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Vratislav

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Everything posted by Vratislav

  1. Well, I just had a short panic attack, when after going from rc.6 to rc.7 in my 1.21 experimental world, some blocks went unmapped. Particularly all my storage vessels with freshly harvested crops for the first winter . Fortunately, reloading the game solved the problem. Also, god bless for windmill rotating again. Still, I cannot wait for the stable release to transfer my main world into 1.21!
  2. Nice overview. From my experience, if you want to be especially thrifty with coal (as in early game ir if the coal is scarce), there is possibility to alternate coal with peat, as the crucible temperature stays for some time after reaching the top value despite heating temperature went lower. BUT it is pretty tricky, I haven't found perfect pattern for this, as after the temperature reaches the top (1100°C or 1300°C for brown coal or charcoal), the time when the alloy keeps warm is declining. What worked was like 3x firewood - 2x peat - Brown coal - peat - then Brown coal, because further mixing is risky. 3x firewood - 2x peat - Brown coal - peat - charcoal - peat - charcoal - further peat is risky. 3x firewood - 2x peat - charcoal - peat - charcoal - peat - charcoal - further peat is risky. For 3-5 ingots, these thrifty methods works quite well.
  3. I wanted to start in warmer biome and to settle down somewhere higher to enjoy mountainous feel, but the landscape was still pretty close to sea level. Maybe next time I try to fiddle with the worldgen more. Still, to make worldgen with long rivers descending from high level mountain valleys to vast plains close to sea level... Did any game with procedurally generated world manage this "easy but difficult" thing already?
  4. Not sure, but again, worldgen may mix up things a lot. But colder climate should genreate MORE peat by my oppinion.
  5. Well, if someone has an aim to find clay in the first day, it simply may not happen sometimes. I have no statistical proof, but in the last world I have tried, I had to "cheat" using color accurate map to find it. Still, it was atypical worldgen (warm climate + 70% upheaval) that probably decreased areas, where the clay may occur. Before this experience, I considered complains about clay to be too whining, after it I understand that it may happen and it may be very annoying, especially for new players. I feel that clay is not being found by lakes in drier areas, where I'd like to see it Still, it is an early game issue so if the clay is not found soon, it is pretty easy to start again. I remember that my first long play started after four or five unsuccessful attempts...
  6. ...if you do not want to swim in pigs Well, I thought that the system may be more complicated. The only one trick is to place troughs from the position that is not under chutes. Not sure with small troughs, though.
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  7. Maybe the climate should be defined also on scale "oceanic" - "continental". Oceanic climate is much milder than continental, the differences between winter and summer are much smaller. And vice versa, continental climate may easily bring 50°C differences between summer and winter afternoon temperatures. BUT it would be much more appropriate if oceanic climate occured next to the oceans in game. In general, mid-size water bodies should affect a climate even locally. However, this may be a bit difficult task for worldgen. Maybe not as difficult as proper rivers, but still, not easy.
