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Vratislav

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Everything posted by Vratislav

  1. It went pretty well after I did not run away from the area.
  2. Well, after burning all wood, the content of kiln did not get fired. But I am not sure if the reason is an overfilled kiln. I went to travels meanwhile and the chunk with the kiln got unloaded. May this be the reason? So I try it agan, let's see.
  3. I don't know if it was mentioned before, but basic fireclay bricks work fine for Beehive kiln. I have tested it in both 1.20.3 and 1.20.4. versions. So is it OK to put there 16 or 18 firewood into every spot? Then the price of the one run is getting to be really reasonable. You can even just stack bricks on top of the others without shelves, providing equivalent of 54 pit kilns. I am actually running a beehive kiln, where I put mugs and planters on top of two blocks of bricks, getting rid of shelves and I hope it will go well.
  4. I do agree that it is not easy and everybody went trough this, before finding viable strategies to mitigate dangers of early game ore mining. What went good for me: before any digging, I did the prep and made one to two stacks of rope ladders from cattails. It takes some time and spends several knives, but it is definitely wortwhile. Then I dig straight down on good propick readings. Nothing bad can spawn in vertical shaft that is sunlit from above. When dig through a cave, I just build drystone fences around my shaft so no drifter can get close to me. For cassiterite or bismuth, one to one and half stack of ladders is usually enough.
  5. I have also found some, when playing on unstable 1.20 versions and digging in ruins generated in 1.19. I think it was just object that did not change to chest or another loot, due to version change. Can be this an explanation also for your case?
  6. Defenitely needs a gift. Like temporal gear necklace or something that would make him more pleased.
  7. I think that it is not as bad. In comparison with TOBG, the mount does not kick you off in the water, it can jump like 10-12 blocks hole and in many forests it is possible to turn around the trees combining gallop and walk.And in the densest forests, you are free to dismount and whistle to the elk after overcoming the obstacle, it will teleport to you. Also when fully equipped, it has 22 inventory slots. So it is very viable in my opinion.
  8. Went the journey second time, hoping that in stable version and with my trusty Elkson, everything will be fine. After experiencing that the elk does not like galloping in the snow in stable versions, I have patiently waited to the second of March to leave my dear home, hoping that after the snow melted around the base, everything will be fresh green. Thus, I packed my winter garments to the trunk in my bedroom and dressed lightly to travel fast. Well, that weather forecast was erroneous. was located 7k blocks in the North. In this part of the journey, I had to pass two 1k block wide strips of deep snow, just generated to my inconvenience. Arrived to the location, made camp by a trader, who probably came to do furniture business with drifters and bowtons there, so he camped like 20 blocks from the begining of destroyed land. Brave guy! Last several hundred blocks were easy, and I was prepared to do the sports discipline I am notoriously bad in: yup, parkour. It took some attempts to get almost to the end, and time flied quickly, it was April already. And then the opportunity came: Why not to spice the bossfight with a little temporal stormie? Also, don't forget, that the winter decided to extend and the tower is high. So... It was fun, though. Next time, I will try get the boss in January.
  9. I'd like ask the same. I play with "real" map and it takes very long, especially in smaller scales. Maybe the classical map is faster, isn't there any command to change the map appearance?
  10. I have never tried, in my first longer gameplay, I have decided to find desert deposits instead, travelled 50k block to the equator... and found none there. Since then, I consider halite to be cursed and get it only from traders.
  11. Thanks you all for the replies, I have not explored enough ruins to understand mechanics, evidently.
  12. Have found a pretty big ruin, and I am just interested if this could be the promised vanilla secret ruin. I play with Better ruins, but I did not notice any loot specific for this mod (especially no blueprints), so I am a bit suspicious. Minor spoiler ahead (quite safe I think):
  13. I think the elk adds to efficiency of traveling, even in rough terrain due its ability to jump over pretty wide ravines. The default terrain generation with many small terrain waves is actually quite fun when you learn to jump wit the elk well. When I made my journey, the detours were not so big and except densest forests, it was still better. Actually, I feel riding elk less comfy in my modded world (plains and valleys), with smooth uphills that are not so easy for the elk. But still, it is much faster. Fot me, the elk is surely big help to make errands, even in medium distances around 1-2k blocks.
  14. As a cartographer by profession, I love the idea in general and can imagine particular mechanics of mapmaking, so let me develop some mechanics from this point of view. For early game, just using a wooden ruler and painting the map of the area visible form a vantage point on the sheet of parchment would be good enough. In this part of game, the inventory space is premium, so sheets, ruler, charcoal and finished maps would be appropriate load without necessity to add something else. These maps would cover areas up to 300 blocks and were separate, couldn't be connected together. For additional fun, they may be generated without areas not visible from the vantage point and with distinct distortion. All separated maps could be carried as item - an atlas book. Also, these maps should be possible to be hanged at the wall. In the mid-game (bronze), the cartography table and small theodolite would be main tools. The table should be used on at least two vantage points to create a map. These points should be marked in terrain with milestones and poles. The map could be extended up to about ten vantage points to cover an area spanning one to two thousand blocks, further extension should be limited for the lack of geodetic fundaments :)) . These methods are equivalent of mapmaking in 17th. - early 19.th century, like in detailed military maps or early cadastral maps of that era. Also, specific tools to make large paper sheets (like sieves) would be necessary. The cartography table staying on a milestone would also allow to mark any visible object in the map. (Really love the idea of aiming to the particular spot through the theodolite lens and then it would pop in the map). I'd like to have this tool a bit clunky, so let's allow to carry the table only inside of a "cartographers' backpack," containing inventory slots for the table, maps, theodolite, milestones, poles and other cartographic stuff. For the marking of particular spots to the map during usual errands, a small theodolite would be sufficient. I will step aside from the fact that standard theodolites measured only angles and not distances, for the gaming purposes let's assume that distance measurement up to like 200-300 blocks is possible. Then we may mark any spot into the map where we stay if at leas two known points (milestones) are visible. In areas where only one other milestone is visible, we may establish a milestone without known position and measure to it from already known point: then it would appear in the map. This method would also allow to map in caves if necessary, of course with added effort. The high-precision theodolite - a late game item (cupronickel) - could be used for connecting maps together. Several measurements on marked milestones from particular map areas would be required. Again, cartographer's backpack required (maybe two). For the very late game (titanium? mercury?), we may go to astrometry. In the 18th. century it became possible to measure astronomical coordinates using sextant (or other similar tools) and good mechanical clocks with precision less than mile. These methods became more precise for geodetic purposes, achieving the top (about 20 meters) global precision even before cosmic geodesy (GPS) era. Although these astrometric instruments were large and measurements time consuming, for the sake of the gameplay, we may use astrometry tools to set maps into absolute coordinate system and to provide some additional benefits like visibility of the player's position, despite this is not the way how it really worked. But hey, who wouldn't love to have a GPS made from some Jonas parts? ============== I think that using the map to the story locations shouldn't require any cartographic tools. The actual system telling the distance to the locations works, but I'd like to provide players real maps as items they should use to find these locations. I went out of ideas here, it should allow to find a distant location without spoiling detailed maps made by cartographic effort, that is a bit contradictory.
  15. Same for me, yesterday. I think they did not fix it thoroughly.
  16. We definitely need a mechanics that prevents drifters from despawning. Maybe by feeding them rusty wheel?
  17. Even drystone fences work nicely, they can be made on-site if the vein is one block high. Usually, I put them in 3x3 grid, it prevents most of cave-ins. The only disadvantage is, there is almost no stone to be obtained from mining this way.
  18. Ahhhh, flatearthers will come here!
  19. Hehe, and I thought this was fully correct behaviour that adds to the relationship and pushes player to handle the Elk with care. If the rider is so clumsy that he lets Elk to be injured, it is only natural that the Elk will punish him.
  20. Also cooking sturdy leather makes pots dirty, but I don't remember if there was warning, supposing not. However, this is so late game item, that having only one pot in this phase would be sign of being extreme skimp.
  21. Welcome to the forum! I think that since 1.20, fruit press requires copper rod, not copper ingot. The copper rod has to be made by smithing. The fat in the recipe is OK.
  22. I built a base on an edge of large elevated plain, with chicken and rabbits located in neatly fenced enclosures. In August of the first summer, storm came that lasted several days of heavy rain and thunderbolts. Once in the morning, I came to feed my poor poultry. There was nothing more than charred bodies, that provided only some feathers and bones. Rabbits were struck do death too. So I went to catch some other chickens and rabbits, renewed the population and though that such things are so rare they will not happen again. To protect the animals more, I built a cobblestone hennery with straw roof, assuming that in the worst case lightnings will turn the roof into fire, but not kill the animals. Winter passed calmly, the same for the spring. Then, a rainy season appeared again. Long story short, the killing lightning came again and killed poultry on the same spot second time, through the roof. This time, at least some little rabbits survived, but for the poultry, I had to run the round with traps third time. Yeah, and I have built the lightning rod finally. Because if something improbable happens, in VS it will happen again!
  23. After update my 1.19 world to 1.20, I had some late evening errand to trader behind a forest. I was returning in an almost dark, lights of my base on horizon, when seeing a glimpse of a rabbit running away from large dark spot. Coming closer, there was a dead wolf, lying on the path. I turned around to check for dangers, but there was silence everywhere. Did not try to follow the rabbit: most probably it was a killing rabbit of Caerbannog.
  24. Maybe for some steampunk flex, like copper made roofs or item sorters
  25. Yes, beehive kiln is pretty cheap to run, full kiln with 36 molds would cost 288 firewood (1 costs 8), what is probably more efficient than two molds costing 4 firewood, 8 sticks and 10 dry grass (22 items total) in a pit kiln. (Also I did not test if the beehive kiln cannot be made even cheaper by placing like only half stacks of firewood under.) But still, the limiting factor here will be manual clayforming.
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