V1ncent
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Everything posted by V1ncent
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Ahha, yes. I do realize iron is a thing, and it can fit all the jobs steel can do with comparable efficiency. On the other hand, being in winter already, steel making is more like a winter exercise for my poor seraph to relieve her from the lumberjack chore (of eliminating the submerged frozen oaks due to a successful experiment of underwater afforestation). The carbonization fire also warms the frozen body as a side effect. At the end of the day, I think steel is more like a gameplay option similar to the beehive klin and coke furnance. For me, the discovery on the trip to complete the puzzle itself is worth the time.
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Idk, but there are mods modify the behaviour, if you just don't like it.
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While I do not know if the worldgen can be configured similar to degree of some strategy game(the explanation in wiki give me a feeling that the process is more randomly process generation than ticking checkbox defined by preset), there is at least the mod continental world that ensure the lands are massive continent rather than broken islands.
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Useful trick! The frustration with the seed rate is that some trees like ebony, redwood and/or larch just have abysimal drop rate compared with common trees like maple, pine and oak. In addtion, redwood and larch have too few leaves per tree to even trigger enough drop. All in all, it is ok to have mere maple and oak if one need logs and firewoods, but for a horder like me, that's lackluster.
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As others said, steel making is more on the time-consuming & complicated preparation side, rather than being difficult or requiring high-skill. All the mechanics other than mechanical power are well available in your previous development process, and the setup is basic if you are lucky with borax/bauxite and patient enough to feed flint one by one to accelerate the heating process(or with a firepit fix mod ofc). For me, I am actually satisfied with my stone tools and if not the hard lesson taught by bears and winter I would be happy running around naked. Making steel armor is just because my poor tin bronze lamellar breaks so fast, and why not just advance to the best if smithing armor pieces is already so painful for me.
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If you mean 5 serves by "a crock and a bowl", you can actually use a jug to put 1.2L of honey and cook 6 serves of jam like other meals. Though I do feel weird that the cooking pot can cook up to 6 serves while crock only hold 4, thus essentially leaving a second crock half-empty.
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Whats the Most Mods You've Been Able to Install?
V1ncent replied to N0Stra_V0x's topic in Discussion
Is Farseer stable for you? I recently find it in the ModDB and really like the immersion it added. But after adding it to my mod list, the temporal storm becomes unplayable where the fps drops to 2-3 and everything becomes fine after removing it. The mod page does say it is still in experimental stage though so I am wondering your experience and maybe your video setting.- 33 replies
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By orhcid, I guess you mean fruit tree(orchard), right? The fruit trees are more like a combination of crops and berry bushes rather than normal trees, with growth stages, temperature tolerance as well as limited harvest time. The most important matter to notice is the temperature requirement: basically there are two groups of fruit trees, Vernalization and evergreen ones. Usually you will only find some if not all types of vernalization fruit trees around default spawn location. From wiki, these have lower minimum temperature tolerance and need to be exposed to temperatures above the die-below temperature but below 1.5 to 2.5 degrees (Vernalization Temp) for 220 to 280 in-game hours (Vernalization Time) to flowering. Usually the temperature around the default temperate spawn area is ok for their fruiting, but some sort of randomness involved so pay attention to the exact requirement in the handbook. As for evergreen fruit trees, you can only find those in warmer areas and those need a minimum temperature of 5 to 10 degrees above 0 to survive. You may even need a greenhouse to plant them a bit closer to your spawn location. As for spacing, from my experience and the wiki, it is safe to leave 4 blocks between cuttings planted. Just don't forget to replace those dead cuttings.
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The Large wooden gear is not supposed to just be a "large" Angled gear. The mechanism is based on speed and torque, where the large wooden gear in your presentation is sacrificing input torque for higher output speed. However, the windmill cannot provide enough torque after conversion to counteract resistance of driving the pulverizer. You can try to put an Angled gear in replace of the large wooden gear and see if it works.
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A side question: I have always been wondering why only the forest fire can do such a mirracle as only the upmost leaves survive without support, while you manually cut leaves/woods and the unsupported leaves just despawn themselves. Isn't the fire dustruction not a block-based mechanism?