  8. Two or three months of snow used to be normal even in lowlands of Central Europe, I remember it from my childhood. So, in the world, where industrial revolution never happened, a bit colder climate than actual should be appropriate. Also, if we imagine that it was actualyy medieval Europe, then additional (local) cold period odcured in the Europe in 15-17th. century. This was standard winter in Central Bohemia in the end of 19th. century, the exact location is about 400 meters above sea level, so no mountains yet:
  9. It is my personal experience about chapter two, from playing its content twice at this moment (first in a pre-release, so with some bugs, but it went). The journey is supposed to bring some struggle, that's the journey for us. For me, troubles were pretty similar as others mention: large distance, tight inventory and lack of food in the most distant part of the journey. Well, I took it as a challenge, that's what the game is for. The long distance actually helped me to master elk riding, together with navigation through the complicated landscape. Yeah, the elk is clunky, but in the bumpy terrain, it is actually fun to jump among hilltops and over the holes. The lack of food pushed me to more creative solutions than stacking the inventory with bread and hoping it lasts. I have started the first journey on March with food for about ten days andgot to the D. in early April. It was located north, so the landscape was snowy, no food anywhere. I had actually to retreat mid-fight to find a food, running the Elk several thousand blocks to the south, spending last gears by Agriculture traders, do some hunting and finally finding some spring mushrooms and berries to replenish my food stack before finishing the job. Also, I have learned to ride the elk with armor put into the hotbar to save the satiety, wearing it quickly only when dismounitng or in some sticky situations. About the inventory, even standard leather is OK, and who wants to be prepared, sturdy leather brings a lot of storage. The limits are supposed to be here, as Thorfinn said, the most valuable thing you will bring, will be memories. Yeah, it was unpleasant to find some valuable stuff to leave it behind. Yes it is tempting to sack every ruin met on the way (especially with BetterRuins mod ). Then it was about choices. I have foud first Olivine deposit not far from the Village, and I have decided to prioritize four stacks of Olivine necessary for the cementation furnace even above some Nadyan souvenirs. Later, I have built a Rickety translocator and made a Village shopping trip afterwards. I have marked two or three great ruins that were about 12k blocks away into map and returned to sack them next spring. The limited amount of storage in fact pulled me to play the game more If there was one thing to complain, the character of the second boss tower should allow to obtain a glider (or at least its blueprint) either in the Village, or - maybe better - from Tobias. He should know the situation and provide his old Seraph friend with the parachute if asked.
  10. Thanks a lot and welcome to the forums!
  11. My general rule is to have a central storage, mostly for building materials, but if the stuff is used somewhere, it should be stored locally. Like cjc813 does. It also developed with the gameplay and expansion of the base, the most extensive storage system is in my actual gameplay (5th. year and continuing). The main storage contains dozens of crates with stones, rocks, soils, gravels, sands, logs, then trunks separated by building rock type and main woods types, and specific trunks dedicated to roofing, glass, interior stuff, wallpapers, etc. Then there are separated storages: Smithery ( ores, ingots, peat, coal, tools ) and chests for dirty cooking ingredients (candles, glue, etc.). Kitchen ( fat, flour, also lime to be mass-cooked because there is biggest capacity ). Mill (limestone, bones, bonemeal, and so on) Food cellar, wine cellar (separated) Study (Jonas parts, temporal gears, resonator + cylinders, cupronickel ingots, metal parts, etc.) Leatherworks, coloring, compost making in the particular workshop, Seeds and saplings in agriculture barn, Favourite summer and winter clothes are stored in main bedroom, large trunk for products to be sold to traders. I like to have consumable stuff visible (especially wood and peat), so fuels are mostly piled close to its use. Also bricks and shingles look nice when piled outside trunks, but I have so much of it that actually I don't show them. Maybe I'll dedicate some less tidy area for a purpose of purpose. Some further storages are rather illogical, developed by abandoning early game parts of the base, with items I use rarely and that I do not want to move into main storage, as this brings some purpose to otherwise unused rooms. Aside of these storages, there are "storages" of stuff most probably not to be used anymore: Exposition of nice ore samples or rare finds from ruins and lore locations, Armory / cloakroom, that serves as deposit of mostly used or leftover mid-tier tools, weapons and armors - If someone wanted to join the world by LAN . The MOST IMPORTANT trunk in the main storage is the one I throw away stuff that cannot be quickly put in proper place, when I need to clear the inventory. The system is reasonably organized, the stuff is mostly close to the place where it will be used, and chaos rarely occurs. The disadvantage is that some particular things are stored in pretty weird places. Like the main bulk of hay is stored next to the cementation furnace (because of pit kilns). (And yes, the least useful are two trunks of chiseling duds that hopefully I will rechisel once into full blocks). In the picture below, about one third of the main storage is visible:
  12. This gives me motivation to improve (non-existing) paths on my usual business trips, especially to pass smoothly through difficult hilly&forested sections.
  13. Welcome to the forums! Generally it is limestone and sandstone. The manor gray walls are from limestone rock, the yellow walls and detailing are from sandstone ashlar blocks and sandstone rocks. The staircase is from limestone ashlar blocks and polished limestone rocks.
  14. I have such setting about 200 blocks next to the base in the actual gameplay. Found three (!) translocators just in the same area (two about 20 blocks apart almost in the same level, third one conviniently close to surface. So I was like "finally, I will get great transportation hub, build a station there or whatever!"... Two of them ended under the ocean. Tthird one in a bit worthless location at the north, in the opposite direction than all lore destinations and without worthwhile resources.
  15. Still, nothing is more fun that the cruel difference between remembered and real spawn point... It happened me at least three times that I have returned from some journey requesting spawn point setting, jumped into mundane tasks around the base... and in two, three days got killed by a bear or in the temporal storm, or even in some haphazard spelunking (because why not, when I am just next to the base) - and then realized that my actual spawn point is somewhere several thousand blocks away... Maybe, some of us need something like MAIN spawn point, where we pull three temporal gears to the same spot saying "This (one gear down) is MY (second gear down) fcng. spawn! (third gear down) point! do you understand!" And then, wherever we set temporary spawn, after returning to the 50 blocks distance to the base, our spawn point will be reset to the main location. Home, sweet home!
  16. Great, that was thing I wanted a lot.
  17. Wow. These wavy roof tiles looks very interesting! How were they done?
  18. There is second thread with the tour, sveral months old: Actually, I am working on extension of the new castle and on general overhaul of some interiors, so I will have something new to show in 2-3 months.
  19. Mending, bro... MC late game playstyle is almost Creative mode, after you have farms for everything, there is very little difference. I have built 200 x 60 x 30 Ephesus temple from quartz once.
  20. If the cementation furnace is fired using brown coal, then 32 x 4 plus a little bit over it (2x 1-2) is needed. Three refills from zero coal end in 99% finished. It is probably effective to fire last 2 pieces of coal at the end, as it also makes the blister steel hot enough just to put it under helve hammer just in time you need it. For the Beehive kiln, I am not sure, only I know, that exactly 1/2 of wood pile (16 pieces of wood per square) is not enough. 24 pieces was enough,.
  21. I do understand concerns about losing focus on core VS gameplay due to doing also something else, but I consider it excessive. The 1.20 version was successful, many new players bought the game, so the studio would probably have enough resources to try to develop the Adventure mod without losing much if it will not succeed, both in finances and focus. And as I understand Tyron's development style, these additional money wouldn't help to progress core VS much faster. So why not to invest into aim that is designed to return some effort back into main VS engine whether it succeeds in creating separate game, distinct game mode, or nothing much? Also, after 500 hours of gameplay, my payment for the game (bought family pack) was fully returned in terms of well spent time. I'd be happy to see all eight story chapters finished in next two years, but hey, this is not a way that Tyron would follow anyway.
  22. I thought there is Exploration mode that does it without fiddling with the world settings. Should it be renamed as "Easy mode" to be entirely obvious? But I haven't played it so maybe it is not well balanced for players who are hit by the standard game too hard...?
  23. Welcome to the forums! There are externally made launchers and mod managers thay may help (I did not test them, but number of downloads especially for forst two launchers shows the interest). https://mods.vintagestory.at/vslauncher https://mods.vintagestory.at/mvl https://mods.vintagestory.at/rustiquewindows https://mods.vintagestory.at/octatonic I just made a mod_setup folder aside in the game with subfolders for particular mod combinations. Then I just change the content of the mods folder with whatever mod setup I need for particular world. It works well for three disticnt setups I actually play.
  24. I think that default is fair. If I remember well, the chunk protection can be removed using commands, so there IS way if someone wants.
  25. Then they may fill the saturation only to the one third of the bar, have zero timer to keep the satiety and do not provide any hitpoint bonus like bamboo (I don't play flora mods, so I don't know if such mechanic is implemented somewhere...)
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