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Brass cannot be turned into bismuth bronze. However, you can craft brass plates into torch holders (two plates to make two torch holders). If you're still short on permanent light sources, that at least lets you salvage something useful from this.
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An alternative to placing ladders as you dig is to dig down in a two-block column, straddling the two blocks so that even if you dig into a cavern, you'll still have a block to stand on*. A nice side benefit of this is that because you can dig three blocks below you at a time and your initial node searches with the prospecting pick should be done 12 blocks apart, it's easy to maintain the correct increments. Obviously, you will still want the ladders to get back up again. You just don't need to pause every other block to place them. * Technically it is still possible to fall using this approach. If the block you are standing on was entirely supported by the block you broke, it will drop out from under you as a relieved stone block, plunging you into some god forsaken pit filled with who knows what. But that's very unlikely, so why worry about it?
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Finding story locations without doing the story?
williams_482 replied to CastIronFabric's topic in Discussion
Every once in a while somebody on Reddit posts a picture of the RA front door or the Devastation fog and asks what the heck is going on, so it's definitely possible to stumble into them by accident if you wander far enough. -
Constructive thoughts for the Elk
williams_482 replied to Discipline Before Dishonor's topic in Suggestions
This is definitely not true. The flute will teleport the elk at a considerable distance, well beyond one chunk. Of course if you're too close (within a couple blocks) the elk will do nothing, because as far is it's concerned it's already right next to you. It is somewhat inconsistent because the elk will first try to path to the player normally, and only teleport once it decides the player cannot be reached on a relatively direct path. The elk will usually teleport within a few seconds if you are moving through dense forest, but will spend much longer trying to chase you down if the intervening terrain is open ground, or there happens to be a convenient path between you. -
steam Are the developers ready to launch Vintage Story on Steam?
williams_482 replied to Yappi Door's topic in Questions
That's all true. VS is much smaller than Steam, and Tyron claims he'll shut off the DRM in a final update if the servers go down. I believe that he means that, and I have much more faith in one guy deciding to make the moral choice than a multi-billion dollar corporation, but there is a danger here and I would be considerably happier if the game didn't have DRM. -
Moose cavalry were probably never attempted, as of the two alleged examples one comes from sources writing over 200 years after the fact, and the other is explicitly an April Fools prank that gained traction in foreign language newspapers. However, reindeer riding is a real thing, even today, and I'll hazard a guess that this could have inspired the choice of Elk over moose or sheep as the mount of choice.
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I think the emphasis on player choice as the critical element misses the mark to some degree. Player choice without restriction is creative mode. You can do absolutely anything you want, build absolutely anything, etc. But most people don't play creative mode. Restrictions on what the player can do and how they can do it are a critical aspect of what makes games like this fun. They give you goals, force you to problem solve, and inject some extra emotional heft into the actions you take. A seraph is not a god: they are powerful, they are immortal, but they are also vulnerable to dangerous enemies, burdened by normal physical limitations on a body of this size which can move at those speeds in that environment, and forced to exist in a world they cannot totally control. These restrictions of player agency are good and useful. Temporal storms and surface instability are infamous for good reason, and I expect them to change substantially from their current form by the time this game is considered "finished." The primary problem with both of them does come around to disruption of player agency. Temporal storms by forcing the player to do something different (and usually boring) for a little while, surface instability by forcing them to account for a non-visual factor (which new players routinely aren't aware of) when deciding on aesthetically pleasing places to build. Both of these are tricky problems, but they are fixable: Temporal Storms need to be actually fun to engage with while maintaining the creepy vibe, and surface instability needs to be visually obvious somehow. Exactly how those things can be achieved has spilled plenty of digital ink on this site, there's not need to relitigate in detail here. I'm sure the devs will figure something out. Finally, the story is really important to this game. It's right there in the name. The developers clearly really do care about it (and are going to have to really get it *right*, I'll be pretty disappointed if whatever ending they come up with doesn't measure up to how they've started). As far as gameplay is concerned, it gives the player additional goals both for general tech progression and the more explicit "go do the story location" objectives, while playing a big role in making the game's world feel real in a way Minecraft simply doesn't attempt. The devs are going to treat their story as a sacred thing which continues to grow but will not be retroactively changed in significant ways, and anything that bumps up against that is a hard stop not worth pushing for outside of mods.
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What is the optimal way to fuel a beehive kiln?
williams_482 replied to williams_482's topic in Questions
Ahh, so pulling out he fuel when the kiln is not yet finished but everything inside is at 1200C (and thus will remain over 900C for some time) will actually stop the firing process? That's a little weird, but answers the question pretty definitively. -
They do gain weight after killing you...
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steam Are the developers ready to launch Vintage Story on Steam?
williams_482 replied to Yappi Door's topic in Questions
Correct, protecting your game is a great idea. That's why given the choice you should buy it from a platform which (unlike Steam!) actually gives you ownership over your copy. Steam has been a great product since it started and will probably continue to be a great product until Gabe Newell retires or dies. Once that happens, expect a harsh decline. We don't actually own any game we bought on Steam, only the indefinite rights to play them on the Steam platform. If there's a quick buck to be had in cutting people off and Gabe or a comparable ideologue isn't there with the power to veto, it will happen. That's the lifecycle of software companies these days. As for this game going on Steam, the devs are quite clear at the top of their FAQ that they do not want to do that, and why. Their reasons make plenty of sense. If you really want to be able to launch Vintage Story (or another non-Steam game) through Steam, though, you can totally do that! There's a detailed tutorial from another forum user explaining how. -
In general, you want to plant cold crops like rye and parsnips in the spring (as soon as 4 am temperatures are warmer than that crop's lower temperature), plant summer crops in their place after harvesting, and put in a final batch of cold crops in August or even early September to close out the growing season. For example, you might plant parsnips (P crop) in mid April, harvest when it fully matures in mid June and replace with flax (K crop), harvest that in mid August and replace with rye (N crop) to harvest in mid October. In the very early game, if it's already midsummer and all you have to plant is cold weather crops, planting them and living with the reduced yields is better than doing nothing with them.
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I realized I only answered part of your question. Farmland needs to be within three blocks of some sort of fresh water (source or flow) to get any moisture from it, but as you saw it declines by 25% for each block of additional distance. Farmland with 75% hydration because it's next to water is usually fine. You can water it, it will grow faster, but it's usually not worth the effort. If you are planning to rely on a watering can for irrigation, it's still best to make sure there's water within three blocks when you first plant the seeds. There's a bug where seeds planted in completely dry soil will grow half as fast over the life of the plant even if they are subsequently watered. In my first world I (unaware that better soils existed) planted my summer crops in dry, low fert soil and watered them regularly, but only about half of them reached maturity before freezing to death. I did have the fun experience of seeing my rye plants be stunted by both heat and cold though, so that was interesting.