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Everything posted by Vratislav
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There are actually some mushrooms that are slightly poisonous when raw or cooked briefly, but perfectly fine if properly processed. So it should depend on the realworld behaviour.
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I know the place and I did not explore it happily.
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Didnt know you can setup helve hammers like this
Vratislav replied to yacine_cnbl's topic in Videos, Art or Screenshots
Are they synchronized? -
This will be feat and I am very interested! (Also, greeting from fellow Greek temple builder, despite in TOBG. I tried Artemida's Epehesus temple. The construction was easier, of course, as I had to fit to the whole block column sizes and distances, but the result was like 95% close to 1:1 so I was satisfied.)
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bug? 1.22 Medium fertility farmland(?)/flax(?) nerfed/bugged?
Vratislav replied to Calmest_of_lakes's topic in Discussion
And this is the core of the problem. The grow speed should be at least some kind of continuous function to reflect the worsening nutrients conditions, not containting these jumps that simply double the growth time for last two stages. Then the growth speed would decrease step by step and the lasting of the next stages would be more predicable. I have made some wild assumptions and did not bother to find exact numbers, so do not take following table as valid. It is possible example of crop stages on medium 75% moisture, in current model and if we do not decrease growth speed from 58% to 29% when the fertility decreases from 20,1% to 19,9%. If the speed was distributed more evently the long growing crops were less exposed to the risk of prolonged last 1-2 phases. -
Well, the stability itself is not bad, but as other say, there is a bit more bugs than is acceptable for smooth gameplay.
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I also confirm bugged traders in 1.22-rc2. I have this experience in one PC. I got some "asset XYZ not loaded" warnings in the loading screen, then traders did not appear in their outposts. In other PC, I got the traders appearing in rc2 just fine. The problem might be caused by stacked installation of several pre- and rc- version to the same spot without full removal of the previous ones, as I did this without care with aforementioned result.
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Welcome to the forums! I am sure that more veteran players will extend. First, surely good you are enjoying the game. About travelling, not sure, how far are you with the story content. You will get access to faster travel device (mount) after finishing chapter one. Also, there are translocators you may use if you find (and fix) them underground. You may find mods to utilize these tranclocators to be more convenient, if you want (like move them to desired locations). It is valid to point out some unpolished areas (particularly caves), it partially goes to the early access stage of the game. Some things will be reworked for sure. Partially, the feeling of empty wilderness fits well to the survival aspects of the game. I have learned, that one is not ever lucky enough to find the landscape he desires, and wordgen may be sometimes directly evil to the player. As the game is heavily configurable and there is great support for mods, you may try to adapt almost every aspect of the game to your needs. If things seems to far away, you may half distance to the story locations. You may change the size of generated landforms or use worldgen mods to change the feel of the landscape. There is great mod Better Ruins that adds a lot to the exploring, there are mods adding various flora, fauna and even geologic variety. Some mods may be added to existing worlds, just check the mod library, you will not miss with these most commonly used. So if you get unsatisfied with a vanilla run, there is lot of things to try to change. Still, starting without many mods is a good way how to enjoy the game at least for the first time.
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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.
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herobrine When will Vintage Story have it's own "Herobrine" creepypasta? :)
Vratislav replied to DUCATISLO's topic in Discussion
Dave is not enough?- 20 replies
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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.
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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.
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What do you do with all your excess leather?
Vratislav replied to Broccoli Clock's topic in Discussion
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). -
What do you do with all your excess leather?
Vratislav replied to Broccoli Clock's topic in Discussion
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 -
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.
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Archimedes Screw. Do people use it, and if so in what way...
Vratislav replied to Broccoli Clock's topic in Discussion
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. -
Archimedes Screw. Do people use it, and if so in what way...
Vratislav replied to Broccoli Clock's topic in Discussion
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: -
Archimedes Screw. Do people use it, and if so in what way...
Vratislav replied to Broccoli Clock's topic in Discussion
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) -
Archimedes Screw. Do people use it, and if so in what way...
Vratislav replied to Broccoli Clock's topic in Discussion
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) -
How do you intend to prepare your long-term worlds for version 1.22?
Vratislav replied to Vratislav's topic in Discussion
Fair enough! -
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?