Jump to content

Tam Hawkins

Vintarian
  • Posts

    28
  • Joined

  • Last visited

Everything posted by Tam Hawkins

  1. Hey Dilan thanks for the fast reply, but it does not answer any of my questions. I already have all the numbers I just want to know how they exactly apply. What I have figured out by now: Vernalization time in the code is noted as hours. While crops which are invluenced by lengthening months are denoted as factors of months (like 1,5 months lenght). Instead vernalization is given in hours (vernalizationHours: { avg: 250, var: 30 }). Therefore I assume the answer to question number 3 is that length of months does not affect vernalization time. Which is great for me but makes me wonder how fruit trees are supposed to work if someone sets the days per month really low. For the other questions I am left guessing though. Question 1 + 4: I cannot find how the progress of checking for temperatures for dormancy, die below and vernalization is done. Is it a single tick and if the temperature fits it immediatly goes dormant/dies/adds a number of hours to vernalization (last one maybe dependant on the last check?). For now I assume that a single tick below the temperature triggers dormancy/death. Question 2: I also cannot find in the code how vernalization works. some users claim that it does not need to be all in one step so I assume that as long as the tree does not leave dormancy it will resume vernalization of the temperature drops again but I do not know. Maybe I chould make a test world and use commands to test it... now I just have to figure out how to do that
  2. Hello Everyone, I want to make a base in which I want to grow evergreen trees for my food needs but also need deciduos trees for another project (making a giant cherry tree). Currently I am trying to figure out if the temperature range in the place I choose is correct and would like some input from the community if I am rigth how vernalization works. Vernalization: The fruit tree needs to be exposed to -3°C to enter dormancy. Then, while dormant it needs to be below 2-5°C (depending on the tree) for at least 220-280 in game hours. FInally when the tree leaves dormancy it will start flowering. If I got the above rigth then here are my questions: 1. How long does it need to be below -3°C to enter dormancy. Is a night enough? an hour? does it need an entire day? 2. Does vernalization need to be consecutive or can ther be breaks? For example if the days after dormancy have an average of 14 hours below venalizaition temperature and an average of 10 hours above vernalization temperature will vernalization still happen after 20 days or will it not work? 3. I am playing on TOPS and the months are 30 days instead of 9, does that mean vernalization hours are more than 3 times as long as normal (so more than 660 hours?) 4. Can Temperatures fall under the die treeshold for a short amopunt of time? If yes how long? Would that be long enough to put the cherry trees into dormancy but short enough to not kill my other trees? I am planning to have the cherry trees elevated (the fake giant tree will be on a hill so roughly +10-20 until the "tree starts" and an aditional 25-40 blocks hight for the tree itself, maybe higher if necessary) and the evergreens in green houses, maybe even set down into the ground a little (at most 8 blocks down so that the "roof" of the greenhouse lends itself as a plaza to walk on) though I would like to avoid it if that is possible. Thanks for reading and any answer that is given, Tam
  3. Thank you. I am not really using discord so I am never in the loop when game devs use it primarily.
  4. Hello everyone, I was not sure if that belonged in the "questions" or "multiplayer" part of the forum instead of this, I hope posting it here is alright. I started my journey on the official server yesterday (theoretically a few months ago but did not do anything on it until yesterday). When I wanted to resume my travels today to find a good initial base location i could not find the server anywhere on the list. I also cannot see any announcment or talk about it in the forum. So I was wondering if I am the only one not seeing the server. I know there was somebody grieving yesterday (chatwindow was going wild about destroyed roads). Is that maybe the reason?
  5. Get the bismuth in any case even if you find tin later. You can use bismuth to make plates and use these to make lanterns and you can never have enough lanterns.
  6. 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.
  7. 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.
  8. 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
  9. 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":
  10. 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.
  11. 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)
  12. Thank you. That is a bit disapointing but its fine, I will do with normal grays then. Maybe I go for river hog later.
  13. 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.
  14. 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
  15. 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.
  16. 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
  17. 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.
  18. 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.
  19. Allright I will file a bug report then. Thanks for the answer^^
  20. 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?
  21. 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.
  22. 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
  23. 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
  24. 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.
  25. 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
×
×
  • Create New...

Important Information

We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue.