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Vratislav

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Everything posted by Vratislav

  1. Hopefully. I was in the same stage and got to collect dead plants in December...
  2. The change was that amount of nutrients consumed by crops made medium soil very exhausted for last 1-2 stages of growth. That made the last growth phases several times longer. But it was in pre-1, haven't tested these changes in latest releases as it requires 20+ hours of playing.
  3. It also improves chance to get at least one linen sack pretty soon, as it requires only 20 flax fibres to make. Find 10 patches of flax with 1-3 mature flax spots and you are at home.
  4. It is unpleasant. I have experienced item vanishing from the crafting grid output, then apearing several minuts later (when attempted another crafting). For the exact number of items, it looks like there was added new recipes with the same spatial distribution but smaller amount of required resources, that makes crafting grid confused as it cannot decide, which one you want to craft if you put bulk of resources there (e.g. rope is 3x 2 cattails horizontally, but newly craftable headband is 3x 1 cattail horizontally, good luck with ANY number of cattails bigger than 2 put into particular grid windows...). However, as the crafting is somehow unwanted mechanics, it is question, what is the best way to get from this mess.
  5. Actually, aged torch holders are still where they should be in pre4, just started new game in pre4, was lucky to find underground ruin next to the spawn and found fully movable classical aged torch holder there. If you remember, sometimes, only extinguished torches are on ruin walls. This is the place I assume ruined torch holder may occur in standard ruins. And of course, in these procedurally generated dungeons.
  6. I'd prefer the complex system, as similar systems already exists for beehives (they count flowers around) and currant bushes may be planted in lines IRL (we have a red currant shrubbery by our cottage). Also, we need SOME way to make decorative shrubberies!
  7. About berries, we were warned, that the mechanics is temporary and will be changed significantly, especially to stop convenient but unrealistic method of replanting bushes next to the base to get second harvest there in the first year. I did not have time yet to check, but is there already known, which particular fertilizer berry bushes will require? For early game, P would be convenient, but whatever. Also, I haven't seen if it was mentioned anywhere in forums, crops actually grow very long time unless they are fertilized on medium fertility soil. The medium soil is now very depleted before the last phase of growth and the phase 9 takes forever (speed around 0,2). This limits harvests to only one in the first season (tried to plant crops in August as usual, and got to collect dead plants mostly in phase 8 in December). To have only one crop harvest per season is not as bad as mechanics. I see the problem that first 7 phases now take similar time as the last two, that makes the crops growth unpredictable for unexperienced players, so the implementation is a bit lacking here.
  8. I do it usually on the spot if there is demand for particular product. When I am not lazy, I make also some black leather, which expands opportunities (same for linen, as blue and brown cloth are component usable even for non-taylors).
  9. Just sell it. In my late game, leather became one of three main resources of gears (together with linen and cast bronze tools). Also flax fields are the base element of being rich as Flax fields -> linen -> linen products, like clothes -> gears Flax fields-> autofed pigs -> leather -> leather products, like aprons and boots -> gears
  10. I am also a bit under the quota, would be happy to know sooner about it. Good practice is to upload screenshots with smaller resolution and saved in .jpg format, but I am sometimes too lazy for it. .png is a space killer.
  11. Pretty thought through. I am not sure if some quern output does not go diagonally, for that case, I came with 4x3 design, where the only what goes aside, is the Archimedes screw and it may be covered by trapdoors.
