) and currant bushes may be planted in lines IRL (we have a red currant shrubbery by our cottage). Also, we need SOME way to make decorative shrubberies!
  7. About berries, we were warned, that the mechanics is temporary and will be changed significantly, especially to stop convenient but unrealistic method of replanting bushes next to the base to get second harvest there in the first year. I did not have time yet to check, but is there already known, which particular fertilizer berry bushes will require? For early game, P would be convenient, but whatever. Also, I haven't seen if it was mentioned anywhere in forums, crops actually grow very long time unless they are fertilized on medium fertility soil. The medium soil is now very depleted before the last phase of growth and the phase 9 takes forever (speed around 0,2). This limits harvests to only one in the first season (tried to plant crops in August as usual, and got to collect dead plants mostly in phase 8 in December). To have only one crop harvest per season is not as bad as mechanics. I see the problem that first 7 phases now take similar time as the last two, that makes the crops growth unpredictable for unexperienced players, so the implementation is a bit lacking here.
  8. I do it usually on the spot if there is demand for particular product. When I am not lazy, I make also some black leather, which expands opportunities (same for linen, as blue and brown cloth are component usable even for non-taylors).
  9. Just sell it. In my late game, leather became one of three main resources of gears (together with linen and cast bronze tools). Also flax fields are the base element of being rich as Flax fields -> linen -> linen products, like clothes -> gears Flax fields-> autofed pigs -> leather -> leather products, like aprons and boots -> gears
  10. I am also a bit under the quota, would be happy to know sooner about it. Good practice is to upload screenshots with smaller resolution and saved in .jpg format, but I am sometimes too lazy for it. .png is a space killer.
  11. Pretty thought through. I am not sure if some quern output does not go diagonally, for that case, I came with 4x3 design, where the only what goes aside, is the Archimedes screw and it may be covered by trapdoors.
  12. In 1.22 you can actually put an axle into a block and then you can have 4-hopper loseless quern inside of 5x5 tower (if you give up the input chest being under the quern). Just tested:
  13. Tried to design "meaingful" usage of the Archimedes screw for the sorting system, with two separate segments. There are some issues, as the screw is able to spill items only to 3 blocks distance, that requires to make that item bridge rather twisted. (For BC, a 1.22 power source is used, so I am hiding it into spoiler)
  14. Hello, there! I was experimenting with the Archimedes screw when designing the sorting system. It is possible to use it of you want to move items up, and it worked. But at the end, the gravity was enough for the scope of the sorter I have tested and a design that moves items only on one level and then down to the next levels, proved more efficient, as independent on wind power. Wit the 1.22 water power, of course use of Archimedes screws in large-scope sorting systems can be feasible, as it can make large multi-segment designs. But for your amusement, there are some pictures, if you want have things complicated... (Third picture is a no-screw system for comparison)
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