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Everything posted by Vratislav
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Welcome to the forums! This is actually well known problem. The ice is not unfreezing fast enough on the edge of loaded chunks. In recent updates, there were some mentions that it was partially addressed, but yeah, the everlasting ice is still there. What works, is to move a bit towards the lake and to be occupied there (like to build there or do some chores) until the ice melts. Actually, my base in long play world is located among three lakes, so I am pretty much destined to have ice borders there usually till end of May or even longer.
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Hopper/Chute cases of use beyond Quern & Pulverizer
Vratislav replied to Shoom's topic in Discussion
It is possible, however I did not try. In fact I was a bit scared of the feeder effectivness, so I was putting like four stacks of flax grain at once, and then waited for empty troughs. The actual amount of pigs does not make any noticable lag in singleplayer. Of course may I use all my flax deposit... (But I have not enough salt for dealing with results of such enterprise.) -
Hopper/Chute cases of use beyond Quern & Pulverizer
Vratislav replied to Shoom's topic in Discussion
Let's admit that in the latest world, I returned to humble pile of crates too. But the temptation to have something, where I can throw all stuff brought from the journey just to hear that metal bouncing.... -
Hopper/Chute cases of use beyond Quern & Pulverizer
Vratislav replied to Shoom's topic in Discussion
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Hopper/Chute cases of use beyond Quern & Pulverizer
Vratislav replied to Shoom's topic in Discussion
I did not know that my small item sorter made in survival grew in storytelling to such epic magnificence!! Also, do not forget that this is probably still cheaper than comparator hopper locks or copper golems. -
Nice ideas. I'd note that tunnel si OK when dug straight, but digging diagonally is much more effort and you will be slow down by corners of exposed blocks. Maybe, a combined approach would be working well, so to find a place, where atraight tunnel would bring the best effect. Something line this: I have some tunnels using profile 2x3 (it is an elk path) and even 4x6 (for the boat), and also some channels for boat, but I try to make them always perpendicular with X or Y axis. I have some channel that is slanted and I had to widen it like almost to the double to have smooth boat ride.
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Is it without worldgen mods? This landscape reminds me Plains and Valleys a lot...
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I second to noticing the problem. Also I thank Tyron that he will address the issue. I must admit that my case was not serious enough, it was rather absurd, because I was not prepared to fight Eidolon at all when I met him. I have visited RA in the long play world just to finally take all remaining loot I left there some game's year ago. I have just forgotten that Eidolon may respawn, and nothing triggered a suspicion: no bell in the Workshop, no sawblade locust in the Commons and no nightmare drifters in the mines. So I just jumped into Eidolon's room in my late game gear (Steel scale I have found in some better ruin), however with pretty low amount of arrows (around ten). And, of course, I was caught by surprise that the damned robot is alive, so before I went from a panic mode to fight mode, I was kicked around the room two times and already half dead. I have tried healing, but two or three attempts interrupted by being thrown up even when I was hiding behind the column, I just gave up and went to the method "shoot three rounds of arrows, die and jump down again". It took three lives to remove Eidolon's health bar. The experience was absurd enough to be bearable, but also rather tedious. Still, the new, slow mechanics of damage taking and healing feels nicer under other circumstances and I see as mistake that I did not anticipate the possibility of Eidolons' respawn. But after this experience, I'd like to have opportunity of healing in that room expanded.
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Maybe the mechanics of door breaking probablity based on class is already in the game!
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I'd really like a mod that will make crude door broken whenever a blackguard tries to touch them.
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I think that standard IT method (restart the server once more) should help. In standalone game, stopping and starting once more helped.
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Who went from pre-6 to pre-7 in a testing world, he is already experienced
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Yes, it is a difficult choice. When i bump up the view distance to make my computer burn, the Farseer may be not used. But also I am not sure if I am satisfied with the actual river generation in the mod. Especially I dislike these narrow ridges close to rivers' springs, they are just so unnatural...
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Actually, I am using this limbo to try feeling of some mods and worldgen changes for next possible long play world. (...and being disappointed that Rivergen breaks Farseer.)
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Thanks, just wanted to check if some glitch I have experienced was noticed.
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Also, obtaining eight or how many gears to actually buy the pickaxe may be challenging enough in early game if your are not lucky to hit the proper ruin.
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Well, I just had a short panic attack, when after going from rc.6 to rc.7 in my 1.21 experimental world, some blocks went unmapped. Particularly all my storage vessels with freshly harvested crops for the first winter . Fortunately, reloading the game solved the problem. Also, god bless for windmill rotating again. Still, I cannot wait for the stable release to transfer my main world into 1.21!
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Nice overview. From my experience, if you want to be especially thrifty with coal (as in early game ir if the coal is scarce), there is possibility to alternate coal with peat, as the crucible temperature stays for some time after reaching the top value despite heating temperature went lower. BUT it is pretty tricky, I haven't found perfect pattern for this, as after the temperature reaches the top (1100°C or 1300°C for brown coal or charcoal), the time when the alloy keeps warm is declining. What worked was like 3x firewood - 2x peat - Brown coal - peat - then Brown coal, because further mixing is risky. 3x firewood - 2x peat - Brown coal - peat - charcoal - peat - charcoal - further peat is risky. 3x firewood - 2x peat - charcoal - peat - charcoal - peat - charcoal - further peat is risky. For 3-5 ingots, these thrifty methods works quite well.
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I wanted to start in warmer biome and to settle down somewhere higher to enjoy mountainous feel, but the landscape was still pretty close to sea level. Maybe next time I try to fiddle with the worldgen more. Still, to make worldgen with long rivers descending from high level mountain valleys to vast plains close to sea level... Did any game with procedurally generated world manage this "easy but difficult" thing already?
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Not sure, but again, worldgen may mix up things a lot. But colder climate should genreate MORE peat by my oppinion.
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Well, if someone has an aim to find clay in the first day, it simply may not happen sometimes. I have no statistical proof, but in the last world I have tried, I had to "cheat" using color accurate map to find it. Still, it was atypical worldgen (warm climate + 70% upheaval) that probably decreased areas, where the clay may occur. Before this experience, I considered complains about clay to be too whining, after it I understand that it may happen and it may be very annoying, especially for new players. I feel that clay is not being found by lakes in drier areas, where I'd like to see it Still, it is an early game issue so if the clay is not found soon, it is pretty easy to start again. I remember that my first long play started after four or five unsuccessful attempts...
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...if you do not want to swim in pigs Well, I thought that the system may be more complicated. The only one trick is to place troughs from the position that is not under chutes. Not sure with small troughs, though.
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Maybe the climate should be defined also on scale "oceanic" - "continental". Oceanic climate is much milder than continental, the differences between winter and summer are much smaller. And vice versa, continental climate may easily bring 50°C differences between summer and winter afternoon temperatures. BUT it would be much more appropriate if oceanic climate occured next to the oceans in game. In general, mid-size water bodies should affect a climate even locally. However, this may be a bit difficult task for worldgen. Maybe not as difficult as proper rivers, but still, not easy.
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Two or three months of snow used to be normal even in lowlands of Central Europe, I remember it from my childhood. So, in the world, where industrial revolution never happened, a bit colder climate than actual should be appropriate. Also, if we imagine that it was actualyy medieval Europe, then additional (local) cold period odcured in the Europe in 15-17th. century. This was standard winter in Central Bohemia in the end of 19th. century, the exact location is about 400 meters above sea level, so no mountains yet: