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Everything posted by Tam Hawkins
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Experimentation with rapids: Waterwheels and aquaducts
Tam Hawkins replied to Tam Hawkins's topic in Discussion
Okay, I tried it out and the conclusions are funny. First of all I tried out three set ups. Two as you shown in your post with 3 and 5 active blocks and then another with four active blocks. While I cannot note any significant difference between 3 and 4 active bolcks (3 helve hammer at slow speed, stops with 4). Once you have 5 active blocks you can have a fourth helve hammer at slow speed. Now here is where the fun begins. Additional rapid falling from the center top through the middle of the wheel to the bottom. Alone? No active blocks detected and no rotation. Together to the former setup? 6 active blocks (I assume the center does not count). And can move up to 6 helve hammers so a 50% increase in workpower. Problem is you need another rapid for that. But I can see it as usefull If you have 2 or more rapids and not enough resources for a second wheel yet. Ok what about 3 rapids from the left, middle and rigth top to the bottomso that all 8 blocks are active? I cant make it work. What I mean is not that it stops. It just fluctuates weirdly between detecting 8, 3, 0 or 5 blocks and weirldy enough the rotation of the wheel and the amount of helve hammer it can drive als seems inconsistence not only in general but also with how many blocks the wheel registers currently. I would highly suggest to keep it at one or two rapids per wheel in survival as otherwise one might lose the resources for the wheel as it seems to not handle abuse of that level well. I then tried having only 1 or two blocks active and the effect was as expected a weaker output: 2 active blocks can drive 2 helve hammers and stop at 3, while 1 active block can only support 1 helve hammer and stops at 2. That said you actively need to sabotage yourself for that set up so I do not think anyone will want that. -
Experimentation with rapids: Waterwheels and aquaducts
Tam Hawkins replied to Tam Hawkins's topic in Discussion
I had heard from someone on youtube that it did not matter s I did not test it. Give 2-3 hours and I will test it when I come back from work. -
I played around in creative with rapids to see how to utilise them best and wanted to share my findings. Not sure how much is already known but I'll share it anyway. So first Whaterwheels and rapids: I tried out tree setups. 1. Waterwheel beeing feed by 3 rapids flowing into each other before meeting the waterwheel. 2. 3 Waterwheels in paralel directly connected via avles and no big gear to unite them (big gear was used later to speed up) 3. 3 Waterwheels connected via big gear I wanted to see if uniting 3 rapids cuold lead to 3 waterwheels beeing build right after each other. But the stream immediatly turned non rapid after the first wheel. Next I speed up the rotation with one big gear to see how many helve hammers each waterwheel can support. For 1. the number was 3 (total stop at 4) and for 2. and 3. the number was 9 (total stop at 10). For 3. I also checked how many helve hammers before speed was going down significantly and the number seems to be either 4 or 5. At 5 the speed still was fast but I noticed some weird fluctuations in speed. Next was Aquaducts I tried different setuops to see how much I could elongate the rapids with different hight drops and drop frequency. My conclusion is a very simple one. Ever drop in elevation sets the rapids length to 5 blocks. So the best setup for a long Aquaduct is to let it drop one block, then let it flow for 4 blocks (including the block it dropped on!!!) and then let it drop one more level with the fifth block. The sole exception is the first drop as the source allows for a drop at the 7th block That way you get a nice calculation for how long you aquaduct can be depending on the starting hight of the rapid vs the destination hight. Lets say you want to bring a rapid to another place adn the rapid starts at 160 heigth while the destination is at 110 height (so 50 height difference). Length = l, heightdiff = h l = 1*6 + (h-1)*4 Then the maximum length you have for your aquaduct is: lenght = 1*6 + 49*4 = 202 blocks Hope this is helpfull, Tam
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I am looking to get one bush with all positive traits and one bush with all negative traits and I finaly got one of them.But that made me wonder. Clearly most red traits are bad and most green traits are good. More berries is alwys better than less. Less nutrition uptake and as such less need for fertilizer is better than having to use more fertilizer. Spending less time harvesting... to be honest I am not sure I care too much, but still spending less time on it is clearly better than spending more. But what about longer or shorter ripe duration. Sure ripe duration beeing longer means that you have more time to harvest the berries. But I was wondering, does anyone need that etra time? I normaly harvest them whenever they rippen and it normaly says that there are 3-4 days left, so the longer or shorter ripe times do not really affect me at least. Is there maybe some case were shorter ripe times are more beneficial when you are away, as you would miss out on the current harvest anyway, but maybe can get one before winter comes and longer ripe times would have prevented that? I was wondering what others were thinking. And here is a picture of my new little blueberry bush which I have named "worst":
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Large Gray boars giving birth to normal sized gray boars?
Tam Hawkins replied to Tam Hawkins's topic in Questions
It would be. In the baby pig fiel you can easily find a codesegment for growth that turns the baby into am "pig-{type}-adult-{gender}". pig stands simply for pig, type for the variant (eurasion = gray, redriver for river and warthog for well....) , adult stands for a grown up pig while babys are called "baby" and here is the interesting part, the larges are in this section as well as "elder" and then gender is for female or male. So the baby per the code can only grow int gray pig, river pig and warthog. Large gray is simply an age variant of the normal gray. Sadly adult pigs do not seem to have code to make them grow over time, so they very likely will not grow anymore. I still keep my current grays around, there is no harm in that and maybe I have overlooked something. -
Large Gray boars giving birth to normal sized gray boars?
Tam Hawkins replied to Tam Hawkins's topic in Questions
I doubt they will, but I will leave one of my current grays alive to see if it changes and how long it takes (For the record: They grew up in the first year in the begining of may) -
Large Gray boars giving birth to normal sized gray boars?
Tam Hawkins replied to Tam Hawkins's topic in Questions
Thank you. That is a bit disapointing but its fine, I will do with normal grays then. Maybe I go for river hog later. -
Hello everyone. I was recently going to great lengths to obtain a large gray boar and a large gray sow and herding them back to my base. After giving birth to a new litter they grew up into normal gray boars and sows. Is that intended? I wa sunder the impression that these were supposed to be different species. I am on rc6 btw. Thanks to everyone reading this and especially if you know the answer.
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I am not sure if this should be in Questions or discussion so I post it here. I have tried out the new berry bushes and I find them not so much different from the old ones, honestly it might be even easier to get more since you can just duplicate them. But I noticed a few things I was wondering about and wanted to know what others think about them: 1. Maturing: Berry bush cuttings when planted need around 3 months to mature. Once they do they can mature into all states (mature, flowering, rippening and ripe). Is that intended? I thought they would all go to mature and then after a while start flowering and so on. 2. Fertility. They supposedly need to be fertilitzed to keep healthy. I planted mine in medium fertility soil (50% fertility) and after harvesting the fertility is not going down even 1%. Is the reduction on fertility just not shown or does it do so little that one cycle is not showing a difference? 3. Taking Cuttings. Taking cuttings from a bush makes it so that there is a 12-13 months cooldown before taking another cutting. Making it so that you can take another cutting after a year. But that can be circumvented by taking a cutting from the cutting. After planting your cutting and waiting 3 months you can immediatly take a new cutting. Since they are all copies from each other that means you can take 4 cuttings that are the exact copies per year and then next year you can do the same but 4-5 times as much. Meaning that a single bush can turn into 5 in the first year and then 1-5 in the next year from each cutting of last year. That means your bushes can pretty much explode in populance. If you find just a single good bush that you want to keep in the first year you can have 4 of them (I am excluding the original since that one might be far away), then next year you can have 4+3+2+1 = 10 more bushes so overall 14 bushes already and in your third year you can have 4*5+4*4+3*3+2*2+1=50 new bushes then add your old ones and you are at 64 bushes. From what I understand the devs wanted to make bushes less avaiable to just put in your base, but that does not seem to happen here. I am not against any of these points (except maybe nr1 as that seems just weird) but I was wondering if that is all intended? What do you guys think? Best Regards, Tam
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Hey thanks for the help^^ Depends on the server was the answer I expected for most of this and go to discord the one I feared. I tried the official server and had a 4h waiting queue, followed by running for 2k blocks before I found the first thing I could pick up (there are things to pick up but everything is claimed). Ihave a hard time even getting to anywhere I can pick up food before my hunge rruns out (and that is running in a straigth line just as far away from spawn as possible) so in conclusion I am staying away from this as far as I can there is sadly no point to it.
