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Vratislav

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Everything posted by Vratislav

  1. Despite being eager for the mechanic power update, there is still much to polish in actual mechanics. My infamous favourites are elk ride jankiness on mild uphills and cooking flint or lime with necessity to juggle with stack of heated stuff to keep the fuel consumption acceptable.
  2. Now the only question remains: do I really want to relight my dark chunk or should I keep it as a mysterious spot and build a fence around it?
  3. The best clay deposits are just next to artisan trader. They also provide rusty wheels (Late game joke, no offense. You will find it. What I remember from my first gameplays, I was blind as a mole and not only for clay.)
  4. There is a cover song in Czechia from 80's played by what used to be Eastern block try of a boy band. It is based on well known melody. I will provide you the lyrics automatically translated into English: At my age, everyone has a pretty girl Only no one notices me That I'm just a tailor That I'm just a tailor Love simply refuses to meet me That thing is embroidered on me That I'm just a tailor That I'm just a tailor (Chorus, repeats twice) f I sold a sewing machine Wow, I'd step into it If I cut with a needle My palm wouldn't be brittle And I'd show the girls what a man is But I'm not a bond to rule by force At first glance, you can tell that I'm just a tailor That I'm just a tailor So understand, vain woman Finally appreciate who dresses you That I am a tailor That I am just a tailor Tailor, tailor Tailor, tailor Tailor,...
  5. Imagining all hungry blackguard guy clumsily breaking 15% of s.... when taking them from the ground made my day
  6. I am not experienced with server play, but you may ask game master to give you a fruitpress obtained in creative and get rid of this one. May help or may not, of course.
  7. Yes, I went similarly, only not so systematically. Usually, I try to find some small rocky hill with as much exposed sides as possible, that can be mined out entirely. Then I do similar pattern. I am not so systematic, so after having checkerboard (step five), I just mine blocks in second layer from above, where is the most blocks around (4 is optimum, 3 are cool), to retrieve them. Also, never had too much rocks to cover all needs for my stone paths, so like 90% efficiency of possible maximu m is good ;-).
  8. Do you play commoner? If not, your class may have a negative trait on forage.
  9. Also: Fully repaired Blackguard and Forlorn Hope armors Complete mechanical setup (4 Helve hammers, quern and pulverizer) powered from single source (4+ windmills) with clutches to operate them. Item sorter Mugs of all available colors Raise chicken, hare, pigs and goats to full domestication (15th. generation) edited: Make cheese Make spirits Make colored glass Catch all (is it possible?) butterflies
  10. It went pretty well after I did not run away from the area.
  11. 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.
  12. 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.
  13. 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.
  14. 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?
  15. Defenitely needs a gift. Like temporal gear necklace or something that would make him more pleased.
  16. 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.
  17. 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.
  18. 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?
  19. 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.
  20. Thanks you all for the replies, I have not explored enough ruins to understand mechanics, evidently.
  21. 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):
  22. 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.
  23. 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.
  24. Same for me, yesterday. I think they did not fix it thoroughly.
  25. We definitely need a mechanics that prevents drifters from despawning. Maybe by feeding them rusty wheel?
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