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Teh Pizza Lady

Vintarian
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Everything posted by Teh Pizza Lady

  1. I really fail to see what, if any, problems this suggestion solves. Especially since it hinges on the traders and other NPCs keeping their items in a physical location. The suggest fails on a false premise. It relies on there actually being something to break and loot. There isn't. Play the story @Parco, there are plenty of things to loot without destroying everything. More than you can carry from the 1st story location, for sure. It took me... 3 trips with a fully loaded elk and help from my blackguard friend and we finally got it all. and I'm sure I still missed something. As @LadyWYT said, the claims are there to preserve the puzzles required to complete the story locations and to prevent people from ransacking and destroying trader outposts for no reason. You're the good guy in this story and you're going to need their help. Best not to make enemies.
  2. I turned it up to 1024 view distance and stood in a temporal rift. He glared at me. I saw it. never again
  3. That said, They really should offer a way to have a vertical and horizontal encased shaft so that we can finally seal off our granaries and not have to make them separate rooms away from the rest of the house. I want to wake up in my cozy bed to the sight of my own terrible machinery turning away as if time had no end.
  4. I need this. It's mine now. Thanks.
  5. the dev team kidnapped him. They needed him for experiments. He will be returned when they have something news-worthy to post, likely here in a month or so. I'm expecting the next update to be a huge one.
  6. Where is our beloved Thunderlord, High Overseer Dave? Why does his giraffe-like stature no longer grace the horizon during a temporal storm? Are we no longer worthy of his presence?
  7. Then allow me to ask. Have you done the Resonance Archive and scrubbed the entire library of every single lore book you can find? Have you done Chapter 2 and found out what is causing the temporal storms and rifts? Because if you have, then I think you might have missed something. Jonas tech is what it is simply because Jonas himself [redacted] and abused [redacted] to [spoil the whole story up to this point]. He had help, don't get me wrong, but that help came in the form of [redacted] and [redacted] one of whom [redacted] and the other [redacted]. Suffice it to say there's a very good reason that temporal stability can only ever be interacted with using machinery because [major plot spoiler]. If you have done all of Chapter 2 and you don't know how to fill in the blanks above, then feel free to start a thread in the story forum, tag me in it, and ask me to fill in the blanks.
  8. The rift ward already exists in the game and it is powered by temporal gears. This is a classic example of combining "magic" with technology. Because, after all, magic is just science we don't fully understand yet. No need for supernatural magics. We already have that in the form of rotbeasts and wibbly wobbly timey wimey stuff. When the rot appeared, they didn't turn to the court wizards and mages. They turned to Jonas Falx. A tinker. An engineer. A scientist. Try to stick to the theme of the game and you'll be on your way to a solid idea.
  9. I don't necessarily like the idea either, but does a cat truly enjoy toying with a bug? Does pizza truly love being eaten? Yet it still persists on that path. I will call to your attention that I offered a second option: the finery forge where cast iron actually was turned into steel. I offered this in hopes that OP could see how much more complex their idea was if they truly wanted to make cast/pig iron into steel. I only mentioned the cementation furnace because I don't necessarily think the game would benefit from having TWO multi-block structures to achieve the same result: turning iron into steel. At this point we're drifting away from fun into the realm of realism for realism's sake. The crop diseases thread proved that this is not how Vintage Story should go. It's a game, it needs to stay fun. Realism will have to suffer for gameplay reasons to keep it fun and engaging and not turn it into Steel Worker Simulator 3000. We already have that game. We don't need another one.
  10. Well you said in big bold letters that the option was to disable it. That means it's active by default. Then you asked if what you said was perfectly clear. So I was just replying that it wasn't because what you had actually said was backwards from how it really is. That is why I took a screenshot to show everyone so that no one would get confused by the big bold letters that you pointed out were intended to spell things out for those who didn't know. We wouldn't want anyone to be misled by false information that was highlighted in big bold letters with the intention of setting things right, now would we? It wasn't perfectly clear at all! If you had said that there was an option to toggle it, then I would have left it alone, but you said that the option was to DISABLE it and that was just simply false. So the wording does matter, especially when you're attempting to set things straight in an incorrect manner with incorrect wording and misspelling the word "underground". Wording is everything on a forum where tone is completely lost.