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I was thinking about jointin a server for the first time (maybe the official one not sure yet), but I have a few questions first. 1. Behaviour and general ettiquett: Im sure there are some general rules that people expect you to follow when playing together. Like not destroying berry bushes or cattail in the start area or maybe something like always leave the lowest fruit tree piece intact so that it can regrow and others can get one to. But is there an extensive list somewhere? I am sure there is at least one or two things I can't think about. 2.Behaviour towards other players home: How prevalent is grieving in the regard that people intentionally destroy the environment around your home? Do people normally settle close together or are they days appart? 3. Claimed land: I know you can claim land so that others cannot mess with it, I also now the size is limited (3 blocks of 32x32x32 if the wiki is right?) I normally build rather large with forest areas for wood, and larger areas for my animals, sometimes even a garden. I am not sure how much I will need, maybe the area you can claim is enough for anything I want but in case it is not: How much of a problem is it usually if your Tree grow area (biggest space occupier by far) is outside of your claimed land? What about windmill tower tops, they can be rather large especially if I want to get the full bonus (not sure how necessary that will be anymore). 4. Server settings: Where can I see the server settings. I have checked the list and the servers there only seem to offer a custom description. How do I know what the world settings are? 5.Story content: I would assume that other players get to the story content before me (I am a bit of an overpreparer). How is that normaly handled? 6.Is discord necessary? Not a big fan of the programm and try to avoid it as much as possible. 7.Anything else I need to know before jumping in? *Edit: I always forget something 8: What about mods? Some servers say they have mods others do not. Mods are not server side but client side as far as I know. Do I need to disable all my mods before joining a server? If they allow mods do they have a list anywhere with whitelisted mods or how does that work? /Edit Sorry for all the questions. I tried to look it up but I could not really find much online and I do not like to jump into a multiplayer experience without knowing at least some basic things. Thanks for every answer I am getting, Tam
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I am not sure if it could affect your Greenhouse but just a little bit of extra info: Sunlight has a streght of 22 and plants need a ligth strenght of 19 to grow with 100% speed. Every level below that they lose 10% speed, so at lightlevel 18 they will grow at 90% speed, at 17 they grow at 80% speed and so on until light level 9 were they stop growing alltogether. If you see differences in growth speed, especially the top level growing faster than the lower levels you might solve this by turning walls of the lower level into glass or rearanging the soil layout to allow more light at the lower levels.
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I believe not, at least not when it is already chiseled. What you can do though is chisel the new block before you add it into the old one. For example lets say I have three oak wood blocks. I now set them that one has the inner part showing from nort to south, another has it from west to east and the last from up to down. I now make them all chisel blocks, then I pick them up and combine them via the crafting grid (only two blocks at a time but you can first do two and then combine the result with the new block). If I now set the combined block down I can now choose the direction which each individual voxel is pointing at via selescting one of the three base blocks in the chisel menu. Here is a video that explains it: Hope that helps you.
