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Steel General

Vintarian
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Stone Age Settler

Stone Age Settler (3/9)

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  1. I've had much the same experience for several versions. I've chalked it up to playing on a Windows7 machine with 12GB RAM and 1GB VRAM. I guess it wasn't that My framerate only looks great for the first two seconds or so of gameplay, then tanks, and I'm sure not trying to stress the graphics. It seemed to me that it coincided with chunk loading - the problem vanishes if I stay within a 2-chunk radius. Also, it doesn't do it when I'm travelling on a boat. The freeze still happens for the presumed chunkload, but no character position glitches come with it. But yeah, running to the horizon, everything freezes for most of a second, and when it unfreezes my character is rising from the ground. What's most irritating was my recent discovery (1.18) that the world clock doesn't stop when my playing freezes, so it's all just lost time in the day. It doesn't always happen, though - I have long periods of useful exploration - I'm kinda thinking it might be related to tabbing out of the game, or maybe just pausing it.
  2. I'd rather see all the powdery substances act in layers like stacked charcoal or snow. Digging could be so much work. Landslides would be so cool. Heck, do it to water, too
  3. I've been encountering this since the 1.17s, and I use no mods. In 1.18.5, I was surprised to find it doesn't happen to unwaxed cheese - it turns into cheddar when the information says it should, whereas waxed cheese instead goes into negatives and ripens much, much later.
  4. In the past, I've eschewed bush meat for its high fuel cost, but it turns out I was cooking it wrong. Put a stack in the fire and pull it out before it cooks; repeat. As long as nothing finishes cooking, the stack gets hotter and hotter. When you've got it to efficient cooking temperatures, drop one piece at a time from the stack into the fire, replace it when it cooks. Far less fuel is required for the stack like this. In this case, I think resetting the stack's temperature might be a bug, and I'm avoiding a bug rather than exploiting one.
  5. Very handy for the early game, I've noticed that very small amounts of food are extremely filling. I wait until I've taken a bit of starvation damage, then eat a single berry, grain, or other small-value item. I'm now good to sprint for most of the day with no ill effects. If you eat more than one item it won't work - your satiety will crash right away. I'm not sure rationing is supposed to be that effective.
  6. This thread is for people to clarify the depth of their cleverness, by finding out if they're playing the game really well or exploiting bugs (or cleverly avoiding bugs). I bet I'm not the only one who wonders. I swear this is not an attempt to bring bug reporting back to the forums
  7. I'm betting this is less of a bug and more of a not-yet-implemented I had two plain leather-reinforced shields, a new one in my inventory and an old one in my off-hand. The old one broke and the new one stayed in inventory.
  8. Indeed, the tin-bronze anvil used 1000 durability from my iron chisel, and the full copper chisel didn't have enough. I was expecting any chisel to be consumed - I guess that got changed in some recent update. It occurs to me that all those tool-in-crafting-grid handbook entries could have a bit of text stating the durability cost of the recipe.
  9. Copper chisel (full durability) in the top-left and tin-bronze anvil in the middle-left seems to be a valid recipe for tin-bronze ingots, according to the handbook, but assembling the recipe shows no output.
  10. Updated to 1.16.4 and opened a world made in 1.16.3; I pulled a sealed crock out of a storage vessel, placed it on the ground, got two bowls of food out of it, and picked it up. When I returned it to the storage vessel I noticed it is still sealed. I never unsealed any crocks in 1.16.3, so I can't really say it's new behavior.
  11. The skep will probably have to be picked up as a container. In 1.16.3 I had a couple 'come loose' instead of breaking when I tried to harvest them.
  12. I like that we can now craft medium-fertility soil with compost to get high-fertility soil. This seems extensible - add compost to barren soil to get low-fertility soil, and add to low-fertility to get medium-fertility. It occurred to me that you could inverse the transform when digging up farmland. Digging up terra preta farmland gets blocks of high-fertility soil, digging up high-fertility farmland gets blocks of medium fertility soil, medium to low, low to barren. You could farm the soil down to zero, turn it all over and plow it and get an immediate nutrient boost, but not back where it was, and at the cost of total nutrient capacity. Repeat the process until you have barren soil to squeeze the last drop of life out of a farm.
  13. I'm not complaining - I think it's awesome. But, I'm not sure it's intended. So, I'm sneaking on top of a 2-3 block tall wall, lantern in hand, and swinging a sword at drifters at the base of the wall. Occasionally one will try to hit me with a rock and hit another drifter instead, which then turns and swings at the thrower - a melee ensues and continues until only one of them remains standing. It seems as though they refocus on me if I stop sneaking, though I'm not sure that was consistent. Unmodded 1.16.3 (stable)
  14. Before I played with unstable soil I had success with tunneling out of my home: if you're standing in a 1X2 trench the wolves have a very hard time getting to you, and you can strike them as they pass overhead. You can still do it with unstable soil, but it's much more complicated. They're not really spawn camping - if a rabbit runs by they'll probably chase it, then camp where they catch it. It might be possible to engineer this. Once you're kiting them, you can lead them to a prepared trap - for example, a pit with a spire that you can run-jump on to and off from.
  15. It seems reasonable that before the invention of farming, plants would have been cared for where they grew naturally. It further makes sense that this should be an option for a Seraph who is not yet ready to make a farm. I'm not sure that one-day maturation is a desired (or even intended) outcome, nor that hoeing is the desired mechanic by which to pursue such a strategy. Maybe fencing and watering/fertilizing would be more appropriate to speed along the maturation of a wild patch. Hoeing does ensure that a seed drops, and it might be reasonable to retain that option.
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