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Everything posted by Krougal
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Another starting climate option for spawning at the equator.
Krougal replied to Pixelated Screaming's topic in Suggestions
So does this make us the crazy "flat round-Earthers" for VS? -
Yeah, that was why I considered copper and nickel the main things to worry about. The lower alloy temperatures really only come into play if you're smelting ingots back down and that just seems to be a waste of effort to me. Other than electrum; but then gold's melting point isn't that much lower than copper.
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Too true! I'm still a bit confused, partly because I've been away from this for 3 weeks, partly because I'm not so great at math to begin with. Historically I tend to brute force my way through things. It used to work well for both physical and mental challenges alike, not so much anymore for either. I did try to look through the source when I was doing this, but I don't even pretend to begin to understand those functions either. So is this untrue? Smelting time is always 30 seconds per 20 nuggets (1 ingot worth) I mean it wouldn't surprise me that something from the wiki is untrue either, but the melting time per ingot once the temperature has been reached does seem to be pretty consistent. Oh, important to point out (because I maybe wasn't clear about it), I wound up NOT using any AI generated data in anything I posted. As I could not figure out any way to find "K" the formula was useless. As you pointed out, it is a bit complex and variable, so it doesn't look like there is any generic value for "K". My more condensed useful (or at least what I thought was useful) section that I put in my guide: These are your estimated warm-up times. Fuel Burn Temp Copper (1084C) Nickel (1325C)4 Brown Coal 1100C ~102.8 N/A Black Coal / Anthracite 1200C ~67.6 N/A Charcoal 1300C ~58.4 N/A Coke 1340C ~52.72 ~90.0 It seems to be ~accurate, or at least close enough for a rule of thumb, which is all I'm really trying to get at. That was heating time with ingots loaded. I've never thought to try heating an empty crucible. As usual, I appreciate the insights from that sexy big brain of yours. Maybe when I get over the jetlag it will make more sense to me.
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Touche!
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Can cold damage be reversed when the plant is ready to harvest?
Krougal replied to MightBeAPotato's topic in Questions
No. The damage is done. -
It's just the usual sillyness that tends to happen in these kind of threads. It should always be understood that opinions are like assholes, and in the end devs are going to do what they decide to do. It doesn't mean we don't have any influence over that (some products more, some less). These things just really shouldn't need to be said. People still like to parrot these meaningless phrases, either to make themselves feel better, validated or just because they are tired of a discussion. I think Echo just has "topic fatigue"
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- adventure mode
- hytale
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Yeah, I think if you used the model editor to make a new shape and assign it for corners that would work.
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- quartered log
- building
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From my experience using worldgen mods, most of them don't affect resource distribution. TerraPrety might slightly. There are a few that change rock strata, which changes a lot of things, but those are mods specifically for changing rock strata. They can be quite large since they tend to follow the coal deposits 1 for 1. It is just extremely rare that they will breach the surface. I guess caves don't tend to intersect them either? You do more caving than I do.
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Yeah, it can take a little while for weather to change. Still I don't think it should be too long. You can also try manually forcing rain or wind. Then at some point, they will change normally.
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Couple small corrections. Other redundant footnotes I missed. Also the warmup time obviously is significantly more than 0 for the low temp metals, but I kinda just let it go. Calling bullshit when the AI lies and correcting it is exhausting. If they don't know something, they will make up bullshit and waste hours of your time instead of just telling you it has no clue.
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The necromancy never ends! Yeah, uhhhh...lot of changes. So blue clay has been made very rare. Red is the new blue! Fireclay usually spawns under black coal and anthracite. You can also make it by processing flint and red clay. In 1.21 I am digging up plenty of it so haven't had to make any.
