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Vratislav

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Everything posted by Vratislav

  1. Not sure if it works. I had to place every water block manually when filling removed soil block at the lake, also I was making some artificial 3-block wide channel and to ensure that there is no flowing water, I had to set all blocks as source blocks using bucket. The exact mechanic from TOBG is (if I recall well) two adjacent blocks at the same level, regardless on the block at the bottom or above, so the lake corners are filled, but line of source block is not expanding to adjacent line, air pockets at sides of walls can occur, mineshafts will not flood entirely when connected to underground lake, and so on. I suppose it may be fine tuned with some rules making source blocks less expandable, but I haven't thing this in detail. When you do some terraforming around a base, like ditches around castle, connecting nearby lakes or creating artificial ponds, then some method of placing water bodies should be possible in survival. But we may make it more limited and natural. The one Idea is suppose that there is underground water level that is equal to the level of the nearest surface water body. Under this level, placing source block should be easy as today (in real world water would usually appear after while). On higher locations, placing water would be much more limited, like increase the effort to make them (like breaking full barrel or spill 16 buckets) and limit the water sources into bodies surrounded by nonleaking blocks. For irrigation above local water level, windmill powered Archimedes screws could be used - like in the Netherlands where they used them for the opposite .
  2. The water sources management is both easy and difficult in current situation when source blocks do not create when surrounded by others. I built early game farm on a deep lake and then it was very difficult to remove it entirely. I had to replace all soil blocks with source blocks carefully that is not possible when there is no solid block aside. So, still some water blocks at the lake are moving water. On the other side, source block from a bucket is exactly 100 times OP. It could be balanced more nicely if the source blocks were more difficult to create and at the same time they copied themselves when surrounded by two more others (like in TOBG, I know). Water source blocks then might be created for example by breaking a barrel full of water, making it 5times more difficult. It is not 1000 liters still (only 50), but bucketing one cubic meter of water seems too much . Still rivers, flowing water mechanics and water wheels may require different source block behavior.
  3. Well I use indoor potted plants to check if the wind is strong enough to start my hammers. But this is not desired purpose...
  4. As many others already wrote, one can adapt to the storms, even if they are not avoidable. Despite drifters may spawn anywhere, I did not have big trouble to overcome storms simply hiding in a food cellar, which has little open space to actually spawn drifters. I experienced like one drifter spawn inside the cellar during two seasons of gameplay, then I just shown him how I am good in running. I use the time to check maps, plan journeys, browse the help pages or wiki to make preparations, or a as a good opportunity to stop for a while from a running for complex tasks and to sort out priorities for next hours of gameplay. Even a bit of AFKing is ok, these storms are not as frequent as a night or day. In my second gameplay, I have refugee cabinet in my base if I was surprised without preparations, but never used it. In the late game, I just take iron chain armor on and go for hunting wheels and Jonas parts, chasing drifters around my base. I consider temporal storms as a good part of the lore, which is not difficult to handle, even in early game. As a nuisance they may turn wrong only if you do not play with good safety margin (like being stuck underground when the sanity is already low, or so), or if the storm hits when doing some serious business (Archives mission, or others in the future). Still, checking for a possible storm arrival in chat tabs before doing dangerous stuff is good precaution.
  5. Did not know... and just binge-watched like almost completely. Thanks for the tip!
  6. I suppose it also was quite dependent on the resources in the first gameplay. I was surrounded by resin-rich pine forest, so clutches were not a big deal . Now I play with one friend and no pines nearby, so the resource list for clutches seems actually a bit overwhelming.
  7. I suppose that many of us made similar cheat sheet for themselves, but I can't resist to show the mine (especially after realizing that 99% of the content is in English). After writing several sheets of notes during first gampelay, this is a condensed version of main points where I need hints, that should serve me to begin further plays smoothly.
  8. Oh, I did not know that double-headed drifters can provide them. I was avoiding fighting drifters during temporal storms till now so I haven't much experience with these guys. Then for my purposes the surface killbox may be sufficient, I've just built it, so I will try it this way .
  9. Have anyone tried this or similar design to be built in a cave (like in a crossing of multiple caves providing solid feed of monsters to your location) to harvest Jonas parts from sawblade locusts?
  10. Just after finishing 50k long round trip to the tropes and back, I am eager to ride the elk as soon as possible! (Also, further reason for paths, bridges and other road infrastructure.)
  11. At least that scale armors can be repaired, There can be found a full set of steel scale armor in the Archives and I have repaired it into fully functioning state. Still, repairing also ruined weapons can be nice.
  12. Yes, all item transporting (quern, pulverizer) is sensitive to unloading chunks.
  13. Actually finished version in survival, may be expanded in future. This scale works well. Replaced hopper by chest, it makes loading more comfortable. However, it works rather slow when processing several full stacks. Also due to problems with unloading chunks, it seems better to place several stacks of the same item into particular crate directly. Still, it works fine to sort various kinds of dirt and other stuff when returning from a journey. If some items are still being processed, they make quite loud sounds in the chute, so it is safe to leave the base if the sorter is silent.
  14. I was looking for a vanilla item sorter. Have found several videos that seemed outdated, then valid Reddit post here that nicely shows working chute and chest combinations, but not exactly what I wanted. After some tinkering in creative, I have made an item sorter that has crates neatly in rows, and can be put into not too thick wall (it is 2 tiles deep). Also it does not require mechanic power. I am pretty sure that this or similar design is already used (it is pretty straightforward), but I did not find it, so it is posted here. Edit: The hopper at the top should be replaced by a chest, then items can be send from the inventory using shiht-click. How does it work Above crates, chain of chutes is lead, with connections down. If the item is in the crate, it falls there, else it continues. But only some configurations work (see linked Reddit post). You may use T-chute to connect input (hopper) and the first crate. There is actually not possible to turn T-chute into horizontal position with branch facing down, so 3-way chutes are used instead, what makes a zig-zag route. There is also no way to put L-chute horizontally, so 3-way chutes are used instead, with their bottom branches blocked by crates under them containing some filler items. I have used aged crates in the example. You may also use that second row of crates for sorting, if you make the system accessible from the back. It can be advantageous in large-scale setups, also it makes the system much cheaper. Crates may be organized in several layers, and there is a chest for unsorted items at the end. Limits I was not testing it very thoroughly yet. There can be scale limitations and I suppose that leaving the chunk unloaded leads to losing items in chutes. For the testing, I built minimal version it in my survival world (to be expanded later), so we will see.
  15. I can confirm that they can climb ladders (in vanilla). Never went trough door, but they may spawn inside of base under some circumstances (temporal storm, rift).
  16. First time contributing here. I am not likely to create the described ideas as a mod (never tried and not much free time), but after playing the vanilla up to +- final stages, there is a concept that may increase immersion of crafting in the Vintage Story and even may be considerable for the core game. Some ideas are surely not original, I have read parts of discussions about Crafting Table and Extended Workbench mods and applied ideas that were fitting. Also, as a new player (starting in 1.19.1), I have no big insight to the history of the game development, and I have not read forums completely. So if I am not aware that a similar proposal was already discussed or even if similar mod already exists, mea culpa, and please navigate me there. Also, I believe this does not fall into the extent of “frequently requested removal of crafting grid,” partially because I haven’t found further elaboration of that proposal, partially, because the idea presented keeps the crafting grid, although a bit changed way. Premises: Crafting in VS is somewhat easy and very “instant”, too “TheOtherBlockGameCrafty.” When all ingredients and tools are on the spot, there is no difference in crafting simple recipes of one item (as knife), advanced and complicated recipes (as glider or resonator) and making bulks of items, e.g. making hundreds of ashlar stones by two shift-clicks. Yeah, many recipes use tools (sometimes specific) or even blueprints in a crafting grid. This is a good beginning that may be extended. IRL, making complicated stuff requires not only tools, but also a comfortable spot to make it, so a workbench is a logical thing to have in the VS, of course differently than the universal crafting table that allows anything. Tyrion declares to replace the actual crafting mechanic with something more immersive in the future. So this is the result of my personal thinking, how it might look without in fact to change the crafting principles so much. Concept: The aim is to make crafting more balanced, rather than only more difficult. Crafting would be done outside standard inventory. I haven’t figured out how exactly the user interface would look like. It can be similar to https://mods.vintagestory.at/craftingtable (including grid working as containers), or we may get rid of the grid dialog altogether, which would be probably nicer. For sure, the ingredients should be shown on the operating surface, as will be the resulting product - which can be then moved into inventory or any opened storage. Simplest and early game recipes can be done anywhere on a flat surface. Mid-game and advanced recipes would require workbenches of several tiers. This shall be used mostly for increased immersion, and the workbench required would be accessible naturally with the players’ progress. But rarely, the requirement for specific workbench may be used as gating of particular, construction difficult recipes (e.g. as condenser requires specific tool). Advanced workbenches should contain several inventory slots for tools (the tools can be lying at the larger table or hanging on holders above the desk to be accessible directly for other purposes). These tables should also contain item slots, like reed chest or wooden chest under the table, also accessible as standard containers. When the workbench is activated, all slots become open too, thus easily accessible. This makes tools for crafting readily available, which brings some comfort. It may be an incentive to bring recipes requiring more various tools and also incentives players to have workbenches for various purposes and to have more sets of appropriate tools by them. It also purposely makes moving workbenches more difficult. Some specialized workbenches may be usable by particular classes only. Mechanics Tiers of workbenches: 0 No bench, on the ground: recipes limited to stone age and other simple ones (like up to three or four ingredients, but still 3x3). The second limit should be that only a very limited amount of items can be crafted at once (maybe only one?) 1 Crude crafting table (1x1, made from 4 sticks and log, no inventory, for early game), recipes limited roughly to stone age epoch. 2 Basic workbench ( 1x2, made from 4 planks, 2 logs, tool rack and reed chest, for early to mid game or to be made quickly on the spot), should be able to make most of the recipes, but still with some limits to the amount of items processed at once. 3 Large workbench (1x3, made from 2 tool racks, 2 chests, 3 debarked logs and a clamp that can be casted or forged from 2 at least bronze ingots), should make all except very specialized recipes without limit the amount of items made. As an elementary support of bulk processing, it may refill crafting slots from workbench inventory automatically. 4 Advanced workbench. For specialized recipes (resonator, glider and Jonas’ tech), it would require additional components like screwdrivers (steel?), rulers or magnifiers (casted glass?), probably gated by steel level. Can be 1x2 only, no bulk processing supposed. Ideas for special workbenches: Tier 2 movable workpad (1x1, no inventory for items, maybe several slots for tools that can be carried with it?), suitable for traveling, gated by bronze. Clockmasters' workbench, could be made by the bronze age tools and supplies, but allowing the clockmaster to craft anything (a bit of a miracle, well). It can have a larger number of inventory slots for small items. Clockmasters specific recipes (actually only tuning spear) should be made only using this table. Tailors’ workbench - can have a sewing machine and bring some advantages for tailors (idea is not finished). Drawing board - to make copies of blueprints. Writing table - to make copies of books, scrolls and maps. “Lore” workbenches - not movable or craftable, so some particular items may be made only on the workbench that is found in the (future) villages, or in the depths of ruins or dungeons. This brings additional challenges, like carrying the player’s painfully collected stuff to the most monsters' infested locations Limits and conclusions: From discussion about the Crafting Table and Workbench Expansion mod, I see that there is demand for automated crafting or filling slots for crafting tables using chutes or hoppers, copying chiseled blocks (as does Workbench expansion mod https://mods.vintagestory.at/show/mod/285 ), or so. I think such requirements cannot be fulfilled by “vanilla-like” workbenches and such automation goes beyond the extent of this proposal. Still, I see it as possible to have automated filling of crafting recipes from inventory slots that are part of the table when making bulks of items, so the workbenches would also bring some convenience for players compared to the actual state of crafting. Finally, I am aware that implementing described ideas would go quite deep into the game and would have many consequences for gameplay, game balance and other aspects that I surely haven’t considered. So, bring it in what would not work, too. I'd be interested in feedback if these ideas may be worthwhile of vanilla or at least of a mod. (picture is for illustration only)
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