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Mac Mcleod's Achievements
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Occasionally for no reason, VS requires that I log in and it does not work with the google saved password. The VS web site does, but not the VS game.
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I understand you to mean that on a 640,000 block map the two desert bands at +20 to +30 and -20 to -30 degrees would be 64k blocks from the northern to southern edge. So if I understand you... you are suggesting roughly... Size Climate Zone / Region 32k North pole 40k Cold northern <- where we seem to start by default 96k Temperate northern 64k Desert northern 176k Tropical / equatorial 64k Desert southern 96kTemperate southern 40k Cold southern 32k South pole 640k Total These bands roughly match Earth but don't account for things like the AMOC (Gulf Stream). VS does seem to have a north and south poles and a hot equatorial region along with realistic geology generation. Warm, moist air rises near the equator, loses moisture as rain, then moves poleward and sinks around 20°–30° latitude. This descending air warms, suppressing clouds and rainfall, creating deserts. It appears the VS world is a sphere. So it doesn't seem unreasonable to me to have the dry desert zones. Do I understand your position?
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Birch Bark and an alternative for reeds in the north
Mac Mcleod replied to Lavrov's topic in Suggestions
Could be an alternative to papyrus for labeled crates.- 4 replies
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I think the claim expiration should be a server setting that defaults to 380 real days for players but could be set to any number of days by the server-op. And there should be an admin command to transfer the claim to an admin claim that never expires. I don't think most servers last long enough for this to matter tho.
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Birch Bark and an alternative for reeds in the north
Mac Mcleod replied to Lavrov's topic in Suggestions
I like it but would adjust one thing. A basket maker in northern Minnesota reports that the outer bark takes about 8–10 years to regenerate, while a forestry review (that I can only see excepts of in duckduckgo- the original site is gone) documents second harvests after 10–20 years. Available Source: Birch Bark Beth (but a search would probably turn up the forestry review too). This would need to be gamified since trees grow crazy fast in VS (Something that should change). But instead of a few game days, I'd recommend 12 months (like is used for berries).- 4 replies
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This degree of rng isn't elsewhere in the game. Imagine if instead of having durability on weapons, the weapon simply had a 1% chance to break each time it was used. At least *try* to empathize. Do you realize that over 10,000 players- several will experience 5 straight failures in a row the way this is implemented. If you had 5 straight failures the first time you used this feature, would have think it was fine and dandy? The cost of failure is so high that it upsets many players (even if it doesn't upset me or you). Their objection is reasonable. What bothers me about this kind of failure is that it's so unrealistic. "Yea, I put my hot axe into water and it disintegrated... not even iron dust remained" said no blacksmith ever. But the actual loss is nothing (now) because I've got 48 blooms, about 30 iron ingots, and about 30 steel ingots. No big deal if I lose one.. now. But if it happened the first five tries when I was a new player? With my very limited iron and charcoal at that point? Without prior plays under my belt? I can see people going to a different game over that kind of abuse.
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smelting Should we be able to cast iron?
Mac Mcleod replied to programmer-S12's topic in Suggestions
Okay, so the images won't post inline. sorry about that. I have links to them that I tested. FYI: The earliest Chinese ironmaking dates to roughly the 6th century BCE, while European blast furnaces appeared around the 12th–13th centuries CE. For scale, some traditional Chinese blast furnaces were tiny, producing just 40–50 jin (roughly 44–55 pounds) of pig iron per day. Larger early Chinese furnaces could produce hundreds or more pounds daily. Also FYI Assuming the VS ingots are a solid rectangular block measuring 2 × 12 × 4 inches, an iron ingot (at 0.283 lb/inch^3) would weigh about 27 pounds. In europe, Early blast furnaces generally cast molten iron into individual pieces called pigs, using channels formed in a sand bed. The pieces varied in size, but later historical examples give us a useful guide. Typical pig iron Around 3 feet long, 4–6 inches wide, and 3–4 inches thick. Some historical examples weighed roughly 50–125 pounds (23–57 kg). https://external-content.duckduckgo.com/iu/?u=https%3A%2F%2Ftse1.mm.bing.net%2Fth%2Fid%2FOIP.47A9wl0Y1a1_NHvs6VxomQHaEn%3Fpid%3DApi&f=1&ipt=df4d1ff23befea508e2851f4da7cf4f191ba15666f3d9bc1bccbac203696020c&ipo=images The Sow The larger main channel that fed the smaller pig molds also solidified into iron. It could be broken apart afterward; surviving examples include pieces around 16–24 inches long. https://emuseum.colonialwilliamsburg.org/internal/media/dispatcher/198254/preview Cool gold inlaid iron pig from I found while digging around! "The Han dynasty lasted from 206 BCE to 220 CE, with a brief interruption from 9 to 23 CE. The artwork you linked, A Chinese Gold-Inlaid Iron Figure of a Sow, is attributed to that period, so it is approximately 1,800–2,200 years old. The auction listing does not give a more precise date for the object." https://zacke.blob.core.windows.net/stock/20667-18-medium.jpg?v=63845169964213 Final FYI: Blast-furnace iron (pig iron): Typically contains about 3–4.5% carbon. It melts readily, flows into molds, but is generally too brittle to forge directly into useful tools. Wrought iron: Contains very little carbon, usually below 0.1%. It is relatively soft, malleable, and can be hammered into shape. Steel: Contains less carbon than pig iron, typically around 0.02–2.1%. Its properties depend on carbon content and heat treatment, making it useful for tools, springs, and weapons. -
smelting Should we be able to cast iron?
Mac Mcleod replied to programmer-S12's topic in Suggestions
Cast iron originated in China around the 5th century BCE with charcoal, where furnaces reached temperatures sufficient to melt iron. It spread gradually to Europe, where it became important during the Industrial Revolution. It wasn't until the 18th century, that Abraham Darby pioneered the use of coke instead of charcoal for smelting, enabling larger-scale production. Cast iron became widely used for cookware, machinery, pipes, bridges, and building components. Its strength under compression and excellent castability made it an essential industrial material. However, it is brittle when struck. It's not suitable for weapons, armor, etc. The main difference between cast iron, steel, and wrought iron is the amount of carbon mixed with the iron. -
smelting Should we be able to cast iron?
Mac Mcleod replied to programmer-S12's topic in Suggestions
Humans were casting iron centuries before they could produce steel in large quantities, and steel was not required to make cast iron. The key was achieving a high enough furnace temperature to melt iron with sufficient carbon in it. Cast iron typically melts at about 1,150–1,200°C (2,100–2,190°F), depending on its carbon content and other alloying elements. So you could use charcoal, black coal, or anthracite. It can be cast into clay, sand, or iron molds (China). Cast iron cannot be used for nails, scissors, tongs, weapons, or armor. It's too brittle. For comparison: Pure iron: 1,538°C (2,800°F) Cast iron: roughly 1,150–1,200°C Wrought iron: 900–1,250°C Steel: typically around 1,370–1,510°C, depending on composition -
Well, bears can climb at almost full walking speed. Wolf forts are okay 2 blocks high but bears climb on top of those. And they can go up the side of trees at least 3 blocks- I think one chased me 5 blocks up a tree to kill me once. So your bear fort is a wolf fort with 1 to 5 blocks dug out. The players can change to placing log forts or cobblestone forts or stone forts. To build a log fort, all you need is flint and a stick and a tree. Cobblestone is simply dirt and rocks. Not many people really use forts tho. I use them extensively but never see them around when I'm wandering and exploring. Anyway... Pits and deadfalls were historically used to trap and kill bears, and people hunted bears and wolves long before metal weapons or firearms existed. But the key to understanding how they did it is that they generally tried to control the circumstances of the encounter rather than defeat a large predator in a fair fight. Humans used long spears and eventually ranged weapons. I think they could add a little bit to the reach of a bears attack (0.25m?) so if you can hit the bear or wolf with a falx or club, then it can hit you. Then forts would require more build time. Likewise, it would be realistic to use a long spear or ranged weapon. And .. of course.. they could run away if they can't target you. For game and performance reasons, you could do the "flee" check only when they took damage.
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Agreed. Nut gathering was a huge historically. You could gather acorns, etc. during the fall. It would add a fall food source while on the road. And every 5 to 7 years could be a mast year.
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You can simulate this voluntarily by starting further north. You will get harsher winters and shorter summers (and eventually no summer).
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Regarding cooked food with dough: The earliest was in Rome in year "-160". It was Bread, Cheese, Honey and called placenta. The next was China in year "+100". Dough + a wide variety of ground meats and vegetables (aka dumplings). It's pretty clear that before the fall, the tech level was steam punky with steel and full plate armor. So I think sandwiches would be fine. However, they are super inefficient and only good for 1 day without refrigeration. So it may be that the bread, veggies, cheeses, and meats we take with us on the road are made into sandwiches below the level of detail even tho we oddly eat meals of 7 onions and then a few hours later several pieces of salted meat a few hours later. and it would be kinda silly to be carrying a stack of 64 sandwiches. I wish they would do some food realism balancing. It's kinda silly that I'm adventuring with 64 onions, 64 pieces of salted meat, and four wheels of cheese. They would need to add more edible plants.. such as the fact that Euell Gibbons called the cattail “the supermarket of the swamps.” You can eat shoots (which taste like cucumber or cabbage), the actual tail like corn on the cob or the roots (which are a tangled mess). They could make food 4x more nutritious and then reduce the food stack size to 16 items and reduce the amount of food dropped when harvested as well. The tech level only neo-lithic when our seraphs first arrive through time to try and repair the world.
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Players will simply change to logs. The simpler (and more realistic) fix is for the animals to flee if they are being hit and they cannot hit the player. However, bears and wolves are slightly mutated and more aggressive in V.S. so...
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I used to like to use ancient doors in my builds. Especially for cellers and underground parts. This ability was lost in 1.22. I'm not sure if it was accidental or intentional. Worst case, could you let us repair them with glue? Best case, just revert to the prior behavior we had for many releases? Also, since repaired tables work, could we not have repaired tool racks work?