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Broccoli Clock

Vintarian
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Everything posted by Broccoli Clock

  1. Not sure the point you are making, the invention was to move water, it's always been used to move water, it's best suited for moving liquids. Can it move other things? Sure. Is it a new invention when it moves something other than liquids? No, although I wasn't saying it was, just what its primary function was and as to where the name originates. Thanks for the image, I'm not on 1.22 yet so don't know what changes to the mechanical power has done to any building meta. I've actively avoided finding out purely down to wanting to experience the new build in its entirely (hopefully without bugs) than check it out piecemeal with each separate incremental update. No shade being thrown, just a personal choice. That said, and out of interest, what exactly is going on there? I see the new smaller cogs with the middle one looking like it's powering the screw which in turn pulls whatever is to be crushed into the quern, then hoppering that into a chest. Not sure what the hopper on the right is for.
  2. I was being pretty polite (at least for me! ) by saying I get the point they were making. The problem is it almost becomes a moral issue, as if doing anything that is antithetical to their own personal way to play somehow negates that other player or their time and/or effort. It's a privilege not to be time-poor, or not to have your mobility/congnition impaired. Not everyone can afford the time "wasted" returning to their death when perhaps they only have an hour of time to spare to play the game? If perhaps the player is not the most accurate with the mouse, or isn't the sharpest cookie in the batch, and fell down a hole accidentally. Should that person be punished for their physical failings? Obviously not the game should be as accessible to the broadest audience possible. This is the problem with such absolutist views, they are lacking any real context regarding the subject they are attacking. It's a bit trite, but there is no wiki entry for "cheating", yet there are numerous references to command lines. "You pays your money and you takes your choice", as the old adage says. The mod thing is good point, if for example you introduced a mod that increased stack sizes to 256, that must surely come under the category of "cheating", because the user is somehow "circumventing the limitations" of the game? I have no issues with people thinking everything I have written is wrong, but I do have an issue when emotive and subjective terms such as "cheating" is thrown about. It's just so counter productive to any conversation as it's immediately adversarial.
  3. My personal favourite is the caves on the flat surface. With mountains you sort of at least expect some sort of geological f*ckery. Flat ground though, that should be safe. The number of times I've plummeted to my death due to a 3x3 being entirely hidden by bushes is far (far) more than the times I've done it at elevation. Those holes in flat plains are the equivalent of Vietcong traps!
  4. Those images are useful, thanks. I think you're right with the gravity thing, no need for a screw there. I'm not sure how many blocks the screw pushes for, if it's a couple or you need a screw block for each block moved, and the reason I ask that is the T-shaped chute in the handbook states, "Items can only flow three blocks horizontally before they get stuck". Which only opens another can of worms as not only is the complete description for the T-shaped chute a bit odd, the idea that it can "push items along" is just as weird. I'm guessing a lot of this will be revised anyway with 1.22, and what I'm currently building (in 1.21) is very bare bones, so perhaps all this chat is moot, but I did like seeing the connections you've made. Is that all vanilla, or are there mods too?
  5. Thanks for the reply, but.. It's called an Archimedes Screw because its invention was attributed to Archimedes, although there is archaeological evidence that other civilisations used it before his birth. The reason its associated with water is because it was invented to move water, not dirt. It was used to move water for centuries, from the Egyptians using it for Nile irrigation roughly around 400-300 BC to the removal of water from low lying land to create a large part of the Netherlands in the modern day (hence why there is such an association with windmills and NL). ..as for using it in game it seems to work like an elevator, as can be seen in the wiki.. https://wiki.vintagestory.at/File:Archimedes-screw-setting.png ..and that image itself opens up the question of "just wtf is that power source?" however it doesn't seem to support water in the game, which is odd considering the object's history but equally not all that odd as you don't really need it to pump water in the game. I was interested to see how other people have implemented it into their build. I presume, as it's powered, the length of the screw system will affect the throughput.
  6. I'd decided to automate my pulveriser; this involves making copper chutes for an angled chute, and a hopper with a chest. Copper chutes are new to me and I see that I can create an Archimedes screw using them, which is nice but I find it odd it's used for transferring solid goods. I'd seen it in the handbook but always assumed it was for water, as after all that is what it was invented for. I honestly don't think I've ever known it (IRL, that is) to transport anything other than liquids. I suppose you could argue something like an auger is just a dirt Archimedes screw. I understand it could become much more useful in later updates, if mechanical power is being overhauled, and perhaps there are mods that take advantage of the item. However, as it is in 1.21 or earlier, has anyone put them to use? If so, in what way.
  7. .. oh, the irony! So have I. In fact just the other day, I had travelled about 5000 blocks to reach a borehole I'd dug down to a translocator. I had mined straight down but had found an awakward exit to the surface however intended to go more direct back down the borehole. I had not lined that hole with ladders and just automatically walked in, droppping about 80 blocks, and naturally dying. I just used the /tpwp command to go straight to my dead body (for those unaware your death is a waypoint called "you died here"). It was a stupid mistake, and of course I'd rather it didn't happen, but I don't certainly don't consider it "cheating". If anything, spending an extra 20 minutes running through the dark over uneven terrain with landslides enabled was not a valid use of my time. Perhaps if I was recording a playthrough, then it's all content and would make the journey, but on my own I have no issues using command lines.
  8. I was stuck for iron, couldn't find it anywhere. There was a few very minor hits with the prospecting pick, but multiple boreholes going below Y50 yielded nothing. I thought, f*ck it, I've got a translocator nearby maybe that will take me where I can find some. Take me there it did, as literally the first wall I saw when translocating into place was an entire iron vein, a bountiful iron vein at that. So yeah, sometimes you just need lady* luck on your side.
  9. Again, I take the point you are making but to call anything you don't like "cheating" is gatekeeping. There is no 'wrong way' to play the game.
  10. You never enter creative mode using debug, but I get the point you are making. I mention it purely in context rather than suggesting people use it, but if you find yourself in complete darkness it is a "solution".
  11. When you die, you lose your loot (if you have vanilla settings) but not your clothes. You do get a grace period of illumination that is very very similar to a temporal amulet, but if you are too far from your loot that can run out. Having the amulet (it doesn't get dropped on death) extends that grace period indefinitely.
  12. Check out some of the links in my post. You've mentioned some of the same ones I did, so I'm guessing the rest will appeal to you.
  13. If you have full cave-ins set to on, and go mining, you can find yourself trapped inside multiple levels of rocks as a cave collapses. It's x-ray vision but only of the block you are "inside", and breaking other blocks breaks those next to the one you are "inside". Takes a few seconds to figure out wtf is happening. Also, if you set the "glitch strength waviness" (in the Accessibility tab of [Settings]) to the max, if you stand next to a solid surface during a temporal storm, you can see through/past that block.
  14. This is a bit sneaky, but there is a way to get light in total darkness without the amulet, just debug rooms..
  15. I always make the amulet, it's just so useful. If I'm stuck for a gear, then it's there, but primarily it's for the light source. It's not bright enough for combat, but it can be a life saver at times.
  16. If anyone is looking for an easy real world template for a big build they could do worse than have a crack at Marischal College, in Aberdeen (Scotland). The area is known for its granite, which takes a long time to weather and, although a hard stone, can be shaped into square blocks. Along with the link above, I'll add in an image into a spoiler.
  17. Thanks guys. MKMoose, I'll mark yours as the solution. Ifoz, that's good to hear. I'm keeping away from 1.22 stuff so I'm unaware of how exactly things stack in the cabinets but I'm definitely looking forward to them.
  18. My dream build is a world away from a mega build. Quite the opposite, in fact, as I yearn for very compact but well decorated small footprint homes. While some people are out there with 256x stack sizes, building massive defensive walls and impressive roadways and networks to support them. Don't get me wrong, I totally appreciate the time/effort put in, but in my mind there is no need for them in a world where mobs don't need to be defended against. Hidden, sure, but not defended against, which makes those sorts of mega builds feel a bit hollow. If someone was to ask me what I'd like to build given no time/resource issues, then it'd be a very tight area, heavily decorated with lore content like pictures, rugs and accoutrements, with complex chiselling. I'd say that my builds tend to not increase in footprint over time, if anything reducing. Give me a couthie garden over a massive structure any day...
  19. Rusty gears stack in an inventory but temporal gears do not. You can stack rusty gears on the ground, but only to a limit of 5, while there is no ground storage option for temporal gears. At this moment I just put them all into a chest. However, what I would like is some sort of object that will display multiple of these items in an 'attractive manner'. Yes, I could litter the ground with rusty gears, but that 5 limit is a real kicker. You can put rusty gears in display cases, but only 4 (one for each section) which makes them even less efficient than stacking them on the floor. Temporal gears cannot be placed in display cases. I've looked through the mods and can't see anything specific, but it may be part of a larger storage mod that I've overlooked. I appreciate that in 1.22 we will have cupboard and shelves (which look lovely!) but that still seems to be one space per item. It'll be an improvement on what we have but not the mass visual storage I'm looking for. Any ideas?
  20. This is purely anecdotal, and with the caveat that I've learnt more efficient ways of gathering sticks, but there definitely felt like a bump from 1.20 -> 1.21, whether on the ground or from trees. At the time I was far more sceptical about the shears, which didn't help with collection. Just to confirm, I really dislike the way everyone min/max's the other block game. Automated farms for everything, despite almost everything already being easy to do in bulk, so I'm all in favour of gatekeeping (if that's the correct term) certain elements. It does seem an odd choice imo, but as it is in 1.21 it's not a soft lock in any way. However if, as you say, it's meant to lean the player into a beehive kiln rather than stick heavy pit kilns, then it's failed with me. 1000s of hours and I've never built one!
