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Everything posted by Teh Pizza Lady
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Because AI doesn't know what a pizza actually looks like. I mean have you actually *seen* pepperoni the size of salami? I wish it existed.
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There is also a chimney mod but it follows the vanilla behavior for smoke particles instead of just counting the top opening of a chimney block as a smoke emitter.
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Correction: That is a *massive* pepperoni pizza.
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intentionally pressing the jump key should cancel it but having your character knocked around shouldn't. I don't know why someone hasn't made a patch for this yet...
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Multiple block coding tutorial errors
Teh Pizza Lady replied to thund3rmonk3y1's topic in [Legacy] Mods & Mod Development
Just wait until you're injecting code with Harmony. -
Multiple block coding tutorial errors
Teh Pizza Lady replied to thund3rmonk3y1's topic in [Legacy] Mods & Mod Development
sometimes it's the simple things. -
Most of what we call vegetables are technically fruits because they come from the flower of the plant. Cucumbers, tomatoes, peppers, and squash are all technically fruits because of this. Celery - stalk Lettuce - leaf Carrot, beet, radish, turnip - root Potato - tuber Corn, rye, and other grains are technically fruits because each grain is an individual fruit with a seed inside. The main difference is: If we're eating something that came from the flower and has a seed inside, then it's a fruit. If we're eating a part of the plant that is not a part of the flowering or seeding process, then it is a vegetable. -------- Knowledge is knowing tomato is a fruit. Wisdom is not putting it into a fruit salad!
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Really though, just adding a chimney block would go a long ways and help. It could even go sideways for short distances. Any chimney structure that has a fire beneath it will become filled with smoke and will emit smoke particles from the top of the structure. Chimney structures count as sealing blocks.
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Multiple block coding tutorial errors
Teh Pizza Lady replied to thund3rmonk3y1's topic in [Legacy] Mods & Mod Development
Did it actually compile? try adding a dummy modicon.png file (just make a blank image in paint that's 480x480 pixels in size) to your project to clear that error. Go see if it actually made a .dll file. To get there, you can just right click the solution and go to the bottom of the pop-up menu that appears. Then go to \bin => \Debug => \Mods => \mod and see if the .dll file is there. -
The 8 block limitation on chimneys is a bit disappointing. I definitely think that if you have a hole in your house that is 8 blocks long, however, it should count as a ventilation shaft and not contribute to counting whether you're indoors or not.
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I mean if you want to get technical, copper vaporizes at 2595C and the temperature of a lightning bolt is about 10x that. But lightning rods don't melt during a strike. Let's examine why. First the temperature of the lightning strike comes from the internal plasma of the bolt itself, reaching temperatures of over 25000 degrees Celsius. However the math works out that because the duration of the lightning strike is so short, that the temperature of the metal doesn't rise very much at all. Typical strike duration: t = 500 μs Typical rod resistance: R = 0.001 Ω (measured as the resistance of copper at its thinnest point) Typical strike current: I = 50,000 A We are able to use a formula to calculate the number of Joules the rod must be able to dissipate as heat: Q = I²Rt In our case: Q=50,000²×0.001×500×10-6=12,500J Copper has a specific heat capacity of 0.385 J/g·K. This means we can begin to calculate the temperature rise of a 5kg rod as. ΔT=mc/Q=12,500/(5×385)≈6.5 degrees C 6.5 degrees C is not enough to melt the copper. Let's re-examine using the data from the typical Lead/Tin solder. UH OH... we have problems. The melting point of solder is around 180 C and has a lower heat capacity of around 0.21 J/g·K. Plugging this information back into the formula gives a temperature increase of around 160 C which would be enough to melt 10g of solder in the rod which would already be at a temperature of around 25 C on a typical day. However the surrounding copper can serve as a heat sink and a sufficient mass of solder would increase it's thermal capacity, but I think it's safe to say that soldering pieces of a copper lightning rod together is not a feasible way of joining. Much better to use copper/copper joints with clamps to avoid thermal issues. In short, you're right. Solder wouldn't be useful unless it were used in excess and even then it wouldn't be as reliable.
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The new healing mechanic makes the RA boss frustrating
Teh Pizza Lady replied to Kiko's topic in Discussion
For me, bandages are also the last-minute emergency heal where I might die trying to soak them, but I WILL die if I don't, so I take the risk. 9/10 it works out. -
The new healing mechanic makes the RA boss frustrating
Teh Pizza Lady replied to Kiko's topic in Discussion
I haven't done the RA boss on the pre, so I cannot attest to this but on 20.12, it's pretty quick and easy to drop the jug and 2-3 bandages in the crafting grid and soak them RQ. If you have an empty hotbar slot they will go there, you can close the menu and the jug will go back into your bags and you can use the bandages you soaked. I would never pre-soak them before a fight. -
The new healing mechanic makes the RA boss frustrating
Teh Pizza Lady replied to Kiko's topic in Discussion
Yes the healing mechanic certainly does shake things up a bit. Have you tried soaked bandages to see if you can get more healing before you are moved vertically... dunno. I feel like the bosses in this game are supposed to be hard and take a long time to complete. For example, the chapter 2 boss very nearly killed me twice and it did kill my blackguard friend in one hit. Probably for future bosses, they will fine-tune things, but I guarantee you that the heal over time getting cancelled by vertical movement was implemented with the RA boss in mind. I would even wager on it being the reason they added the cancel to the heal over time because before that change, it was kind of an easy fight. -
Very sneaky chapter 2 update there... now I'm all curious what you did.
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I've been dabbling in modding... maybe I'll make a mod out of this idea.
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I'm just now remembering that my spawn point is at a trader wagon just outside of the big nasty location in Chapter 2. We have a long ride home and there's a temporal storm coming some time in the near future. I can't wait to get part of the way home only to have to turn around and camp in the village.
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Idk, it just didn't really seem like it added any value to the post at all. That's all.
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haha yesss run away! I do the same thing now and I wear steel armor. It's just engrained that bear = bad juju. Also in case you haven't figured it out by now, exploring those deep dark places is the sort of thing you don't want to do early game... there are.... things ...down there. Vile, abhorrent things that really do go bump in the night.
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Which... they used... and calling it out kind of detracts from the overall post. I'm just confused on what issue you have. The other block game has had this feature since 900BC. I think it should be integral to any block game. Also have you tried the Verticality mod? It allows you to crawl through small spaces or climb cliff faces up to 2 blocks tall (3 if you jump). It doesn't solve your problem at ALL, but it's a very fun mod to use (and potentially game breaking in a certain area). Having it be optional would better fit with the culture of Vintage Story. Perhaps a small telescope item that you can make early copper age? Make copper sheet. Use copper sheet with soldering iron in crafting grid to make copper tube craft copper tube with two pieces of glass and a chisel to make telescope Craft telescope with additional tubes to increase zoom ratio Idk, just spitballing here, but a lot of these QoL mods are an instant "no" from some players who might not like it being added as a default option in the base game.
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I was torn between giving you a "haha" or a "wolf bait". I chose "haha" because I didn't want to send the wrong idea. Enjoy the game!