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Everything posted by williams_482
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Instead of trying to store it all, you should put it all in a big charcoal pit and fire it. That will condense it down to "just" a couple stacks, and keep you adequately supplied for some time.
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1.22.0-pre.1 - Fishing, Mechanisms, Metalworking and More!
williams_482 replied to Tyron's topic in News
As Maelstrom said, you can keep your old world, and new things will generate in new chunks (with occasional oddities). You can also use commands to regenerate parts of the map of an existing world, if you've explored extensively and want some newgen terrain closer to home. -
I'm not sure exactly how the hot and cold crop checks work, but I know that when I ran off to the topics in the fall with a field half full of un-stunted rye and returned in the spring a year and a half later, my crops were all dead. Presumably somewhere in there it checks if unloaded crops are being exposed to damaging conditions. Edit: is it possible that your rye crops are high enough and far enough north that they've escaped the worst of the summer heat? If you happened to spawn further north than average and made your farm on a mountain slope at y=150 or something, then ran around doing summer things at local altitudes, that could have been the cause. If not, it does sound like a bug.
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There are plenty of K crops in the game right now. You've got flax, carrots, flax, soybeans, flax, rice, flax, cassava, and flax. Oh, and also flax. P crops are pretty thin. Pumpkins are so weird that their nutrient requirement doesn't really matter, so you've got parsnips, onions, and peanuts. Another one would be pretty nice. Obviously there's a ton of N crops to pick from. I will note that spelt is a species of wheat which was commonly grown in Europe for thousands of year until it mostly replaced by modern strains in the 20th century. We definitely won't be getting a new crop called "wheat".
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1.22.0-pre.1 - