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Vratislav

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Vratislav last won the day on January 29 2025

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  1. Really nice. Which mods do you use to ease the chiseling process?
  2. I see, chiseled out as hell. (I assume it is a creative build, if vanilla. But I see it feasible with ChiselTools mod in survival too.)
  3. Differences are not big. If you have it next to your hands, make bismuth bronze first. In mid- to late game, having diversity of bronze helps with trading, as traders frequently require tool made from bronze variant you actually do not have
  4. It is just a nice thing to keep it leaned next to the door as a reminder of incoming winter and not to bother with putting the actual shovel into the hotbar when snow comes. Nothing more. Still, little buff would be welcome, at least as a part of some vanilla tweaks mod - if anybody bothers.
  5. For needs of protein and veggie combination, stew with cabbage is a killer combination. I usually double it with fruit pies to have 4/5 nutrients balanced. (No dairy as I usually have bad luck for goats, and buying cheese is really big luxury.)
  6. Except improving base and chiseling, there is other stuff to do, if you are not focused on building nice stuff. You may extend your reach: You can build road infrastructure, like direct stone paths to your nearby locations (mines or traders), increasing speed of movement. For distances up to 2000 blocks, making "elk rideable" paths in difficult terrain segments like forests or mountains may benefit. There are even people who build path to the first story location. You can explore nearby caves specifically for translocators and make network of connections for mid-distance travel. Translocators are frequently close to each other, so you may have chain of 2-3 translocators, reaching areas around 15 thousand blocks far, if your are lucky. If you have oceans (good chance if you have 70% and less land set up), you can build a boat, a port and explore by boat. Travel with eyes open to find rare or missing resources Do not rush during the first part of journey to the second story location, especially if you are in group. Spread and explore for rare or missing resources (e.g. exposed marble, rare seeds in ruins, or so.) Up to 5-10 thousand blocks, you may return there from the base to gather there resources effectively. If you are missing particular ore, take propick and check time from time. Travelling to the south will bring you new flowers, seeds and wood types. If you started in default climate, first redwood forest can be found up to ten thousand blocks south. You may explore all kinds of technology available and make everything is possible. Make a glider and You can make all four Jonas tech devices available in game. It requires nickel, coke and good amount of gold. To have fuel for them and for translocators, you can create some kind of temporal gear grinder (haven't build it, but some schemes do exist) In the second story final location, you get a device that allows you make one more Jonas tech machine, that is genuinely usable. Establish economy to make large deals with traders Grow lot of flax, breed lots of pigs with flax grain using autofeeder (chest -> chute -> trough). Then 1) flax -> flax twine -> linen -> profit, 2) pigs -> leather -> profit. Learn the best things to sell. E.g. use flax twine either to sell directly, or to make required product (linen, linen sacks, boots or so) on the spot. Find around 10 traders around your base up to about 2-3000 blocks far. Establish convenient round trip to make deals, that may be done in 1-2 days by elk riding. You may make paths or use translocators to reach good traders. Find what all traders on your round trip want and expand your portfolio accordingly. Bronze tools that do not require smithing are quick to make (axe, shovel, pickaxe, hammer, hoe) and can be sold for 4-6 rusty gears. Make all three kinds of bronze and take only tool heads to the trip, as they can be stacked. Colored linen (blue, brown) and leather (orange, black) is usable for items bought by clothier and other traders. Agriculture trader buys soya beans that are durable and otherwise not much usable. You may try more demanding stuff like lanterns, if you need some quick money, but this stuff is not very suitable for repeated trading as it is time consuming to make it. Some people take flour and fireclay oven next to traders who buy bred and make it on the spot, but it is rather mid-game approach. Then you may buy various stuff and go to the next step. Focus on luxuries Buy broken Forlorn Hope armor and repair it to the perfect condition (requires quite amount of gold) Make full plate armor from meteoric iron (shiny!) If you have a tailor in your group, let's make him/her all kinds of nice clothes and colored fitted gambeson armor. After you are rich thanks to established trader economy, buy all kinds of luxuries from furniture, artisan and luxuries traders to decorate your base neatly. Also, after you finish second story location, And there are more things to do I haven't mentioned for sure.
  7. This looks like very specific kind of challenge, that may push the player to stay in the early ages much longer. It is also pretty more realistic and based on history, as e.g. late bronze age East-Mediterranean civilizations had to establish trade routed for tin, as they did not have good deposits in their areas. As other mentioned, it may be achieved by making landform scales bigger, resources rarer and distances to story locations farther. Also, landform mods are mostly going this way, especially combined with increased world height. Maybe, such kind of gameplay would be much interesting for multiplayer. 5-10 thousand blocks spaced but bountiful resources would lead to establishing mining towns specialized on tin, iron or even silver or gold. For this, however, these deposits should be not only much rarer, but also much bigger, so finding e.g. gold mine would suffice needs of tenths or even hundreds of players. Some very small deposits may be still found elsewhere, but they should be really tiny. Here, rivers should play significant role, as they may be source of small secondary deposits of these ores. And if we want to play it big, then secondary deposit should mean that there is maybe some rich primary source somewhere upper by the river - that would make prospecting much more interesting and realistic... But it means to build complete ore generation from scratch.
  8. I really like this idea (having several thousand blocks of paths done, I am looking for such challenge in my actual world). What is the design? Like width, maximum slopes, surface? Is it designed preferably for running or for smooth elk ride?
  9. Fortunately, the boat navigable canal requires only 1 block water depth, that is relatively manageable as every single canal block can be waterlogged without auxiliary blocks aside. Troubles come with deeper water bodies.
  10. I assume that it may be used also to make ponds, as even with moving sources, to make several blocks deep artificial pond is pain in ass.
  11. I can confirm from experience, that there are both these issues, although I cannot confirm the exact mechanics. Unolading chunks during sorting causes item loss. Horizontally item movement without change of direction stops after 3-4 blocks. These limits are hard for item sorter design and usage.
  12. I have built two these item sorters in my worlds. For the new gameplay, I was fiddling with this design in 1.22 creative, particularly to find designs covering more segments, e.g. having chutes going over doors or so. I was also testing the Archimedes screw with waterwheel - i hoped for reliable solution, but results were not convincing, as there is limit on straight horizontal movement of items, so designs with more segments laid horizontally are generally not working. The best I got as practical, was to have design about this size as pictured (2x8 crates in my case), stacked on two layers, so covering about 30 distinct items in two layers. Then, items were not stuck or delayed. It is not much, but good enough to throw stuff from inventory after returning from trip, with good chance that less than half ends in the overfill in a minute or so. Also, good item management helps, as it is practical to put most frequent items in first crates. Stacking more layers shall increase the capacity, I can imagine like 2x8x8 =~ 120 distinct items sorter in two to three-storey hall or building.
  13. You are right that I did experience it in the past and not in the 1.22 version (as I have learned to build fences higher, so no case study this time ). But I may confirm that the block next to the fence does not work anymore, I had to add another block over the fence to make the trap working in this version.
  14. It happened to me when I had overcrowded hare pen, they probably jumped on each other heads. And, when the snow falls, then 1 block high fences can be climbed.
  15. Yes. In my longtime world, I made this kind of paths, spanning about 2-3000 blocks from the base in three directions. Mostly only smoothed terrain or cleared forest. For orientaiton with about 7 block high pylons every hundred blocks or so, sometimes equipped with oil lamps and rocks marking the direction change of the path.
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