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Hello Everyone, I wanted to make a really big cherry tree and tried to see how big the fruit trees would becomme if you craft additional cuttings on it. But every single tree died. Not the cutting, the entire tree. This confused me a bit because nowhere, not in the handbook or the wiki or any other place I could find did it say that the entire tree is at risk. Because of this I planted a new batch of trees (8 apple and 8 pear) and once they were grown I craftet cuttings on them. 4 trees of both fruits with one crafted branch, 2x the same tree and 2x the other (pear on apple and reversed). The remaining 4 trees of each type would get 2 crafted branches but otherwise be the same. The result was that the Apple trees with apple crafts and the pear trees with pear crafts would either all succedd or the entire tree and all crafts would die. But for the mixed trees (apple tree with pear craft and pear tree with apple craft) the trees stayed healthy and only the crafted branch died or survived, dor the trees with multiple crafted branches the branches could survive independently of the other branch dying or not. My Question: Is it intended that crafting a branch and a tree that are of the same type risks the survival of the entire tree or is that a bug?
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They do grow back. If I remember rigth a dirt or tree trunk block gets assigned to spawn mushrooms at worldgen/chunkgen and then the mushrooms will regularly regrow there. So they will always be at the exact same place they were before. I am not sure about the exact conditions for the regrow to happen, the only thing I remember is that it has to be above 0°C.
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I build an aquarium (now I just need some fish to spwan in it....) and would like to put some deko items in it. I already have some driftwood, stones, shells, a seastar. What I am missing are plants. I believe I could take up aquaic plants with a knive and place them back into water in the past, put currently it seems to only work wit the lilys (undesireable as I need plants for inside the tank not on top of it). Does anyone remember how to pick up aquatic plants? I cannot find any help in the wiki or otherwise online. Did I just imagie that it was possible? Is my only choice to cheat to get my plants? Thanks for any help, Tam
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More or less solved both things now. For 1: still not sure what the problem was but they work now. For 2: Getting the items in a chest first and then splitting them up with just 3-4 chutes in between makes the whole thing work, which is a bit weird because it just shortens the way from chest to quern/Pulverizer doen from ~10 archimedes screws and ~10 chutes (varying shapes) so roughly 20 or so blocks traveled to 3-4 chutes. What I noticed though is that even the new setup does not necessarily work depending on how I set it up (which shutte to use where, curves and straigths dropping the item earlier or later all seems to matter for it to be delivered). Now I just have to bring the whole monstrosity from creative into survival mode... that will be fun
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I forgot to mention this: For question 2. I have tried making just a t-shape with a single input and two openings leading not to a plverizer or quern. Instead I let it drop to the ground, or add a straigth chut and let it drop to the ground or add a chest to each side. In all of these scenarios the items get distributed equally (sometimes a bit uneven at first but after a few deliveries they have the same number of items). Just the moment I connect them to something functional they stop delivering equally and instead choose only one to deliver to.
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Hello Everyone, I have recently (somewhat) figured out mechanical power and wanted to make an automated system for querns, pulverizers with input chests that deliver the items to the workstation and then once it is done the product will be delivered to an output chest. Most of my system seems to work except 2 things. Also I am already aware that if a chute was rotated the game will not realize that until I restart the world. 1. Archimedes screw: This one seems very inconsitent, I tried using it in my system and sometimes it works but most of the time it does not. It often just carries my item to the next adjancted chute and then stops there, I first thought that maybe I need a drop of 1 block to give the item inertia, but that does not seem to matter, even weirder when making a test construct that is just multiple archimedes screws (with port as input at the bottem, multiple screws, then output at the top with port again) and then up to three straight chutes it will just drive the item to the end and throw it out. But alo not always. What do I not understand here? Are they bugged? Is there an important part I am just missing? 2. chutes with more than two openings (t-shape, 3-way, cross). I understand that they go down as much as possible and then to the sides if down is not possible, never up. But it seems that even if I use one to deliver an item from above and then give it openings from two sides to leave that it will always leave to one side and ignore the other. I was planning a setup with multiple pulverizers and quern, is there any way to deliver to them all equally or will I need to build separate chute lines to every single one of then? Thanks for reading what I wrotte and for any answers given, Tam
