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Vratislav

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Everything posted by Vratislav

  1. 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
  2. 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.
  3. 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.
  4. 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:
  5. 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)
  6. 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)
  7. 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?
  8. 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.
  9. 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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  10. 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
  11. 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.
  12. 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.
  13. Did you anybody managed to process the animal fat? I have melted it, but cannot get it from the pot.
  14. They can also glitch through walls now!
  15. 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 .
  16. I think this is quite good balancing change that simply says that stone spears are kept usable for hunting small animals. As melee weapon in early game (club) is still weaker.
  17. Then I am sorry, I miscalculated. Yeah, now I remember, that bowtorn took 2 thrown spears and then I finished him with hunting and repeated poking I did not count. For one shooting guy, it works.
  18. Yes, yes, the 2x3 and 3x3 traps became my food and domestic animal resource in this gameplay later. I wanted to catch some boars into the pit and instead of it, I got pit full of volves as they run after me and I lured them to the pit. I was learning in this first gameplay by trial-and-error method and it was big fun.
  19. Especially in early game, where the rooms are not yet closed and the sound of the rain is not muted indoors.
  20. From the longer playthroughs, in the first successful, I started to build the base in nice, forest-free area... that was densely covered by shrubs. I did not know that shrubs count as wolf- and bear- spawn too. I had to move my base in mid-July, to much nicer spot, that was however about 1000 blocks far, so I spent most of summer by moving stuff and traveling fort- and back to maintain field I have established by the old base. Still, I overcame winter in the new base succesfully and got a lesson that the winter preparation may be started later as I though. For second unsuccessful base I have tried to play with Plains and Valleys mod without increased world height. I have found nice looking location of a tower guarding a scenic pass in the hills. It did not look as mountains, but the pass itself was 30 blocks above sea level and my fort was established further 30 blocks above. Everything went smoothly, until winter come. Not only it was severe like I moved 5000 blocks to the north, but the main trouble was a dense fog that was staying indoors for weeks and weeks. The fog in the rooms was so depressing that I have abandoned my castle unfinished. Then I and got sure that for PaV gameplay I will always increase the world height to make temperature gradient weaker.
  21. We have mouflons in the area of our summer cottage (Jizera mountains, Czechia). I can add to the story, that they have been bred in a large deer-parks (fenced areas of the forest) that were broken during end-of war events of 1945, so they live in whole forested area of mountains now. Note to add: they were bred as mouflons in these deer-parks, as they "undomestication" happened much earlier.
  22. After several testing hours, my first impressions: Not yet fully experienced nerfed spears as a disadvantage yet. For rabbits and foxes it is OK (rabbit is one hit, fox is two hits but she attacks you after the first hit, so with two spears you are quite sure). The biggest animal I have killed was a sow, she took two hits from distance and then I hit her close and finished her live by glitched knockback that shoot her like from cannon about 30 blocks to smash her to a hillside. Single drifters were OK too, as they may run away after hit and surface bowtons are still two-hits. [EDIT: they are 4-hits as MKMoose corrected me, but still quite doable] I have a feeling that spawning mechanics was changed a bit, as I have not met so many bears in such a short time before. In two cases they were sitting on the edge of forest near to place I considered to build a starter base. Still, it just could be a chance, as we know how mischievous the worlgen can be. But I could hear footsteps of some bears and this is good improvement as you really may to avoid them only by hearing them, especially in areas with a lot of shrubs. Maybe AI of bears and wolves changed a bit to be less aggravated, or at least with longer "grace timer" until they decide to attack you, as I was able to sneak around volves at least three times avoiding them to hunt me (and I really do not believe that i improved in playing hide an seek with volves since last early gameplay I did was several months ago). The worldgen added a lot of water springs on sides of a large hill. This looks like intentional preparation for a water wheel. However, as the water mechanics works now, these streams spill sometimes to the width and end under the hill that unrealistic "minecrafty" way. I feel work to be done here :). Trader's outposts (I have found only two building material guys) are nice and stylish. As they are "permanent" now, they would be good improvement if they did not generate in the middle of dense forests, as having the store hidden does not look like good business strategy. However, with this version ends a "Trader BnB" strategy we used till now as these guys have aged beds that do not allow seraph to sleep anymore. Experienced difficulties to fire a pit kiln as mentioned above. It took several attempts to find the correct spot, then the firing started (smoke helps you notice). I was not able to create an oil lamp. For red clay, the recipe was missing and I haven't find a trick to combine the bowl with flax fibres (maybe threads are needed?) As the grain yield was downplayed and patches of wild grains are bigger now to balance for seeds, it is possible to forage much more grain and flax fibres in early game than before. The foraged flax is very convenient (I got a linen sack in day three) but I am not sure if this will be kept as it looks rather unintentional. On the other side, grain cannot be eaten directly on the spot now. You must make a porridge, that mean you must carry all the grain, which may fill your inventory quickly. So, the summary: New things make early game slightly different for now, and some things will be polished for sure.
  23. I have made it, by staying just next to the pit kiln and aiming the cursor to the edge of the kiln, as I was trying to reach dry grass under the firewood. But it required several attempts. Hint: If the kiln starts smoking, the process of firing is started, then you ar on the right spot.
  24. Thanks, I have made permanent upload link here: https://drive.google.com/file/d/1QCG2d5A8mFigVMAEPKKEbZhlX1xu6HQA/view?usp=drive_link Enjoy!
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