  12. In 1.22 you can actually put an axle into a block and then you can have 4-hopper loseless quern inside of 5x5 tower (if you give up the input chest being under the quern). Just tested:
  13. Tried to design "meaingful" usage of the Archimedes screw for the sorting system, with two separate segments. There are some issues, as the screw is able to spill items only to 3 blocks distance, that requires to make that item bridge rather twisted. (For BC, a 1.22 power source is used, so I am hiding it into spoiler)
  14. Hello, there! I was experimenting with the Archimedes screw when designing the sorting system. It is possible to use it of you want to move items up, and it worked. But at the end, the gravity was enough for the scope of the sorter I have tested and a design that moves items only on one level and then down to the next levels, proved more efficient, as independent on wind power. Wit the 1.22 water power, of course use of Archimedes screws in large-scope sorting systems can be feasible, as it can make large multi-segment designs. But for your amusement, there are some pictures, if you want have things complicated... (Third picture is a no-screw system for comparison)
  15. As the 1.22 pre-releases are getting more polished, I did some testing playthrough (to the iron age), and thinking about preparation steps in my long-term world, that started in version 1.19. The actual plan is: to check a wind farm: either to extend distance of particular windmills to 15 blocks to prevent turbulence, or just prepare for 2 big windmills instead of actual 4 small ones. to reconsider disposition of a smithy, as the actual room is pretty tight and there is actually not much space for bellows. to find an appropriate place, where rapids for waterwheel can be placed. As the world is fully explored at least 2000 blocks in all directions, I do not feel it cheating. Also, I do not intend to put the rapids just next to my smithy, good spot needs to feel realistic. So now I consider to find nice place in a hillside of nearby mountains, next to a lake, in a distance 100-200 blocks from the actual base. This allows to build the new smithy and industry hub there, which will actually make sense as the actual base is a castle, where the industry is 1) very confined, 2) rather inappropriate. So, maybe, I just keep like one helve hammer in the old smithy and move the rest and rebuild anew and in bigger scale... to find all raw fat stored in various places and put it into the cellar until it is boiled. to enlarge fields to compensate for decreased grain gains. to prepare lots of nails to make new furniture (as the smithing may be less effective in the next version). I am a bit happy that I was too lazy to make detailing in all interiors of the castle. Now it will be great for new cabinets to furnish all half-empty castle rooms. Is there anything else you recommend? What will be your preparations?
  16. Similarly when making tools from ingots. Without pre-heat using bellows, maybe very quick recipes ( pickaxes, shovels, axes ) are possible (I did not try without bellows). Medium difficulty items like scythes or saws are possible in one go when pre-heated using bellows, and the most complicated recipes (scissors, arrowheads, shield elements, crowbar) definitely require re-heating during process (unless you are a genius smith, maybe). I speak about charcoal, of course, because trying to smith anything iron on brown coal requires re-heating using bellows at least once more.
  17. It is not usually on store shelves, but in some regions you may find it. Thirty years ago, my cousin used to make red currant vine in the same house the photo was taken. The wine was bitter, made us headaches and we loved it. (Only mistake that I haven't read the vignette thoroughly and realized just now that the bottle is from black currant.)
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  18. To ease the mood, the ore generation in pre1 may feel somehow... too minecrafty? Also, there was brown coal in level 90 and other iron vein somewhere in level 70. //media.invisioncic.com/r268468/emoticons/smile.png
  19. OK, I accept this explanation. I am not medieval weaponery expert, of course. I was looking on it from a gameplay point of view, trying to figure out something useful from iron different way that adding damage points or nerfing lower tiers. So I went after longer reach as an extra advantage.
  20. Still thinking about spears. Maybe if the high tier spears damage was capped just above bronze, and pikes as a higher tier multi-use weapon were introduced. They would work a bit differently (longer melee reach and shorter throwing distance), and they would be gated behind saw, requiring to make special bar, similarly as for bows. This way, early game balance would be kept, and for the mid- to later game we would have something stronger but also more demanding to produce.
  21. Did you anybody managed to process the animal fat? I have melted it, but cannot get it from the pot.
  22. They can also glitch through walls now!
  23. This is good point. I would not mind to have traders settle in a forested area, still, I'd assume rational to have clearance like 10 blocks around, at least to provide to the trader clear view when attacked. Only not to be hidden in the densest shrubs //media.invisioncic.com/r268468/emoticons/smile.png .
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