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DanaCraluminum

Vintarian
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Posts posted by DanaCraluminum

  1. 28 minutes ago, Chanelle Granlund said:

    How do I place elbow chutes sideways? I have a mill powered from below with four hoppers with and chests below them. I would like to connect the output to one chest. But if I can’t connect them with the elbow then I can’t go around corners. Do I have to use the 3way chute? But it costs an extra ingot :( I also want to send the output from my pulverizer to the top of the floor instead of having to go underneath the building

    Currently it's impossible to place elbow chutes sideways, use 3 way chute instead (yes, it costs an additional ingot, but there is no other way). Use Archimedes screw to transport items from bottom to top

  2. 1 hour ago, Inki_Unku said:

    Greetings!  Just thought I'd throw this out there.  I might take a shot at this on a future date if I'm still stuck inside, but for now my weekend wanes.

     

    Concept Overview:

    Windmill -> Axle -> Rotor -> Cable -> Battery -> Cable -> (whatever machines are desired)

    The video that inspired this thought train:

    https://www.youtube.com/watch?v=gQyamjPrw-U

    This whole idea could be simple, or quite complex depending on how much effort one wants to put into it.  The shaft mentioned at the 1 minute mark would be conceptually what connects to the axle.  I believe overall this would lead nicely into post steel content.

    Component Ideas:

    Cable:

    Glass, as a non-conductive material, can be used to coat copper wires (or ingots, pending on how detailed one wants to be).  This process could be as simple as: [G = glass block, CI = copper Ingot]

    G  G  G

    CI CI CI   = X-Cables, where X is whatever the balanced number is decided to be

    G  G  G

    in a grid, or more complex if other materials such as wires and glass tubes are made.

     

    Magnet:

    Magnets, a needed component for a rotor, can be made as simple as hanging a steel ingot vertically for a week (tool rack?).  The following page has a few fun ways to create a magnet from a steel ingot:

    https://commons.princeton.edu/josephhenry/permanent-magnet/#:~:text=Take two magnets put one,will become a permanent magnet.

     

    Rotor:

    In the spirit of keeping things simple [M = Magnet, CI = Copper Ingot (wire), II = Iron Ingot (rod), Cbl = Cable (the output), W = Wood (planks, casing, a chest?)]

    M     CI   M

    Axle  II   Cbl

    W     CI  W

    The center column would be to represent the copper solenoid.   Hopefully I have this right, not an electrical engineer!

     

    Battery:

    A Voltaic Pile could be made with (ZP = Zinc Plate, L = Linen, CP = Copper Plate)

    ZP   ZP   ZP

    L      L     L

    CP   CP  CP

    https://en.wikipedia.org/wiki/Voltaic_pile

    If one desires to make this a bit more complex, this could be a multi block structure where a stack of these would create a larger storage that scales with the amount of stacks.

     

     

    Feature to use 9 full stacks of items in the crafting grid allows you to use more compact recipes, like:

    x64 x64 x64

    x64 x64 x64

    x64 x64 x64

    = x1 item

    I disagree with the recipes above. I'm believing into uselessness of these recipes, since the balance of this game is completely different than minecraft. Also this topic most suitable for Mod Development category, because the developers didn't say what they were planning electricity.

     

     

     

    Btw, I'm reading a lot about the production of aluminum now, this is a very complex process (Bayer process + Hall–Héroult process), because even for such a simple thing, you need to add a lot of multiblocks, which sooner or later will definitely should to be added (I'm only talking about a hypothetical tech mod). For example, an electrolyzer is a useful thing even without aluminum. Luckily, all the necessary materials are already in the game (but there is no ore for soda etc., some materials could be gained through "ore washing machine" or in a more immersive way with more chemical formulas and mooore multiblocks)

    • Like 1
  3. Found another way. If your mouse has its own software, you can bind additional buttons (if you can't bind them in-game) to Num-1 and Num-2 for example then bind them to any what you want. I did this for my A4Tech mouse. In other games, I can bind it without problems. Ie this is the only game where I need to do it

  4. 40 minutes ago, Saricane said:

    I regularly have hard times juggling with the cooking pot, crocks and bowl when storing food. In real  life, I don't imagine myself  putting the cooking pot on the kitchen's floor and kneel down to plunge a bowl in it 😀

    Why not use the grid for that ?

    p1.jpg.da150296b4eb701b7a3d5a48a294a0dc.jpg

    The cooking pot always in the upper left corner, and the destination recipient on the bottom line. For example, to fill a crock.

     

    p2.jpg.407312f320c2193b98918704c22879a1.jpg

    But we could seal it as well in the same operation.

     

    p3.jpg.634d88415e4ccdcf32a2fa9567abc073.jpg

    And instead of a crock, we could serve a single meal in a bowl.

     

    The above examples are limited by the single output of the grid. But with a multiple output grid, we could gain more time.

    p4.jpg.bd1082e9d3881f7166c07113f57f0a61.jpg

    Given the fact that the food is distributed from left to right, the left crock would receive up to to 4 meals, and the center one the remaining meals (if any).

     

    p5.jpg.05a9d3db0157231d464d3d31a8a6f040.jpg

    The left crock (the one which will receive the more meals) will be sealed.

     

    p6.jpg.f77718deb25f9cdbad45ddc6eeabe1a3.jpg

    Both crocks sealed (if not empty).

     

    p7.jpg.26896b38f613441dd72ae8506ffa15c5.jpg

    Remaining meals (if any) in one or two bowls.

     

    I think this is due to the fact that it's more immersive and convenient way. Also sooner or later developers want to completely get rid of the crafting grid (look at the roadmap)

    • Like 1
  5. 14 minutes ago, TristamIzumi said:

    Depending on your mouse's software, you can work around this by binding the key you want a particular mouse button to activate within the mouse's software. This is what I do to bind Ctrl, Shift, and Alt to the "MMO keys" on my mouse.

    How to do this with A4Tech mouses for example?

  6. On 4/3/2021 at 1:55 PM, DasPrinzip said:

    With this Mod (2.0.5) i get the error while using the angle gear in the following situation, i show u in the picture. VS 1.14.8.

    If this happen, i can not enter server until i disable the mod.

    2021-04-03_12-50-06.png

     

    Running on 64 bit Windows with 8 GB RAM
    Version: v1.14.8 (Stable)03.04.2021 12:47:43: Critical error occurred
    System.NullReferenceException: Der Objektverweis wurde nicht auf eine Objektinstanz festgelegt.
       bei VSHUD.FixAngledGears.Fix(BlockAngledGears bAg, IWorldAccessor world, IPlayer byPlayer, BlockSelection blockSel, String& failureCode)
       bei VSHUD.FixAngledGears.TryPlaceBlock(BlockAngledGears __instance, IWorldAccessor world, IPlayer byPlayer, BlockSelection blockSel, String& failureCode, Boolean& __result)
       bei Vintagestory.GameContent.Mechanics.BlockAngledGears.TryPlaceBlock_Patch2(BlockAngledGears this, IWorldAccessor world, IPlayer byPlayer, ItemStack itemstack, BlockSelection blockSel, String& failureCode)
       bei VSHUD.NewPlacementPreview.Postfix(Block __instance, ItemSlot slot, EntityAgent byEntity)
       bei Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.OnGameTick(Single dt)
       bei Vintagestory.Common.EventManager.TriggerGameTick(Int64 ellapsedMilliseconds, IWorldAccessor world)
       bei Vintagestory.Client.NoObf.ClientMain.MainRenderLoop(Single dt)
       bei Vintagestory.Client.NoObf.ClientMain.MainGameLoop(Single deltaTime)
       bei _jeEziyUSYl0BpbOxT46FYwj5VWL._t25VgrofhlXMw6hHEZh8JHhJz1A(Single )
       bei _idIkJkIueHHf3Oz2WNlBdD0E1XR._DvzT6D0wN3fMakeuDyljJJ09hok(Single )
       bei _idIkJkIueHHf3Oz2WNlBdD0E1XR._V5piYzG7beYPldE6UVxY58dqacE(Single )
       bei Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(Object sender, FrameEventArgs e)
       bei System.EventHandler`1.Invoke(Object sender, TEventArgs e)
       bei OpenTK.GameWindow.RaiseRenderFrame(Double elapsed, Double& timestamp)
       bei OpenTK.GameWindow.DispatchRenderFrame()
       bei OpenTK.GameWindow.Run(Double updates_per_second, Double frames_per_second)
       bei _YrS2W1MoaeqC4xqH8ItdZB6vADN._8t1BmEWVlCT9mjx5M0vFIzU9tif(_7T00Rjby4si0wyEBez5dXNqLm7h , String[] )
       bei _ejKuc6cg0k8V39o8jDIzquyczbO._8t1BmEWVlCT9mjx5M0vFIzU9tif(ThreadStart )
    -------------------------------

