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Slam

Vintarian
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Everything posted by Slam

  1. I’m not smart at all, and what I’m saying could be pointless, but can you, like use the green to protect the tree while it’s young, then remove afterwords so it can vernile?
  2. Despite every one saying it serves no point, or not a good idea, counter argument, I like salami, I feel like what being proposed feels like alcohol, not really worth it aside for aqua Verta, but I still make it because it’s silly, it give a reason to build more stuff, like a brewery, or a bar.
  3. I’ve already addressed this, they would only do it if they were actively chasing the player. They’re ai would need to be change since currently they can sense you through walls. The other block game already does something similar-ish as well, which was already brought up with ability for drifters and what not to break down doors. Zombies In the other block can break down doors in hard mode, but it very rare since they would already have to know they’re target is behind said door.
  4. Maybe, a potential idea, the monsters are kinda glitchy during a temporal storm, blinking in and out of existence, what if they could “glitch” their way through blocks. This would be slow, and leave them venerable. something like this would require some changes to their ai, such as not knowing where you are all the time, and would only do this while actively chasing the player (talking to you drifting with their head in the door) to allow players to still “hide” during temporal storms or night.
  5. Yes. guess we’re ending theses like letters - Slam0602
  6. This reminds me to ask, though I think I remember seeing it somewhere… do grafts retain their individual temperature resistance regardless of the base tree, or have the same resistance on base fruit tree. I believe I remember it being individual, and I’m sure as I’m writing this the answer on the wiki, but… eh.
  7. I was thinking about that, I guess you could put a temporal gear nearby though, and if focused on picking up your stuff after you died, what if there’s another player, if one dies either the rest of bandits are easy pickings cuz they’re distracted picking stuff up, or they don’t pick stuff back up, and the player return with little loss. I guess the best way to go about it is to give bandits roles, at minimum, thief’s and muscle’s. Thief's would focus on taking pot shots, looting downed/dead player (grabbing gears and weapons, food, leaving tools, backpacks, and blocks) and packing up camp. Muscle’s focuses on staying in your face, and not letting you get to the thief’s.
  8. Yeah, that’s roughly how long it took support to help me. Hope this issue gets resolved for you dude.
  9. I feel my hands cramping already looking at that chisels work, guess it’d be less bad with mods but still. It’s so nice though… so pretty…
  10. Pickled version for fruits, that sounds nice, perhaps they could keep very well while in inventory, but less effective when stored in cellars? Edit - Didn’t see MKmoose post, guess we had pretty much the same idea though.
  11. At the same time though, steam power could give us A/C in VINTAGE STORY. If steam power isn’t like brewing alcohol, where it just a giant water boiler that has to be place next to the steam engine, and instead used piping to transport water you could heat water using a water boiler, or natural hot spring (or cool water with Mechanical Refrigeration System) and plum it in areas you want to keep warm. so, uh yeah, “early steam power” could give us ADVANCE A/C SYSTEMS in VINTAGE STORY. If this is interesting at all, I’ve made a post about water pumps and pipes Here which goes over a few uses they could have in Vintage Story including “A/C”
  12. I was thinking of that, and chutes, and I was a little dumb. I thought chutes were much more expensive but no, just an ingot per block, still, my “small” pipes would be a way to move water upwards, and could be put inside blocks or up agist a block, and will be more efficient ingot per block ratio.
  13. I might be crazy, but you might be able to set the ingot recipe to the 9 arrow heads, but still place it halve hammer, that might still “smash” the ingot flat, and it’d be like making chains, though I don’t know, if this does work, if it’d useful or not.
