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Everything posted by Vratislav
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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.
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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.
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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.
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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.
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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.
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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.
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Mapping without a map - landmarks and other features
Vratislav replied to Zaph42nd's topic in Discussion
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.- 13 replies
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Mapping without a map - landmarks and other features
Vratislav replied to Zaph42nd's topic in Discussion
There was another thread discussing it: I do not want to copy much there, but to answer questions: Landmarks, markers and drawing a paper map were essential. Roads not so much as I did not progress far to have resources to build them to the areas that were unknown for me when playing. The topic not mentioned yet was a necessity to bump up render distance to keep the landscape recongizable. I had to maximize it to my computer limits, and I was using the Farseer mod.- 13 replies
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Yes, it is possible to play it this way after one is experienced. I have realized that after hours riding elk to local traders and for exploration, falling into pits just stops happen. The last time I did C2, I was confident enough to use only two temporal gears before entering these two difficult locations of four (and died only in the second one as I am really bad in parkour ). Traveling in night or even during temporal storms is fully possible, as you need solid armor for the story locations, and it can be worn when riding the elk without speed penalty (this should be maybe changed a bit, I wouldn't mind like 1/2 of speed penalty from armor when riding elk). Comparing with the first journey: it was in 1.20 testing so the distance was twice as far (yes, it is already halved now). I did not know what is waiting there (intenitionaly skipped all spoilers), was inexperienced with elk riding (it was also more janky then), so riding in dark was not an option. Some things making the progress in that D. location easier were not yet implemented, and I did not bring one nice item that helps a lot. I have underestimated amount of food needed (started the journey in February) and got to give up the first attempt of the D. due to hunger and went foraging and trading for several days to get some food. On the other side, trades were more welcoming then with their beds then, that helped a bit. Still, it got me from the comfort zone of uninterrupted basebuilding progress and I was satisfied with the result. This is the part I have entirely different experience. If I remember well, in the entirely first journey to C1, I have found surface marble deposit. In the longest played world, I dug out small limestone deposit nearby my base and was very happy to find chalk eleven thousand blocks far on the C2 journey. Also, I have found enough olivine to move to the second tier of refractory bricks at the time. In the last gameplay, I have found basalt I needed for build just when traveling to the C1 and limestone that I was missing at whole my neighborhood (replaced by borax, but not for plaster) when traveling to the C2. So as I can recall, I have almost always find something valuable from journeys to the story locations, maybe except the first C2 run that was difficult other way and the story locations satisfied me, so I do not remember if there was something usable outside story locations. But for repeated journeys, there is a lot to be interested in. Maybe the first time, when the journey feels demanding, people tend to be focused only on the travelling as fast as possible so they miss the opportunity to really explore the land and use as much from the journey as possible. The elk's speed is counterintuitive to the exploring for the resources. But setting secondary goals for the journey beforehand (as looking for particular missing resources), helps for sure to make to journey worthwhile by more ways than just by stepping to the next chapter.
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It seems to be rather problem of spur wheels, as my tests were made in creative with creative engines.
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Not entirely sure about it. I did some experiments in creative and in some cases it was jammed despite rotating directions were compatibile. But I was trying to combine waterwheel and windmill...
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- Some (again more valuable) vessels are burried by one layer of dirt. - Most "village" ruins have one or two buildings with a cellar, where more valuable loot can be found. Can be found by digging holes by ruin walls, if the walls go deeper than 2 blocks, there is good chance of cellar to be found. It is usually accessible without pickaxe.
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I have found some mods that either try to fix the issue by shortening the time or trying to bypass it by adding new mechanics (making quicklime in bloomery, in beehive kiln, in special pits) or making plaster cheaper. I really intend to use one, but still not sure which one is the most appropriate for my vanilla+ gameplay. Quicklime In Bloomery: https://mods.vintagestory.at/bloomeryquicklime (looks the best for me, also adds some use to pulverizer) Quicklime in Kiln https://mods.vintagestory.at/show/mod/5380 (not confirmed for 1.22 and a bit complicated) Immersive Quicklime: https://mods.vintagestory.at/immersivequicklime (nice, but as new mechanics seems too far from vanilla features) Tweaked Plaster And Quicklime Crafts https://mods.vintagestory.at/show/mod/41193 (making plaster cheaper, thus reducing the amount of quicklime needed) Actually Quick Lime https://mods.vintagestory.at/actuallyquicklime (decreases baking temp. to 150 deg, a bit cheaty) Really not sure which one is the solution for me, but maybe you may decide for your favorite one.
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Yes, found out too, had to skip making ropes from vines for now. Also, on "almost vanilla" setting, with only few mods (some worldgen, chiselTools, zoomButton) active.
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Building Materials traders need to sell mortar!!
Vratislav replied to Heegrim's topic in Suggestions
I am with you. In the actual gameplay, I got mostly andesite two thousands blocks around, so I just left the lime for the journey to the 2nd story locations. Before the lime, I had borax (at least leatherworking was possible), 2nd. tier bricks, steel, ilmenite and chromite. What I feel discomfortable, is a lime consumption to make quicklime and then plaster - as firing of quicklime is terribly expansive (both for peat and attention) and cannot be done in bloomery. -
new I just bought the game, what are your tips for just starting out
Vratislav replied to neoladdTTV's topic in Discussion
There is also quite straightforward guide that can help in first days, although following it means you will lost the appeal of trial and error. And don't get worried if your first worlds will not go well, just wrap it up if your are going nowhere and start again. My first long time world was like fifth or sixth attempt after being mauled by wolfs, drifters, bears and pigs, and almost froze on second of May. For worldgen mods, I think that increasing default world height by one or two steps does not kill the performance. I have about five years old gaming laptop (do not remember video specs, but 16G RAM) and usually play with 320 world height without issues.(I could even play higher worlds, but then the sea level rises over 150 and it is already too much to dig to the bottom for some late game ores that occur only there.)- 17 replies
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Maybe you have already found, but just in case, there is easy method to change direction of rapids or stop it: using full trapdoors working as sluices above a waterwheel. As the most primitive method, you may simply stop the water from flowing, replacing brake or clutch in early game by single trapdoor (and also sparing self of noise of the flowing water or of the waterwheel itself when not necessary, if you feel it annoying). If you want to be more fancy, you may make setup pretending that the rapids are filling a water reservoir above the waterwheel, or just go around the waterwheel by secondary trough. ( Made video on Tumblr too: https://www.tumblr.com/vrataf/816527092107902977/using-trapdoors-to-redirect-water-flow-and-to-turn )
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In general, new worldgen (rapids, berry bushes, dungeons) will activate in unexplored areas. Not sure about fish. In already explored areas, you may try to replace standard streams by rapids in creative, I'd not consider this a big cheating. You may also try to regenerate chunks (at least these that were not touched) or prune the world for untouched areas to be generated again, but this may be risky and create terrain walls on border chunks, especially if using worldgen mods. So to make a backup the world is necessary. (I have bad beginner's experience with regen when upgrading to 1.21 with red clay came and I was so eager to generate red clay deposits that I run to it without making backup, forgetting I use Plains and Valleys mod, so I created really ugly chunk walls quite nearby my base. Then I spent hours in creative by masking them as natural cliffs .)
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As I have tried to play in pre- releases and testing mods I use in my long time world, yup: there were a lot of changes under the hood, and mods that are not updated will mostly cause problems. For the most popular mods with dedicated developers, they will surely update to 1.22 stable soon and we should be deeply thankful to them. For other cases, I can recommend from my experience mostly with worldgen mods: Check if the latest version of the mod was updated at least to 1.22-pre 8/10 version. Woldgen mods from 1.21 will surely not work correctly, even mods updated to pre- 4-5 version may fail as the worldgen was modified due to elements like berry bushes and dungeons. Some mods that are no longer being updated, could be forked and are maintained by other people, e.g. Natural Trail Mod has at least third fork already. If you are able, the abandoned mod is simple and the fix is possibly easy, you may try to update it for yourselves (not that I do it, but there are many players who are capable of it.)
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It did not compensate?
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As there are problems to use the schematics in later stable versions: The schematic was generated in version 1.21.5 and the worst offender of problematic blocks is probably Natural Trail mod CUPdated, that I am not fully sure with version used. But it should be either https://mods.vintagestory.at/trailmodcupdated 1.2.1 or rather its 1.3.0 fork Natural Trails updated here: https://mods.vintagestory.at/show/mod/29192. I will generate new version of the schematics after I successfully upgrade the world on 1.22 stable.
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Experimentation with rapids: Waterwheels and aquaducts
Vratislav replied to Tam Hawkins's topic in Discussion
It seems that "symmetric" layout (water from the top to the middle or all 8 covered) means that the wheel cannot decide, where to rotate and how to calculate the output. Seems logical. However, I was surprised that the relation of the number of active blocks and of the output is not linear. -
Experimentation with rapids: Waterwheels and aquaducts
Vratislav replied to Tam Hawkins's topic in Discussion
Have you checked number of active block powering the waterwheel? I did some experiments earlier to realize that "low water" has usually 3 active blocks, but with high water, you may get up to five active blocks powering the waterwheel. However I haven't tested for the difference in power output. -
Yes, most advice was already said: Starting from small and expanding slowly, leaving enormous detailing (and chiseling) for later, designing in creative, (ab)using MC tutorials and using real buildings, MC builds or even builds from other games for inspiration. In addition to this, I'd really emphasize designing, starting from rough paper sketches (paper with 5mm grid is your best friend) and then in more detail in creative. You may test general proportions of the building just by sketching it on the paper. Then, in creative, you set up colors and details: which local stones fit with local wood types, what is the good window frame design (by putting several ones put side to side), elaborate crazy ideas, and decide then if to build it. It can be tweaked in survival a bit, so even the creative designing does not need to be too meticulous. From my personal experience, in two 1.22 testing worlds, I was lazy to do the design on paper or in creative and started building bases without designing: oh, I was disappointed with the results...