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Everything posted by Maelstrom
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Those Should Come with Warning Labels! As I've mentioned before, I started playing this most wonderful game on the 1.14.10 release a number of years ago. Back then you'd throw clay items into a fire pit and out came fired clay products. Then 1.15 came with the unannounced change to drifter spawning and the fun of the upcoming rifts. But this story isn't about that. No it's about pit kilns and the fiercely fiery mayhem they can cause. So after I upgraded my world to the spiffy shiny brand new 1.15 version, I threw some clay items in the firepit like I always had and nothing happened except fuel burning away wastefully. Uhhhh... wha' happen? Check change notes and discover pit kilns. Ohhhhh... That. "How do I use these things?" I asked myself and replied, "How the heck should I know??? Look it up brainiac!" "OK! I will!" and trundled off to the land of Utoob in the empire of the Interwebs. Having completed my edumacations on successful operations of pit kilns, I dug a modest 5 pit kiln area opposite my cobble above ground "cellar" in a space between my domicile and workshop that was enclosed by wooden fences to keep out that pesky, persistent and pervasive caterwauling choir called drifters. Before the creation of rifts drifters would spawn in trios like TOBG, but thems stories for other times. Please pardon my digression. so where was I again? Oh yeah, pit kilns, cobble walls and wooden fences... So I makes me some pit kilns and fire them up to create some shingles for my as yet, unroofed workshop. Let them fire away, wander off on some adventure, probably to dig some ores outa the ground, maybe visit that one trader that managed to wedge his cart in a grotto. I've got no clue how he managed to stick it such a small space. Probably the first time I saw that one wizard trader that floated his cart over that one murder hole, but I digress. again. So where was I? Oh yeah, fiery pit kilns and wooden fences... So I come back from whatever adventure I was on (maybe olivine? or was it bauxite? I forget/doesn't matter) to discover my fencing is gone. Just *POOF* not there. "Huh? I know I had fences there! where'd they go? Maybe a bug?" So I make some new fences, pick up my shingles and go about my chores. A bit later I fire up some more shingles and stand too close to one of the pit kilns I had just successfully lit and start complaining about some new pain. "NOW WHAT?!" and "Just WHAT in tarnation is going on to hurt me???" drifters? Nope, broad daylight. Starving? Noooope, I'm half full. Then I catch a wiff of smoke in my peripheral vision, figure that I'm on fire (which I am) and run around the corner, through the courtyard, into and through the house to the kitchen where I have some water for making dough to dowse myself from burning to death. Next day I remember to collect my shingles and look most bewildered at the missing fences once again. This time I KNOW I had put fences there. Second time isn't a glitch, gotta start trouble shooting for a bug report. In the meantime I put those five fences and two gates back really quick, collect my shingles, form some more (dang that roof takes a lot of shingles!) and set them to burning, and once again set myself to burning too. I guess walking over a lit pit kiln is not advisable. Good to know / TIL. I put myself out to stop my smoking habit, again! then go about some chores. As I go sailing past my pit kilns to fire up some more coke in my coke ovens... YIPE! My fences are on FIRE?!?? WOT?!?? How??? Oooohhhh! the pit kilns... So I proceed to knock down the burning fence to keep the fire from wiping out the rest of previously destroyed fence line. Thankfully I kept a nicely trimmed lawn so no long grass caught fire to spread to my farm, my workshop, bee field and animal pens. While I've managed to set almost everything else on fire with pit kilns, I have managed to not set my home on fire; thanks to those early, *ahem* painful lessons.
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Yep. Back in 1.15 when pit kilns were introduced set my fencing ablaze multiple times. Then switched to stone walls. Also torched myself a couple times and had to run to my water source in the kitchen to put myself out. I'd love to see a streamer or Utoober watch as another player runs by trailing smoke and screaming bloody murder, "OMG! I'm gonna DIE!" I think I've just recalled another tale for a certain thread... PS - To my shame I've torched tool racks multiple times in 1.19 and even in 1.22, forgetting that the one block buffer applies vertically as well as horizontally.
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Another one I like is skipping stones on water when you throw a rock at a pond.
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Since I didn't see anyone answer this question... Yes. The sephia tone map was once a mod developed for 1.18 or 1.19 and incorporated into the game in the 1.20 update. I know there have been one or two other mods that got some or all of their content added to the base game, but can't recall what they were. I would love to see the carry containers around in the hands from the CarryOn mod added to the base game but not the ability to sling a chest on your back and run around from the same mod.
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Oak, maple and walnut tend to produce a ton of sticks per tree compared to other temperate climate trees.