  14. That would’ve been nice to know a long, long time ago… lol.
  15. A system to move water via manual and automated pumps. Got the idea when commenting on Mechanical Refrigeration system, pumps would allow you to transport water short distances, and also carry the temperature in said water. Uses Water drip pipes, -Used to water multiple crops at once -High power maintain a high moisture level — Moisture can be higher then regular irrigation -More pipes require more power/time to maintain that moisture Heating/cooling - Using Mechanical Refrigeration system to move hot/cold water, which can be moved around to heat or cool your base - Could be used in cellars to make them stay cooler in warmer seasons Transporting water source blocks (for niches/wilderness survival players) -Self explanatory
  16. This would serve multiple purposes then just “ice box” we talking about an A/C unit and a heater. I wouldn’t have to light a fire every time I go inside during winter, and if overheating ever exists, it’d deal with that too. An important thing is that the “A/C unit” heating and cooling should be piped around, via water, as to A not get in the way of builds, and B, wouldn’t need a power source on site ie windmill/waterwheel. now how realistic is pumping water in the 1300s is? Dunno, but I mean if a commoner is smart enough to make aqua vitae, using boilers and condensers, and make windmill and automation using copper scutes, then they probably are smart enough to make an automated pump, and some water pipes. anyway I love this, and I would kill a drifter in real life for this.
  17. Large gears should be place on top but also on bottom, as @LadyWYT explained By added power to the edge of the large gear, its power is increase by 10 times if I remembering correctly, but 10 times slower. This is important as everything cost power, including the axles that “move” the power. So for exslample 1 axle cost 1 power, by adding power to the edge of the gear and moving though the middle, each axle effectively only cost 0.1 power. You would then connect the power to another large gear to the middle, and transfer it to the edge would return it to its 1x power 1x speed. I’ma be honest though, this is nerd stuff, I have 60% powered windmill with no large gear and it powers my helve hammer fine most of the time. Though I can see it’s uses for example you could use the gear to transfer power to the middle and other edge and run, for example, two quarns, the slower one where you just dump stuff you don’t need grinded rn, but in the future, and a general purpose one where you might not want to grind down your entire batch, like grain, or iron.
  18. Man, I thought it was made up but that’s what I would’ve imaged it ment.
  19. Unrelated but new favorite word, no idea what it means but it’s sounds funny. This is why, if LadyWYT and Maelstrom were to fight, Maelstrom would barely win as while LadyWYT is like the nicest/helpful person on the forums. Maelstrom will say the sillyist thing, and still make sense. Not to say LadyWYT doesn’t know how to make a good joke, but come on “Skulduggery” lol.
  20. I’ve have seen “glitching” waviness in 1.22.3. disregarding the question and just about the waviness in general, I wish it didn’t effect the middle of your screen so much, so I can shoot things, and clay/smith things. Also, with only the outside of your screen waving, it’d kinda be turning, like a cog, so that’d be cool.
  21. I’m most excited to see the trailer they’ll cook up, I really like the 2022 trailer and 1.20 showcase, but I’m excited to see what they’ll do for a more climatic trailer. I'm also excited on the 1.23 combat update, I wouldn’t say I disliked combat, but more options to keep the shivers at bay will be nice. It could also see it change temporal storms maybe, I like everything about them except the fact a multiple tier 4 shivers can just spawn on top of you, though I would not be upset or too surprised if they didn’t change it, something has to stop them steel plated seraph's. I’m not to sure what i think about the logo, I liked the original “cartoony” redesign and Phobiak’s design but I don’t like the gray of the alpha designs, though I don’t I could come up with anything better. over all very cool! I can’t wait to see the hard effort of the devs!
  22. I kind agree, the gap between copper and bronze is much larger then, and bronze and iron, as it is very likely you’ll prospect some iron before you’re able to prospect tin, and since the only extra requirement for iron is fire clay, and slightly longer processing, which is semi-nullified by the halve hammer, it’s just really easy to skip bronzes and go straight for iron, which can do all the same stuff but more. recently I’ve made black bronzes plate armor, and many times I had to back to mine more copper, silver, and gold in different location. While way earlier I found 2 gigantic veins of iron with probably enough for multi able sets of armor. despite the downsides bronze still has some advantages over iron, as you don’t need that much secondary ingredient (tin, gold, silver, bismuth, zinc) and since it’s technically less valuable then iron, it’s good to use for anything where only durability matter, like chisels, hammers, etc, so it’ll still give you to mine copper, which itself is used in a lot of things. still there isn’t much point to bronze, though I feel the problem is more because of the gap between bronze and iron, rather then actual content. Maybe if it took borax to fully process iron, and without it you’d just get something equal to bronze, but with the effort of iron.
  23. I would think, they’d be a “chilling” of shiver, cuz you’d shiver when cold, but I’m sure other could come up with better names. also included drifters, bowtorn, Dave’s, and/or locust if you wish.
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