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So I got tired of guessing how much time & fuel for smelting and alloying and started crunching some numbers (or rather making Gemini do it, which might have been more work than doing it myself) The formula I came up with from the wiki would be (I apologize for the sloppy screenshot, but it wouldn't paste the text neatly and I am tired AF) The main problem being, there was no good way to figure out "k" (a 100 degree climb is not linear, it takes more time the higher we go) so instead I had to go with per fuel at a given temperature. If one of you math majors wants to come in and tell me I am an idiot and there was a far easier and accurate way to do this, I would love to hear it. This is all extrapolated data from the wiki but it seems to jive with my own experiences. I've included this in my guide, but I know it is not of general interest to most of the community, but this data might be: Smelting time is always 30 seconds per 20 nuggets (1 ingot worth) Warm-up times, Using the linear interpolation method based on the approximate data in the Vintage Story Wiki: Fuel Burn Temp Low-Temp Metals* Silver Solder (758C)1 Bismuth Bronze (850C)1 Molybdochalkos (902C) Brass (920C)1 Tin Bronze (950C)1 Silver (961C) Electrum (1010C)2 Black Bronze (1020C)1 Gold (1063C) Copper (1084C) Cupronickel (1171C)3 Nickel (1325C)3 Brown Coal 1100C ~0* ~0* ~42.5 ~42.5 ~42.5 ~42.5 ~54.0 ~66.5 ~74.5 ~97.9 ~102.8 N/A N/A Black Coal / Anthracite 1200C ~0* ~0* ~47.5 ~47.5 ~47.5 ~47.5 ~52.5 ~56.5 ~60.5 ~64.6 ~67.6 N/A N/A Charcoal 1300C ~0* ~0* ~45.0 ~45.0 ~45.0 ~45.0 ~48.5 ~51.0 ~54.0 ~57.1 ~58.4 N/A N/A Coke 1340C ~0* ~0* ~42.0 ~42.0 ~42.0 ~42.0 ~44.9 ~47.2 ~49.6 ~51.9 ~52.72 ~75.4 ~90.0 Important notes The asterisk (*) for metals with low melting points indicates that their estimated warmup times are likely very short (approaching zero seconds) with the hotter fuels. It's difficult to get a more precise reading within the resolution of the provided data. This includes Tin, Bismuth, Lead, and Zinc. Silver Solder might also fall into this category for the hottest fuels, but it's kept separate for slightly higher temperature. 1 When creating alloys like Tin Bronze, Bismuth Bronze, Black Bronze, and Brass from nuggets, you need to reach the melting point of the highest-melting component (copper, 1084°C) to initiate the alloying process. The lower listed temperatures in the table represent the temperature at which already created ingots or bits of that specific alloy will remelt. 2 For Electrum, the highest melting point component is gold (1063°C), so you need to reach at least this temperature to create it from nuggets. 3 Brown coal, black coal, anthracite, and charcoal have maximum burn temperatures below 1325°C and thus cannot be used to melt nickel or create Cupronickel from nuggets. Some take aways: Larger batches are more fuel efficient since there is a fixed overhead to heat the stack. I like to start with 4 peat and then add 1 charcoal + 3 for every 4 ingots worth, as it is ~30 seconds of fuel per ingot. Black coal you can do almost 3 ingots per. Brown probably closer to 2 (since it isn’t as hot). Anthracite about 6. This works for copper, this works for any bronze. Also brass, gold, electrum, silver. Other lower temperature metals you’ll need less. Some you could get by with just peat or firewood. Anthracite is overkill for preheating (but fine if you were going to smelt with it anyway). Don’t ever use coke for anything but nickel; it is just a net loss. You can start preheating nickel with peat or coal and then finish with 2 coke + 3 coke per 4 ingots.
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Jesus! While Windows is busy trying to be more like Mac, Mac is trying to be more like Windows? (went from a Linux like path to a Windows like path) What kind of crazy world is this? Anyway, I'll leave you fruits to it.
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As we seem to have completely hijacked his thread, hey @Ghoul Arte did anything we shared help or did you throw in the towel?
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I am still seeing them. Like you said though, it is the odd monster spawn. An oil lamp at the center of a 7x7 room just barely lights it enough to prevent drifters, but bowtorn and shivers should not spawn in there ever, and I get them, although very rarely. Outside I see them here and there as well, I am not sure if heavy woods affects light. Almost positive they didn't come up out of a cave. Although, it may have been a few RC now, so it might have been fixed, just not in RC1 or 2.
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Try /weather acp If it says "Ok autochange weather patterns now off" do it again, and it should say on this time.
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I'll admit I don't fully understand your entire post, but this was well said!
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Oh, yeah, that is a real possibility too. There is a mod that will show light levels too, very similar to the classic mod from the other game.
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Could be a lighting problem with the chunk. I had one just yesterday, I built a new cellar way up high in the sky, and it was worse than my ground level one. This is in the middle of the winter and I'm taking hypothermia damage, because it is so fucking cold up there. I did a /debug chunk relight and lo and behold, the cellar started working as a cellar. I only knew it was a light issue, because the status hud mod was showing cellar with sunlight. There's also other debug commands you can use to check rooms if you are not using mods. While this is opposite to the issue y'all are having, the same solution might help. You might need to pick your lights up and put them down again after the reset; I went up and found a bowtorn chillin in there even though there was a lantern, more than adequate for a 7x7. I replaced it and everything seems normal again.
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Sleep? No sleep! You work more! Sleep in winter! Seriously though, I have gotten killed like that. This isn't...that other game. Yeah, the door popping off sounds good in theory, but it's annoying AF. Also the fact that it isn't a solid door is enough to incentivize me. That single 7x7 room that is my early base being a cellar is just too useful.
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Bells/Resonators as immersive late game communication tech
Krougal replied to LadyWYT's topic in Suggestions
"Your mission, should you choose to accept it" REDACTED REDACTED REDACTED "This tape will self-destruct in five seconds" -
Yeah, I think @LadyWYT was saying granite is the default in another thread. Basalt is the most common IRL overall, but at the crust granite probably is. I spawned in limestone and sandstone in current game, and I didn't follow my own advice and make tin more common, but I still somehow found some surface tin nearby. Thanks for the feedback by the way. I would think you'd be using primitive survival if you like to extend the early game, it probably has some solution for the lack of a real door. I've been skipping the improvised and just taking 2 dirt blocks out and putting them back, you can make your whole shithole hobbithole a cellar like that. You could even build a little foyer with the improvised door I guess, so you could be protected while you dig the blocks out. Could also use hay bales for speed.
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It's not a horrible idea. I don't know about making it better than crates and chests. Or the storage vessel for that matter. Everything would need to be balanced.