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Maelstrom

Vintarian
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Everything posted by Maelstrom

  1. Experiment. Connect them in series and then connect them through a large gear and note any different speed of mechanical device.
  2. Every so often it seems good for us experienced players to pass on some well earned wisdom gained from the School of Hard Knocks so the less experienced *cough*newbies*cough* don't go through the same pain. So. Add to this list of things you wish you had known as a new player. Consider absolutely EVERYTHING in this game as a resource to be managed. Not just items you gather, but more importantly, time, inventory space, that hunger meter. Use those things wisely. Target an item with the crosshairs and pressing "h" brings up the handbook entry for the item. Target a block with the crosshairs and pressing "shift-h" brings up the handbook entry for that block. Be sure that no flammable blocks or items are within 1 block, horizontally or vertically, of a pit kiln; lest it get destroyed (like tools in a tool rack above the pit kiln).
  3. For completion - wood blocks should be avoided. I'm not sure if this has changed, but even shelves or wood chests/trunks can have an impact on spoilage rates. The amount of impact depends on how much wood, wood blocks for walls, floors or ceilings have the most impact.
  4. Forgetting the new sea water was not conducive to farming and planted my first crop in a "lake" within the first few days of May, year 0. This after playing the game for over 3 years.
  5. I put a block next to the fence and slab on top of the fence to chase some sheep into my pen back in 1.19. Not even I could walk over the slab into the pen.
  6. Use wood fences. Certain goats and big horn sheep can climb stone and dirt blocks up to 2 blocks high. Nothing can run over the top of fences, even seraphim.
  7. That's why I need to do another deep dive into the lore. I figured my 256k memory stick had lost some lore since I did the 2nd chapter about a year ago.
  8. Nope. Work smarter not harder I say. Smarter to isolate dangerous lethal laden prey in a pit and at your leisure dispatch said mangy morsel from a safe vantage point. I should take some time and do the same to my ursine laden forests. The bear armor I had is in dire need of repair.
  9. I agree that 1.22 seems to have some loose ends left to wrap up before Tyron goes to work on the next update. I was going to test increments of 8 flint up to 24 to get a good indication of where my breakpoint is for using bloomery over firepit. Then again, I typically go all hermitcraft and go massively overboard on stuff like fireclay, charcoal, bees, crops, etc.
  10. 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.
  11. 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.
  12. 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.
  13. 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.
  14. 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.
  15. Spyglass - Vintage Story Mod DB - Adds a new object, the spyglass, that can be used to magnify far off landscape.
  16. 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.
  17. Or try disabling the suspect mod and play the first day?
  18. 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.
  19. Most likely need to have a good supply of prime materia on hand to infuse into a mundane gear.
  20. 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.
  21. 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.
  22. 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.
  23. My comment still applies. Hit location determined THEN armor applied to determine damage.
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