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As @Lollard and @LoveWyrm said, fish is not that feasibile option as per cost ratio, they do not even spawn that much considering the vast water area. If you go hunt, better off starting with hare and practicing for boar. Believe me, boar is the best target: they give fat to seal the crock and construction for mechanism lately, they are full of red meat which each gives 280 roasted and more in meals, and most importantly, they hit not that hard and do not constantly go panicking when you are nearby so you can land several ranged spear hits on a lazy boar before it reacts. As for beewax, yes, they can be an alternate for sealing crock, but mostly used for candles and later assembling lanterns. You'd better save the wild bee hive to duplicate your own bee swarm hives, rather than break the hives to get a little amount of beecomb, though. Another food option, if applicable, is foraging mushrooms. Theay generally spawn in swarm or plain with high rainfall(for the ground variant) and forest(tree variant). Though short in satient compared with real vagetables from farming, they spawn in vast and can be eaten raw with same satient as most berries(80 I think). Other rare but possible choice is walnut, though I have never found large amount of wanut trees around default spawn area, they seem failed in competition with oak and pine, two bad the seraph is not a squirrel to consume all those nuts.
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I will add my bits of knowledge here: Though the combat is RT, you can actually switch your weapon/manage your inventury/identify the situation while the handbook is open and time paused. An easy way to restore yourself from being ambushed by wolves/bears/shivers while focusing on other matters. Also works in the early game when you want to save more daylight time to work towards your target. Timingly jump when you are about to hit the ground after falling will negate the momentum and avoid damage. Not an easy trick to master, but can save from death occationally.
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As far as my thoughts, the terrain looks mostly fine on the world map. but feels bizzare considering the scale: islands in water become small bumps in ponds, canyons look like cracks, and hills appear as spikes. I have been using terrain mods like terra prety, rivers and continental world to modify the worldgen so far. The results are fine.
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Currently you can kinda make multiple doughs in one click, by pressing shift when you craft.
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The pic looks fine. But the spawn threshold can be unintuitive. If you do really want to diagnose the cause, I still recommend a combination of mods showing lighting level as well as creature radar to locate the culprit。
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I do have more than one mod affecting panning, and the new drop form mods added to the panning pool like uranium make the process not that painful(though most minerals are just for pigment, the discovery is still interesting). The mods also kinda make the process almost without block cost: the loose stone from panning can be crushed and made into more gravel/sand for panning. The shell fragment from panning also complements my bad luck with no chalk/limestone/other lime-containing-mineral nearby. As I have enough lanterns for my base and all in steel age though, night-time is mostly spent for cultivating the warm-weather crops instead.
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https://www.vintagestory.at/forums/topic/14964-my-passive-playstyle/ Found some topics talking about passive play style. It seems the passive is no different from never hostile. More like a bug
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With the default setting, the case could be that some rifts exist in hidden places near your base and drifters just spawn near the rifts at night. There could be underground cave or hollow covered by your floor. As far as the lighting level, though the recent patch messed up with the spawn mechanics, I recommend you use some mod to visualize it in your base to see if all the corners are covered. I use Easy light levels.
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If you are really tired of retrieving your belongings all the time, you can alternatively disable the death punishment temporarily with this command "/worldconfig deathPunishment keep". The bell can be a nightmare for the first time and you have no idea of how to deal with the swarm of enemies, especially with all the new bowtorn and shiver combined force. Sometimes more healing and mobility really make a difference over heavy armor, which is why I am satisfied with steel chain armor over a full set of plates.
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By my recent experience with the boat, it is too susceptible to the water flow that the boat can hardly move against the flow direction. If I am not missing anything, the difficult part of the canal would be to place water source block wisely to maintain no water flow against your boat's movement.
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Sweet, one more reason to loot all the crates from ruins on my way of hunting translocator. A new discovery as I enter into goat milking is that the milk stored in barrels apparently does not share the "registration" of freshness feature with juice. With only one milkable goat in the pen, I save up the daily milk in a barrel and the lifetime just gets "averaged" after every new bucket of fresh milk. This feels a bit weird as both are liquid food items with freshness but with different mechanism.
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My major way to obtain flint is from panning. They are the harmless byproduct of my attempt to lanternizing my base without wild copper hunting. Granite is somewhat replacing flint in my min-max tool consumption, but I am already bored of constantly crafting granite axes all day for those charcoal in steel. Flint is not that rare and should suffice if saved in daily usage.
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No stones in the cold - a deliberate design decision - why?
V1ncent replied to SubtleOrc's topic in Discussion
I feel the loose stones constantly regenerate every winter, and I could be wrong. The minimum temp restriction could be an annual average minimum applied to each region chunk, where the "warmer" region in a cold world can still have loose stone on the ground. -
I like the idea, though the game mechanics seem similar to the barrel where the first part of content "registered" the freshness, and subsequent parts just follow the existing freshness regardless of their own. I usually utilize this trick to press the last batch of berries in late autumn and get the most from the freezing winter storage bonus. Speaking of this, I am curious about if the crates get the cellar bonus applied properly, as I've never used any crate in my cellar.