  11. no, because the option is actually to enable underground farming... At least if you bother to hover over it, that's what it says.
  12. Might try lighting up that corner a little better... just so you can CLEARLY read the sign. I say this because I still wouldn't trust myself. Speaking of Aqua Vitae, I had a little incident completing story location 1 where I dunked the entire stack of 13 bandages into my jug and soaked up all but 0.4 liters of the stuff. I only used half of them before they dried out. Oopsie.
  13. To be fair, the only times I have ever had issues with my house spawning random creatures is when I have multiple side rooms. I have never had rotbeasts spawn in the room I'm occupying as long as it is small enough to count as an interior room. The wine cellar off the basement? Sure, I'll get shivers and drifters, even bowtorns spawning down there. But never when I'm in the room. I really think that half the people complaining about stuff spawning right on top of them during storms are building too big and the game is marking the interiors of their homes as valid spawning locations for these things. That's the only way I can imagine having something like a shiver or other create spawn right on top of you during a storm. I've played through countless storms and have NEVER experienced that except on one server I played on where I built a HUGE hunting lodge that was too big to count as an interior space. Every other interior space we had on the server was small enough to count as such and never had issues with rotbeasts randomly spawning inside on top of us while we were trying to hide from them.
  14. Suggested and summarily shot down as a generally terrible idea, IIRC. Or at least dismissed as going too far on the difficulty scale. The game is plenty difficult enough without your emergency hole in the ground suddenly letting rotbeasts through because the ground suddenly wasn't stable enough to keep them out. Difficulty ramps up after the first few storms anyway. I still have holes in my armor where a nightmare shiver sent me home fast than it takes to say it. EDIT: I'm going to say this: Most of these suggestions are harebrained ideas by players and haven't actually been tested in a real gameplay scenario. In the case of ground stability getting yoinked away, all one would have to do is just hide in a dirt hut and then punch holes in it during a storm and see just how long they last. I tried it. I hated it. The end.
  15. @MKMoose You touched on a lot of points that I didn't feel I had the necessary knowledge to make, but I will comment on some things I felt needed clarifying at least for me. Carbon content of the iron alloys is very much important here. Steel is made from iron by impregnating it with carbon to allow the crystalline structure of the iron to form differently, giving it added strength and durability. Too much carbon and your iron becomes unworkable, stiff and brittle, only good for *ahem* casting in molds (cast iron). Too little carbon, and the iron isn't durable enough to offer any advantage over wrought iron. The iron that comes from the bloomeries is, by far, the purest iron we can get with a whole lot of slag that has to be worked out of it. Then carbon is added to make the different iron alloys. Pig iron has to have excess carbon burned out of it to make it into steel. Steel isn't just "iron with some carbon added", it's iron with a very specific ratio of carbon in it. I think for the sake of gameplay, that the real blast furnace operation would be heavily simplified. Remember games are about fun, not realism. I, for one, enjoy putting aside my real world knowledge and just enjoying what the game has to offer unless it's just too ridiculous to enjoy. You mentioned the size of different furnaces from various regions of the world. I think it's safe to say that while some were smaller and didn't require as much work to operate, scalability is one of the things that Anego loves to implement in the game... to a limit Take windmills for example: Base size of 1; expandable to 5 Operational at any height; perform most efficiently at a certain height where the wind is the strongest Speed can be transformed up or down Pit kilns can be expanded into beehive kilns So why not add a larger bloomery, call it a blast furnace, and let it smelt larger amounts more quickly? For the sake of game play, I think it's fine to let players put the output cast iron into the cementation furnace and let it bake, just don't add more carbon, so I guess baking it in the coffin without charcoal? Or add another multiblock structure, called a finery forge, that is specially designed to turn the pig/cast iron into steel. Copious amounts of fireclay, fire bricks, and refractory bricks will be needed, for sure. I hope your quartz and bauxite mines are productive! And for whatever reason we're heading into year 2 on my server and still haven't found olivine.
