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Everything posted by Maelstrom
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Has anyone scienced out which fuel is best for beehive kilns?
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Just waiting for the story that includes funeral bell and death cap mushrooms. Hint: Those names are to scare people off. They're actually quite delicious!
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Read the posts. Here's the answer about stockpile of food compared to the cementation "kiln".
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That brings me back to when the steel furnace was first introduced. I believe it was dicey unless the door was oriented to the north. That was fixed in 1.16. Hopefully that bug hasn't reincarnated.
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Lucky! I've been playing this game since early 2021 and have yet to get a single Ethoslab!
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We've all done this. Don't sweat it.
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I'd suspect a broken block, maybe even a broken grate until you said you rebuilt it. I believe the blueprint bases the construction on where you place the six grates. Seems that the grates may be offset a block from where you built the rest of the furnace.
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Moonstone and Bloodstone Use in Rustbound Magic
Maelstrom replied to OBAMFSpike's topic in Questions
>looks around and behind< Me? A powerhouse? Uhhh... Thank you? -
I usually plot out a 4x4 or 5x5 pit kiln area and build a roof over it to take care of high volume clay firing up to the point I can build a beehive kiln. I usually fire 4 stacks of refractory bricks to get enough to make the beehive kiln.
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Moonstone and Bloodstone Use in Rustbound Magic
Maelstrom replied to OBAMFSpike's topic in Questions
Well... From the toe dip I've done in rustbound it seems the creator explicitly designed the mod to be discovered through the in game magic guide and not shortcutting through the VS handbook entries. -
Moonstone and Bloodstone Use in Rustbound Magic
Maelstrom replied to OBAMFSpike's topic in Questions
I do on my 1.22 world, but haven't delved that far yet. -
Unfortunately, I didn't get the seed from my son. But can anecdotally confirm the heat map is seed dependent (that is established fact) but the deposits are random (my experience since this posting).
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Welcome to the forums! I think most everyone around here is ex-TOBG (what we affectionately call MC around here). Glad you found this delightful game and don't be afraid to ask for help, it definitely is uncompromising!
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You need to read this story: Falling with Style shameless plug. And submit your own funny stories while yer at it.
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Not at this time. Tyron is working on making blocks contain an axle so that mechanical power can pass into a qualified room to keep a stable temperature. I believe that was a feature that was postponed from the 1.22 update.
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Aaaannnnd? Broke three of five on the first quenching?
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You really want to flex? Throw in some meteoric iron blocks quarried from the craters. But I do agree that suevite cobble is the best block in the game.
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After working out the ins and outs of quenching my tools (and much frustration with shattered items) I thought it would be kind to put down the basics to quenching and tempering items. All temps are Celsius. Quenching 1. Quenching improves either the durability or the "power" of the finished work. Power can be either damage inflicted or speed depending whether the item is a weapon or tool 2. To improve power heat the item to the temp in the tool tip (815 to 1050 for iron). 3. To improve durability add some fire clay to the item before heating to the same temp for power quenching. 4. Quenching uses one durability on the tongs. 5. Quenching a tool has a chance of breaking the tool and increases with each quenching. Tempering 1. Tempering can only be done after quenching an item and reduces the break chance on the next quenching. 2. To temper a tool it must be heated to at least 550 but no more than 700 and let it air cool. DO NOT USE WATER!!! 3. An item is tempered once the temperature has dropped below 200. Once the tool is at 199 fire clay can be added if desired but it can then be heated for a quenching. 4. It is highly recommended to temper a tool if you want to quench it more than once. Some helpful tips, aka pro tips 1. Moving the tempered item in the inventory can instantly reduce the temperature by a maximum of 100 degrees. 2. If an item is heated beyond a desired temp (either the max for quenching or tempering or significantly higher than the bottom temp of the range) you can dip it briefly in water to reduce the temp without loosing the quench or temper. 3. Consider quenching an item no more than 4 times. Of the few dozen times I've quenched a tool it is exceedingly likely it will break on or before the 5th quenching. Pretty strange considering that the break percentage is only 14.6% for the 5th quenching. Your mileage may very.
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made a 2 story base and getting cold while on the second story
Maelstrom replied to MonkeyNBananas's topic in Discussion
Things that can invalidate a room. 1. Too big (as mentioned) 2. Chiseled blocks that have less than 50% of the remaining voxels (basically a wall needs to be at least a slab worth of voxels) 3. Any holes in the wall/ceiling. 4. Shingle blocks. This may have been fixed, but shingle blocks in the past haven't counted as insulating blocks. Best practice is to put full blocks under shingle blocks. -
If @wildforester is like me, the third item I make in copper is a pro-pick and I start searching for tin preferably, but if'n I find decent readings for bismuth and zinc I'll go for that as well. I usually find tin before I find both bismuth and zinc.
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To request a refund select "Support" from the "Client Area" menu (top of the page). Submit your request on the page that loads. Posting a refund request to this (or any) discussion forum has a very, very low chance of succeeding.
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You did. I checked the spoiler and want more customization.
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absolutely it does. And there's no shatter chance for cooling copper and bronze items. @LadyWYT I checked out your mod. Great idea, but I want to make items that are solely high durability or a more customized mix of power and durability. I'll just take my chances in the base game.