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Help witth lighting my Base needed (mod or vanilla both is fine)
Tam Hawkins replied to Tam Hawkins's topic in Questions
So Lanterns are not necessary to prevent animal despawn outside... that means I do not entirely need them. though I would still like the drifter spawn and rift spawn preventation. I will see how the mod making goes and should it be to hard for me to make what I want I will have to void the whole lantern plan. -
Help witth lighting my Base needed (mod or vanilla both is fine)
Tam Hawkins replied to Tam Hawkins's topic in Questions
Hey Kosti thanks for the mod suggestions but I cannot see any that increase the light radius in any way. I decided to try my hand on modding it in myself and I had some success (but more failure ^^) I managed to make some modded lanterns that even give some ligth. Supposedly a ligthvalue of 31, which weirdly enough I believe I have modded in via the "lightHsv" attribute, but for some reason it is not reacting to any changes besides erasing it. It also does not work when placed and to top it off for some reason it erases the block side it touches^^ So many problems still to solve. But at least I got it to have a new shape. I will figure out the rest in time. -
Hello Everyone, A TLDR as well as some pictures are attached at the end. I have recently purchased Vintage story and this is my first time posting on this forum. In my current game I have reached up to iron smithing and have started making leather. During my first winter (save file is currently mid january) I have decided to build a bigger, better base. For that I carefully mapped out my wished for base layout on paper and then prepared a piece of land not to far from my original base. It contains a space for my Home and workshops (underground cellar underneath), 2 pastures for future chicken and sheep, a normal field, a greenhouse for crops and a greenhouse for bees and maybe a fruit tree depending on what trees I find and if one of them might need it. The main point of the Base is not only to be functionla but also visually pleasing. As such some areas, especially the pastures are bigger than they need to be. Now as luck wills it while finishing the pasture fences I found two sheep (mom + kid) right next to my pasture and lured them in (I hit the mom). To disable them despawning I choose to put some lanterns up, something I wanted to do anyway to avoid having drifters in my base. This also lead me to check out the actuall mechanic behind light and spawns/despawns. Lanterns have a range of 18 (16 as I place them 2 squres above the ground for astethic reasons), that makes a diamond shape as a diagonal cube costs 2 range (instead of circle (radius) or square (cost of 1 range). That would force me to put a lamp every roughly 14 squares as well as additional lamps in between but moved up by 6 and 7 to the side (picture bellow). This leads to Lanterns beeing in awkward places as well as way to many lanterns beeing around. That will still hold true even If I upgrade to lined Lanterns or chandeliers (and I do not even know if chandeliers would work here). What I would like to know: Is there a mod or vanilla solution that will allow me to have a far bigger range on my light sources. It can have a higher cost or be something I have to do later once I have access to better resources. Something with a light range of at least 24 or even better around 30 would be necessary (more is obviously better). There is one mod I found that uses temporal gears to make a lantern with up to 100 range which would be good, but it also creates a blue light and I would rather have a normal ligth source with yellowish/white colouring. TLDR: I want to make a new base, but lighting is an issue as all ligthsources I have are to weak and make the base look like a mess. Are there Vanilla or modded solutions that give me a ligth source rage of at least 24 but mabye closer to 30, material cost does not matter only that they shine a normal light at a farther range. Images: I have attached 2 Images Layout of the Base with a) Descriptions b) necessary ligth distribution c) desired ligh distributen (vague) Picture of Lanterns in my pasture Additional Question: Has nothing to do with the Above. I would like to make a tower once my base is build as a landmark to find it easier (also maybe for windmill). On the top I plan to place a light to make it better visible from afar. Is there a mod to add a massive Pyre, signal light. Something that is not used for anything besides beeing visible and needs no fuel. The only mod I found is one for small braziers, which could be good but something a bit bigger would be nice. Thanks for reading my post and your answers, Tam Hawkins