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Everything posted by Vratislav
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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 .
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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
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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.
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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...)
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Oh, then my mistake and blindness I just made myself that trey do not exist.
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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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I haven't tested it, but in the help page for the stone path slabs, there is 1,3 speed bonus. Is it valid?
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I have tried Natural trail mod ( https://mods.vintagestory.at/trailmodcupdated ), that allows to create paths with speed boost simply by frequent walking the same way. It may be good for some use cases, but rarely used path grows back. For a really permanent trail you need to walk there many times. Also, it is probably discontinued. But still fun and I have enjoyed the semipermanent paths before I made them from stone. So the result: I have made the most frequently used paths around the base from stone paths, despite being soo resource intensive. I have about 1000 blocks of length of these paths around, mostly expanded to 2 blocks width for comfortable elk ride in snow. In distant parts the paths are just one block wide because of the resource consumption. I combine it with NOT having a Quarry mod for ashlar blocks builds, so I have plenty of stones and there is always some unwanted kind of stone from mining. Yeah, I could have the same amount of cobblestone blocks and build a village or a big wall around the base probably... For better orientation on more distant journey (about 2000 blocks) to my preferred trader, I made markers from stone pillars like MG wrote, about every 50 - 100 blocks on distance, just to be barely visible when rainy. I have realized, that for orientation in the forest when riding the elk, even 1 block wide path winding around trees is very convenient. For passing through forests, the continuous path is better than pillars, and mostly necessary, especially in hilly terrain. However for repeated "shopping" journeys around my favourite set of traders, after repeating almost the same pattern several times, I mostly memorized the route, knowing areas to take detours to speed up. With the elk that may be used conveniently for every journey out of the base, the roadbuilding gets less sense. What is a pity in my opinion, because I love to build roads, bridges and so on, but it is not very economical, so I will probably not do much of them. Also, I have checked that mods I use for different purposes, may actually make roads cheaper or nicer: Better Ruins provide Paver's road blueprint that makes stone path 4 times cheaper (just one stone per block). That is maybe i bit OP, I'd see 2 stones as an appropriate price. Unfortunately, I haven't found that blueprint yet. Chisel Tools have Path Maker that allows to change chiseled block into path. I did not use it, but it may provide different look for the paths. I did not tried it yet.
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Nice base, I like the clean style and solid pens' roof chiselwork. Which mods have you used for the clouds and some building stuff? ( not sure if 3x3 doors are Vanilla )
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As promised several weeks ago, I have continued with the base, mostly on interiors. My interiors are not the top quality, I still do not have proper grasp of interior chiseling, so sorry for TOBG vibes. Also, I consider the the castle structure practically finished now. It is practical, sustainable and it has appropriate size and equipment to accommodate 2-3 friends, would they visit. The main change since previous post was addition of the tower top room and conical roof. I can give some advice now: NEVER build a conical roof above tower whose shape is not precisely symmetric . But it is done. The roof came out quite well, finally, if you close eyes about some detail: I really wanted to have this high tower observatory, because it was proper place to put my Jonas tech: The other change of the outer looks was adding a colored shingles and a bell tower to the chapel: As I promised, I will provide a tour through the castle itself. Let's start with an uppermost courtyard, where cementation furnace, beehive furnace, kilns and and some other tech stuff is jammed. The location of the castle on a narrow ridge between two lakes is good for the defense, but for the expanding my industry, I had to distribute all tech carefully (and moved it several times). Just next to the courtyard, we go into first floor of the "old" castle. It contains a smithery and a pulverizer room underneath. You may notify that the floor is partially packed dirt. I is the second oldest room of the castle (the first one is in the tower bottom floor). So I keep it simple. Before we move into second floor, let's comment some other amenities in the base. In a east side of the castle (visible on second photo), there is a henhouse, pigpen, tool shed, greenhouse and leatherworks. There are apiaries in the north, currant bushes and fruit trees in the east and a flower park in the south of the castle. The power is transferred from four-windmill setup located about 50 blocks north, aside of the castle area. In the lower floor of the new (classicist) castle is an automated quern, kitchen, food cellar and store room. Second cellar (the old one) is under the tower, serving actually only for storing wine. Quern: Food cellar: Kitchen: Store: Leatherworks: Greenhouse: The new castle is separated from the old one by lower court. Both castles are connected by a roofed corridor in the second level, above eastern entrance: In the old castle, the rooms dedicated to the seraph are located in the second floor. The original knights' hall was refurbished to serve more as conference room, where the seraph may discuss further plans with his associates. As you can see, the plans are just being prepared. The seraph's study is conveniently just next door. There is everything needed for the exploring the lore, and also some Jonas parts are stored here - the safe ones. I did not finished yet a very small laboratory, hidden behind the wall with the fireplace. The last room in the southern part of the old castle is a chapel. I have shown interior pictures already, so there is not much different. Moving back through knights' hall, a room in the second floor of the tower serves as a museum. A showcase of loot and nature miracles serves also as a waiting room for guests of the seraph if he wants to delay them a bit. The room waits to have its valut chiseled, so I will skip it. But the exhibition corridor from the new castle is already finished: This corridor follows a staircase inside building from the main entrance. Let's descend one floor lower as we just came from the garden.: Now we are in part of the castle dedicated for quests. To provide help and equipment, an armory and cloakroom is located just to the right: On the opposite side, there is a biggest room in the new castle: A ballroom that is purposed to hold parties and have fun together. It has also its own entrance. I am not yet fully satisfied with the interior, as it lacks much detail. My plan is to replace a floor and to add curtains. However it will be probably challenge to chisel - so, later. In the inner side of the new castle first floor, connected with the balroom and also with its specific entrance, there is a dining room. As in the case of the ballroom, it is not yet fancy enough. The furniture will be mostly chiseled in the future, at least I hope. As we already visited a kitchen, storage rooms and quern below this level of the new castle, we may move up, to the second floor of the new castle and the last section of the tour. The purpose of the second floor of the castle are rooms from seraph's closest and a guestroom. The western wing of the new castle contains two rooms for seraph's family. A green room and a pink room: The eastern wing is dedicated to quests. There is a gaming room (where you can play on an omok board) and a guests' bedroom. I did not show some remaining rooms, particularly in the old tower, where the rooms are not finished yet. There is an old kitchen with wine cellar, aforementioned exposition room and a seraph's bedroom above it. All these rooms were built before I got more familiar with chiseling, and especially their valuts need big chnages. So I will let them for later. And for the farewell, I'll show one of first screenshots, made before I knew how the base would look like. I sit on the castle tower first roof. The room on the left is the old smithery, just the castle was built over it. Thanks for reading a long post, it was fun not only to play the game, but also to write it.
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This is really great work!
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It can be set up when creating the world (selections are between 1 and 50, maybe more) and in the actual world, it probably can be changed via commands.
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Elk Disappeared off boat today, managed to get it back.
Vratislav replied to пан тостадо's topic in Discussion
Finally built a boat yesterday and got the same issue. After relogin and continuing to travel on the boat, yup, the elk jumped from the boat to the nearest shore. My troubles went further then. I returned the boat to the shore next to the elk and tried to put the elk back to the boat. I got into issues with rope repeatedly breaking and appearing as an item in a hotbar, the fencing pole was not possible to remove, after removal, it appeared back after while. It got somewhat fixed in the next login, but then I went with the elk to explore and when returning to the vicinity of the boat (like 50 blocks, maybe), I got teleported to the boat together with the elk. So the connection of the boat and the elk is certainly bugged a lot. I suppose this is a documented bug, I have seen some discussions about it. But if the safe way is just unmount elk from the boat before logging off, this confirmation would do well for me now. -
Well, this is strange. Do the sails that face the same direction in both systems also rotate in the same direction? I have two ideas: 1) Stop both systems using brakes and try to connect them stopped, 2) Break one system completely and build it from the joining point to ensure common rotation.
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Also, I have forgotten: If I don't find olivine by chance (what just happens if you explore and mine enough), I just do not bother with looking for tier 3 bricks, of course.
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In the endgame, I like to build a lot, and steel tools are much more convenient. I do not bother with steel armor (except repairing looted ones), so my steel consumption is not big. The difference in durability is important for me. Getting resources for the furnace and borax for the anvil may take time and one can be unlucky. In my four long-game words, I was quite OK. I usually look for resources as it goes, and if still miss bauxite after RA, the Elk is just good help to do some additional exploring. Finding borax and ilmenite for last tier bricks depends a bit on how much one likes prospecting. I quite enjoy it, so it is not tedious for me just to start by some cardinal direction from the base and do the check the density every 150 blocks. In my experience, even poor readings of rare ores are usually worthwhile when you know the type of strata and the depth you need to check (wiki si very helpful in it). The pulverizer - even automated - is cheap to add to your setup when you already have helve hammer or two to process iron. Yes, this all takes time, but (except exploring for missing resources) it can be done as a part of expanding the base and overall progression. Running the furnace itself does not bother much when running a base management as a whole (animals, fields, food...). The limiting factor may be coal, but if you sit on sedimentary plateau, brown coal should be not rare. Only if you are in granite or andesite world, consider the lack of fuel as a limiting factor. (In fact I did not think that ingenious rock on surface means so bad spawn for brown coal. It actually happened in my actual world that is otherwise fabulous. The first run of the furnace I went on charcoal, that IS tedious. Now I have tier 3 furnace but I run it sparsely, because the neighborhood is covered by only thin sedimentary layer above ingenious rock, and I have not found rich sources of brown coal 2000 blocks around, and even around targets of my three translocators, the situation is similarly dire.)
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There was additional mod decreasing the loot from Better ruins significantly. It worked in 1.19, not sure if it has actualization for 1.20.
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Totally impressive.
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Thanks a lot In fact, the worst portion was the valut. Angled windows were quite straightforward to design as they are just standard windows shifted back by one point every second point. But with the ceiling, I did not know how it will look like until I built it (and had to throw away one unsuccessful attempt).
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Thank you! (it is a survival build, with chiseling eased using QP Chisel mod.)
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Thanks a lot. After I finish intended parts of the interior, I will try to make a video.