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Vratislav

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Everything posted by Vratislav

  1. 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.
  2. 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.
  3. 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,.
  4. 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.
  5. 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...?
  6. 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.
  7. 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.
  8. 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...)
  9. Definitely should be part of the tutorial. I have found about "Shift+H" trick in the forums after I was playing like for 50 hours.
  10. That chiseling of roof overlaps is insane!
  11. I have played with Plains and Valleys, of course several games in standard terrain generation, now I am trying Terra Pretty. The result is, that standard worldgen looks unrealistically "bumpy", but also it brings something unique for this game. Like, I have asked "why these mountains look like three floor cake?," but at the end, it became part of the game feel. Also, I suppose that such kind of terrain generation brings more variability in small area, that is imho positive for early game. And what I must say, the bumpy terrain is more fun to traverse by elk than smooth plains of modded worldgen, when you learn to jump with it well. On the other side, the more realistic wordlgen set up using mods feels sometime unimpressive, even boring, and it may be not easy to find a location that is beautiful unless you travel thousands of blocks. Actually, I'd be interested in "something between", and I suppose that interesting results may be obtained by decreasing landform scale setting under 100% in modded worldgen (or at least not increasing it to huge numbers as this is usually recommended). But I haven't dedicated time to fiddle with these settings to my satisfaction. For the future, I assume that if rivers would be added, this would mean radical changes in landforms, thus making this discussion obsolete.
  12. There is a mod (Mannequin) that allowed to put clothes on a doll in version 1.19, I have used it: https://mods.vintagestory.at/show/mod/5532 . Only these dolls are a bit expansive to make. Still, for vanilla armor stands, more basic approach would be also nice.
  13. Which mod do you use to list the amount of stuff in crates? (also, some others?)
  14. I love the combination of ashlar blocks and dry stone.
  15. For me, a flower in large pot inside smithery works fine.
  16. With four firepits run at once, this is easily manageable and fast enough.
  17. From the principle, you have two main ways how to do it with one windmill: 1. to power the large wheel from the side (and not from the top), that allows distribute power into 3 machines without loss of power, 2.or to use two large gears, first on the top of the tower to get smaller speed and second at the bottom to distribute it to 4 machines.
  18. I assume that logic behind the firepit is that the capacity of the pit has to be in appropriate ratio with fuel consumption. But the method "reset the stack to zero" (and that it can be easily bypassed if player dedicates his attention) feels unfair especially when baking small stuff like flint. There would be quite fair if the reset to zero was removed, but also the firing times would be a bit extended and amount of stuff that is put into the firepit limited less than to whole stack. Of course, to find appropriate balance would be not simple .
  19. Isn't there also possibility to get hurt by walking without any hat or helmet in strong hail?
  20. ad 4): I mostly skip caving until I have high-quiality armor (like at leas iron chain). During the bronze age, I usually just explore shallow caves around the base a bit just to check for resonators or easily accessible underground ruins with mid-tier loot (i play with BetterRuins mod). In some gameplays I was pushed to do caving of shallow caves with propick to search for resources like sulfur, coal or galena when I needed bigger amounts of them. For deep mining (deep copper, tin, iron and late game ores), I just make around 100 meters of rope ladder as early as I can and dig vertical shafts. This is almost monster-free method, also veins I find get some residual skylight if close to the shaft. Probably not necessary to add, but don't turn cave-ins on if claustrophobic
  21. Definitely does. Especially when used to close your drifters' traps.
  22. I have started new playtrough two weeks ago and got similar luck. A lot of rye and spelt, but minimum of flax. I though that it was due to granite everywhere around, but after about ten days of gameplay, I have moved to another island (playing with landcover 30%) and there was... the same granite, but flax was abundant. So really, it is just bad luck.
  23. I see the glider as very underrated, because it is VERY useful device in one of the next story locations (you know, that cursed parkour tower). I was quite surprised that almost nobody did not take the hint "if some very special schematics is in the first chapter loot room, then it might be useful to take it to the second chapter boss location." (Also I did not, but after I got to the D. location, I was sure that it was intended for clever players to take the glider there...)
  24. Oh, then my mistake and blindness I just made myself that trey do not exist.
  25. I think that it is 1.19 or 1.20 feature. It was not there in 1.18 for sure. The best supposed use is for gentle slopes probably.
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