I think this would be pretty cool and a logical next step, perhaps even a precursor to wind-powered axles in the game or something similar. A good question, though, is if it'll be advantageous; then, how can it be locked for later use, like iron screws or a sturdy rope item? If it's less advantageous, then how can it be balanced but still worth doing?
I think it would make more sense if the sequence, for the sail unfurling completely, were state 1, state 2, state 3, state 2, and back to state 1 instead of it being state 1, state 2, state 3, state 1, etc. With state 1 being not unfurled at all, stage 2 being half unfurled, and stage 3 being fully unfurled. I just think that realistically, going from fully unfurled back to half unfurled would make more sense than 1 to 3.
When I use potash on high-fertility soil, it turns into terra preta and boosts the maximum potassium content in the soil. I'm wondering if the other values, which were at 65% for Nitrogen and phosphorus, will slowly increase to 80% because that's the value terra preta has when it's first tilled. Otherwise, is there a difference between high-fertility soil that's turned into terra preta versus terra preta crafted with compost and the like?
Thanks.
Pies in clay ovens start baking, and once they reach their maximum temperature, they simply stop, and the temperature won't drop beyond that, stagnating without any further baking progress.
Pies in clay ovens start baking, and once they reach their maximum temperature, they simply stop, and the temperature won't drop beyond that, stagnating without any further baking progress.
This might be the best suggestion I've ever seen. It isn't massively game-changing, but it's still a really cool and realistic feature (which imo is the only important qualities for a vintage story addition aside from balance ofc) I totally endorse this suggestion!
I have created a museum and wonder if there is some kind of database that denotes all kinds of unique blocks without me having to manually search the in-game guide. Pics-related for the kinds of items I am talking about. Thanks. I am also collecting jewelry, ruined weapons, and other unique wearables, so if there is any good way to find them reliably, I'd like to know about it. A final related question: is there a mod that allows bracelets to be displayed in the world physically or a mod that creates a decorative weapon display instead of putting them in a tool rack or placing them on the ground? thanks once again.
Will my tamed elk drop his gorgeous antlers once "mating season" has ended? It is currently mid-February, so should I start looking out for them to drop, or can I harvest them? Thanks
I am growing pumpkins in high-fertility soil and wonder if breaking the withered vines that the pumpkin tends to produce is more or less efficient than letting them be.
Thanks.
I have farmed chickens a few times before this, but never before in 1.20.3. I bred my rooster and chicken, and they produced 3 chicks from the eggs as is standard, but they grew into a cockerel and 2 pullets. Is the cockerel just another re-skinned rooster, and are the pullets just like hens? I want to know so I can slaughter the first generation because I want to keep their numbers low. Are there similar changes for pigs and bighorn sheep? Because I am farming them too and don't want to be surprised. I couldn't find anything through Google or the wiki btw. Pics related below.
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