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Large gears convert speed to torque and vice versa. With the setup pictured speed is converted to torque at the top then converted back to speed at the bottom. Apart from the slight loss of power from the axles this setup simply transfers power from the rotor to the helve hammer.
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Be sure to add some lighting to the barn. Animals without direct access to the sky will despawn unless there is a source of light within the building.
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Frequency of rainfall affects snow as well. If the rainfall is less than common snow may not accumulate very much. PS - Hopefully you had a successful prospecting expedition.
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Potential Bug Report: Nightmare Drifter Damage
Maelstrom replied to Discipline Before Dishonor's topic in Discussion
Trrrrrooooo... You just may have to fight a bear on the way to or frome acquiring sufficient amounts of copper. Oh dear. Don't tell me LV-426 is involved. -
@Nuclear_Trinity I was NOT expecting that kind of comment from the title you put to this thread. I thought you were gaslighting us. But I agree. Tyron and co are producing a very high quality game! It has been (and I expect it to continue to be) an most excellent ride until the game is fully developed.
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Same here. I'll quote my 9th grade science teacher (the bestest most awesomest teacher I ever had!) and try to convey visually how he sounded. "When all else fails. Read the directions." edit: as for things that currently have no purpose? Yep. Probably because it is something intended for the future but sometimes it's something left to modders, such as uranium ore. End game tech is steam power which is long before uranium has any uses. It seems that Tyron is allowing for the potential for nuclear power to be developed by modders.
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One note regarding the OP comment on granite being a special case. Granite is the default rock strata. Essentially all other rock strata override the granite default. I've had a few worlds that is a massive granite plain for a thousand blocks, or more, in all directions surrounding spawn. I haven't had any of those worlds recently and world gen changes after 1.18 may have changed the possibility/likelihood of those massive granite plains. Additionally, I noticed that basalt has two generators, one for top down and another for bottom up. The top down is how surface basalt is generated.
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Cinnabar is used to make red dye. In the barrel you have the wrong proportion of water to cinnabar so it appears to be useless. The handbook entry for red dye should have the proportion of cinnabar to water you need to make red dye.
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Interesting that Tyron introduced a new gear to do this when the angled gear appears to be fully capable of the exact same behavior.
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I think story location distances are hard coded and the scaling is to that hard coded number. Additionally, creating a smaller world doesn't not change the heat map for things like ores and rock strata, instead it just takes a cookie cutter slice out of the world seed. Creating such a bounded world could result in limiting the availability resources, most notably ores, but other things like bauxite or chalk/limestone could potentially disappear in such a small world.
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Plants have strange noise in temporal storms
Maelstrom replied to RedShifter Csongor's topic in Discussion
Have you played a resonator during a storm? Or near a rift for that matter? As an aside, I love all the little easter eggs Tyron puts in the game. Like spinning maple seeds when they fall. -
The smartest chickens in all of Vintage Story
Maelstrom replied to Logan Benson's topic in Discussion
Consider digging a two block deep by two block wide pit around the basket trap. This will lure chickens (and other aminals) into the pit of inescapability where you can lay copious traps to capture such cautiously cagey chicken critters. -
I've played worlds from 1.14 on and sometimes the forests don't have a lot of pine trees, making resin seem rare. other times there's a pine forest that seems to have resin on every other tree. Similarly, bees seem to suffer a similar situation. In my first world in 1.14 I had 3 bee hives within 150 blocks of my permanent home, two of which were high up in pine trees; and I had not settled in or near a forest. In other worlds after that one, I didn't have a single bee within 1,000 block radius of me; despite settling near a forest. Ultimately, I think it comes down to RNG. Mostly the computer, but some of our own RNG in how we choose our pathing through forests. I usually scrub resin bearing trees of all of their leaves and then deforest the surrounding area so that it is easier to find those precious sources of resin.
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Git Gud -- Vids that help take you to the next level
Maelstrom replied to Thorfinn's topic in Discussion
You sure it isn't this? Thanks. I've actually watched this video. But I should watch it again. It's been a long bit since I've caved.- 1 reply
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Meteoric iron (MI) was in game before steel, iirc. When steel was introduced MI became a half tier between iron and steel. MI has not been changed at all since I started playing on 1.14.10. Processing MI is ridiculously out of character for VS, "smelt" it in a bloomery and out pops ingots. I wonder if Tyron has any plans to update that or if it has fallen through the cracks.
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Nope. My channel is only to allow me to comment, subscribe, etc. I don't produce anything.
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I thought you'd like the challenge of a forced nomadic lifestyle. I'm sure you could monkey with the devastation mod settings to fit your liking. PS - I ain't nearly that good. I'm much more the homesteader. I like to get my workshop up before first winter so I can mine and forge waiting for the spring planting.