    I had the same crash

  7. 2 hours ago, Shaelin said:

    On exploration, survival mode. When two forges are heating iron blooms at the same time. When using the helve hammer to form iron ingots, the game will crash without a pop-up screen detailing the issue. It has happened several times in a row now; possibly linked to switching saved games, as tends to work fine if I haven't been playing in the creative world before opening my exploration world. Sometimes it will resolve itself after the game is restarted, but will also just as easily crash again at different stages of knocking off slag to form the ingots, or when working the ingots into other items.

    Any mods installed?

  8. 1 hour ago, Thalius said:

    Pure water safe for drinking is found in springs coming out of the ground. I've seen and drank from them without issue.  Streams no- they are open to the environment and anything can get into them.  A freshwater spring straight out of the ground or rock can indeed be perfectly safe for drinking.  The key though is acquiring it at the source. Once it hits the ground and enters the environment, it can be contaminated.

    I honestly don't see the need for this in the game, but it would be an interesting feature that would add another level of depth to the experience.  Especially once some sort of thirst mechanic makes its way into the game.

    Faith does not make this water pure, even if the water is sanctified, even if is the spring. Everything I wrote above is not my personal opinion, personal opinion is not evidence, I took it all from the WHO website. Everything that you wrote is your opinion and I respect it, but without arguments, this proves nothing.

    https://www.who.int/water_sanitation_health/publications/dwq-guidelines-4/en/

    I think if they add thirst to the game, then all sources will have to be dirty, even if someone's faith is strong and he believes that they are clean.

  9. On 1/26/2021 at 7:27 AM, RTFM said:

    Hello.

    Everything below is written only mine IMHO

    It seems to me that there is not enough water in the game. Not the kind of water that is now in rivers and lakes. We need water as a resource so that players are very dependent on clean drinking water, as it was hundreds of years ago, when settlements were based on the banks of rivers and lakes.

    I see something like this.

    Pure water from streams and springs, it does not need to be purified and can be used immediately in cooking

    River and lake water must be boiled before use

    Water from the seas can be distilled to produce pure water and salt that many players cannot find Add water to almost all food crafting.

    Also, make a thirst scale, which will depend on the load and the ambient temperature (you can also tie it to the food that the player eats, salty meat and vegetables will cause thirst faster) Make flasks and waterskins so that you can take a supply of water with you on a trip. Remove endless water from the bucket so that you cannot make lifts out of water, which will greatly complicate the arrangement of mines and the exploration of caves.

    Water wheels that set the player's mechanisms in motion, regardless of the strength of the wind. Archimedes screw that lifts water into the house or irrigation canals of your field.

    I disagree with one statement. "Pure water from streams and springs can be used immediately in cooking" is a big dangerous myth. You do not know which animal died there or was simply defecated. In real life you need to boil absolutely any water what you found in nature, unless you want to die from some kind of E. coli or etc.

    Transparent water is not equal to pure. It's easiest to see under a microscope. I'm sure if you try to look at "the purest water in nature" under a microscope, you will find many microorganisms that can or will kill you.

    That's if you need "pure water" (for drinking, not a distilled water for chemical experiments), you need to boil or make at least a primitive water filter from sand, stones, gravel, clay, etc.

    • Like 2
  10. 4 hours ago, Melidebby said:

    I'm also curious If plants ever spread?

     

    If I plant a few lupines or forget me nots around my home will they ever spread?

    Never. But there is a chance for horsetail to spawn on empty farmlands

    • Like 1
  11. 8 minutes ago, Teerose said:

    Hi, i like explore the map, while i running tousends of blocks. Everytime i take a bed and a door with me an some blocks to build a small home for the night. I takes time to build and destroy this home, so i can take the door and bed for the next thousend blocks with me for the next night. So i thought a mobile tent that makes a save  place for the night, fast building and fast destroing would be great.

    Can't you just make a bed from grass along the way and use dirt/packed dirt as door?

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