  16. But it's funnier that way! Especially when you can make jokes and memes about blackguards not knowing how to use doors and just blowing them off their hinges!
  17. I'm beginning to think that @Tyron put the text about the crude door only having an 8% chance of falling off its hinges to troll us. Because I thought the final finishing touch on the outhouse would be perfect with a crude door. Turns out it was the perfect source of about 10 solid minutes of good laughs. So, as with every server I play on, I have to make an outhouse. This one has a mind of it's own I think. I built it to my blackguard friend's exacting specifications: Deep hole Makeshift shelter Crude door. That last one is important. It HAS to be a crude door. At first I made it so that the first time my blackguard friend entered it, she would be standing on the trapdoor and would click it and fall through. But she's not buying it. I open the door to demonstrate that it's safe and... the door falls off its hinges. I put it back. Try to open it again. It falls off its hinges. I put it back AGAIN. I opened it AGAIN. It stays. So, I climb inside, demonstrate that the trap door is perfectly safe, etc etc. Walk back out and close the door. It falls off its hinges...... ...... again. So either I have the WORST luck possible, or that was a typo and it's closer to an 80% chance of falling off the hinges. Either way the timing was comedic. EDIT: After she logged out and went to bed. I saw the door was open and I thought... "I have to close it." You guessed it.... It fell of its hinges again.
  18. then the kids are ammo
  19. Both of you... behave! LOL The implication is that the calcinated flint would be used to make fire clay for an oven. I just didn't bother to type that.
  20. Well I never used the mod so I wouldn't know LOL
  21. The quern's output slot should have become immediately obvious when you first attempted to load it with grain or calcinated flint to make your first bread or pie. It is possible to somewhat automate the quern because of it's nature, it ejects items from the sides which can be collected into hoppers. You would need 5 hoppers to fully automate it and it would be somewhat limited in terms of what it could produce because the output slot would need to be filled before items would eject from the sides. You have discovered this property already. As far as the helve hammer is concerned, it's not intended to be an autonomous device, but rather a time-saver. You can toss heated iron blooms on the anvil and the hammer will do the heavy work for you, saving your hand-held hammer from wear and tear and your body from fatigue (shown by your rapidly depleting satiety bar when working the anvil). The helve hammer is exceedingly good at producing ingots from blooms and plates from ingots. It needs minimal attention save to put a new work item on the anvil when the current one is finished. I can forge chain mail very easily with a dual setup, two anvils, one with a helve hammer and the other with my hand-held hammer. The forge can hold up to 4 ingots. Two of them go under the helve hammer to make a plate. The other two get worked by hand by me, thus doubling my output. Then the plates are collected and turned into chains faster than if I was working alone with only my hand-held hammer. But in all, yes the handbook does need some rework and that is on the todo list for the developers. As you are probably aware, their todo list is quite large and continues to grow each day from the looks of things. The man's todo list... I quake at the thought of how large it must be.
  22. I will note that some rivers may actually carve holes through mountains but those are rare. Usually formed by lava tubes that later become filled with water. The rest are formed by water seeping through cracks in limestone and slowly eroding away the rock until it widens into a proper river, usually over a long period of time.
  23. That's... kind of already in the game. on 1.21.5, our Treasure Hunter trader lives in a crude hut (that does not count as an insulating room and I am unable to take shelter there from the wind and rain! )
  24. yeah. I blame OP for suggesting the cast iron ingots go into the cementation furnace for steel-making when the reality is that is adding even more carbon to the alread-high-carbon alloy.
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