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Everything posted by Maelstrom
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The Compostor mod is a great tool for rotting things. The default rotting rate is insane, but it can be configured to be slower. I set it at 50, iirc, and things rotted over about a 4 or 5 day period. I highly recommend this mod if someone wants to intentionally spoil food.
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At least Tyron increased the amount of flint that can go into a bloomery. The original limit of 6 was ridiculous. 24 is better, but it'd be nice if it could be 32. This afternoon I'll probably test out how much fuel and time it takes to cook different sized batches of flint in the fire pit. My current recommendation is fire off 6 in the firepit then switch to cooking it in bloomeries. A lot less fuel and micromanagement involved.
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My unpopular opinion? Jonas is the source of the whole problem. Tobias then compounds the problem, but without Jonas in the first place Tobias wouldn't have springboarded off of him. Lore discussion spoilered for those that don't want to be spoiled about lore.
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It wasn't so quiet. Tyron announced it in one of the changelogs. I wonder if 1.22 is done? It's been almost 3 weeks since the last patch. I really, really hope the delay is Tyron adjusting the heating time for flint and the cooling time for metal items.
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That was me with the new berry bushes. And I've been playing since 1.14! My first world I nearly starved to death the first night coz I couldn't see what was in front of me the whole time! Once I knew what to look for berry bushes were popping out all over the place.
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Spyglass - Vintage Story Mod DB - Adds a new object, the spyglass, that can be used to magnify far off landscape.
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I just pick up loose flint as I'm running about. First day I can have at least a half stack. My first day goal is get reeds for storage, flint and sticks to knap out a bunch of tool heads, at least a few logs, food and a clay deposit to dig my initial hobbit hole in to craft up a storage vessel, 2 cook pots, bowl and crucible the first night. In subsequent days I continue to pick up the loose flint here, there and everywhere and end up with a few of stacks of flint by the time I find enough copper to form my first tools. Mining flint deposits takes too long and produces low yields in my opinion.
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Or try disabling the suspect mod and play the first day?
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I think I'd be ok with the incredible time sink for heating an entire stack of flint if the entire stack of flint then calcinated once it reached max temp rather than the current per piece output. I might just go experimenting to find out the fuel cost to cook different amounts of flint.
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Most likely need to have a good supply of prime materia on hand to infuse into a mundane gear.
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Something else that (at least was) may be a major considering is natural light. Increased amounts of natural light decreased spoilage benefits. I'm not sure if that's the case anymore. In 1.19 I left a door open to a cellar carved out of a cliff face, only a trunk or two with a door that opened directly into my starter house which had multiple doors and windows. I tested that a little bit and found that my spoilage rate stayed consistent at about .27 or .28 regardless of whether the door was open or closed. It might be good to some testing to see if exposure to natural light has any impact anymore.
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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.