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Everything posted by Vratislav
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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?
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At what point do you stop looking for a halite deposit?
Vratislav replied to Chuckerton's topic in Discussion
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. -
Thanks you all for the replies, I have not explored enough ruins to understand mechanics, evidently.
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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):
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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.
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Surveying, Cartography, and Other Methods of Measurement
Vratislav replied to Nootman's topic in Suggestions
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. -
Same for me, yesterday. I think they did not fix it thoroughly.
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We definitely need a mechanics that prevents drifters from despawning. Maybe by feeding them rusty wheel?
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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.
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Ahhhh, flatearthers will come here!
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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.
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Candle recipe should have the "this ruins your pot" text.
Vratislav replied to Michael Gates's topic in Suggestions
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. -
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.
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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!
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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.
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Maybe for some steampunk flex, like copper made roofs or item sorters
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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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I had similar problem in pre-8, after 2nd. story arch, the map got large and got lagged, especially if seasons changed. Turning terrain in the map off and on helped sometimes. Or just closing and reopening the map after while.
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I think this already changed. I use them just the same way as normal crates, the only difference is you cannot put a label on them and that they can contain 16 stacks (1024 standard items) and not 20 (1280 items) as crates made from planks.
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Extensive guide or explanation of the chiseling system
Vratislav replied to xXx_Ape_xXx's topic in Discussion
With the limitation that they cannot be expanded much by chiseling, but partially yes. I suppose that maximum amount of a material is half-block, so if you chisel something out, you can add something over the original slab size. -
I can confirm to see it also in 1.20 rc6. The darkness prevails.
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I hoped that the top and bottom roof halves would allow to have roof with half slope, that unfortunately did not work. I haven't tried half ridges yet. I suppose that it might work when using vertical slabs as walls, but I was not interested in this, so did not try. For more intricated roofing, I usually end with chiseling, despite with mixed results.
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It seems similar to my issue with the Crow ( that it may disappear too soon ). You can find some hints how we dealt with it in this thread:
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Prospecting is tedious and ruins the game for me. {Help!}
Vratislav replied to Danny97's topic in Discussion
Yes. I think that almost every experienced player finetuned this method of prospecting, and I like the idea to use rope ladders even for density search (especially with soil gravity enabled). What I do differently: - my density search grid span is usually 150 blocks to have easy coordinates (started with 160 span as was recommended in Wiki, but got lazy to calculate, and multiples of 50 work well). - For node search in the hole to the mantle, I check every 10 blocks (3x dig down by 3 blocks then once the test, and again numbers are easy). - If I miss desired ore, I do the next hole about 20 - 30 blocks aside (12 is unnecessarily close). Ore deposits are shaped as horizontal discs, even the smallest ones have about 10-15 blocks, so there is no way to miss the deposit. When prospecting for iron, I may go even like 40 blocks aside, because their deposits are usually huge. -
Well, it went still somehow differently, but it went. And then things in the fourth location went right, I got the last gift and can travel home. Despite the complications I consider the third location quite fun, but still unpolished when such mess can happen.