  21. I am going to be a contrarian here (me? No.. surely not!) and go against OP's wishes, sorry @Mongster, and post not my favourite VS streamer/vtubers.. instead I'm going to list smaller accounts (~30k subs or fewer, and some far far fewer with just a few hundred) who could benefit with the exposure. Ok, so what's the criteria other than low sub/viewer count? Well not much to be honest, I'm at the whim of the YT algorithm and that's how I encountered the cast majority of the videos listed below. All I have to have done is watched the video, enjoyed it enough to last to the end and well... that's it. I'm going to list the creator on the left and an example video to the right, the vast majority of these are no-modded vanilla first impressions (I feel that's a good way to judge how a person is going to approach the game and gives me a better idea of what their chat is like before they get "settled" into a routine). Many, if not all, have gone on to do multiple videos after that, with a good percentage having the majority of their playthrough live streamed - so make sure you check out that section of their profile. This is YT only, for several reasons, but I believe that many dual stream so you could find them on Twitch too. ** This is not in any way a complete list, I am almost chronically online and have watched what feels like 100s of different content creators take a shot at VS. All I've done is randomly chosen the links from my history, I may come back and update this with more. I've only scratched the surface of VS content I've watched over the last year or so. ** In absolutely no particular order: Bosmic : I Survived ONE YEAR in Vintage Story... Mr Egg Hat : 1 Year Adventure In Vintage Story DavaMouse : Surviving The First Day : Vintage Story 1.21 - Episode 1 Choko Getting Good : Lake Beginning VileShinobi : My First Year in a Hardcore Vintage Story! One Life and No Map! PotSheep : The Survival Game I've Been Looking For (Vintage Story) RiffyGames : (Not) Off to a Great Start! - Let's Play Vintage Story - Episode 1 CupcakeBro : minecraft guy plays Vintage Story like it's 2011 again Oscillascape : 100 Days in Vintage Story: The Island Challenge (Hardcore Edition) Azungu : I Survived 100 Days in Minecraft's HARDEST ALTERNATIVE Nemract : It's a HARD life in Vintage Story Dallasmed65 : The INSANE Journey to Build a Pickaxe! - Vintage Story Ep.1 TRC Cozy Corner : A New 'Vintage' Beginning NilHero : I Spent 100 DAYS In Vintage Story " Year 1 SUPERCUT" RubberTacoSurvives : Struggling To Blindly Survive My First Days On Vintage Story! Swootie : My first week in Vintage Story Kgeeplays : An incredible journey begins! - Vintage Story 1.20, Ep.1 WinkWinkCrew : To Run, First Crawl | VINTAGE STORY Janmaran : NEW MINECRAFT BUT BETTER? / Vintage Story Journey #1 Catastrophic Sandwich : What Is Vintage Story? -- We all say it would be nice for VS to get more exposure, it gets sidelined by its corporate cousin and doesn't carry the hype of hytale, and honestly this is how I do it. I find first time players, or those who have a small audience, and give them some love; whether that be likes, subs or comments. The larger content creators already have traction, retention and recognition, it's those out of the spotlight that need the extra eyes on them.
  22. Just for reference, I wrote my mod (posted above) when I was playing 1.20 which I found not to be overly generous with the sticks. However, in 1.21 (cannot comment on 1.22) there are lots more sticks on the ground in the forest, and it seems like there are more sticks produced by using shears. Despite it being part of my mod list, I don't think I use it all that often these days. I understand gatekeeping progression, we all accept there is a certain amount of grind, but sticks is a bit of an odd one. The vast majority of time you'll need them for pit kilns, or perhaps fences, and I really don't see a downside to allowing stick crafting.
  23. I get that. It's an all or nothing thing with me, either I don't touch it and get the surprise of the new content, or I go full on QA reporting every single little thing. I do not have a middle ground it seems! I suppose considering the joy/value I've gotten from VS and that my background is software development, I probably should lean my shoulder into the debugging process.
  24. The area I (intentionally) settled in was "pure desert". It wasn't huge by any means and had things like savanna within 400 odd blocks, but the heat was ruining everything and making crops 'impossible' to grow crops.
  25. I'll use ruins as staging spots on travels but don't tend to repair them more than making them habitable. The question is, do you use the Better Ruins mod? I'm going to guess no because you didn't mention it, but if you are wanting something far more complex (although not necessarily more complete) some of those ruins are absolutely lovely. I personally don't use BR purely because to me they seem out of place and OP in the vanilla world, although as I say some of the builds are just beautiful, but if you were looking to specifically take over one and live in it, it definitely offers many more options than vanilla does.
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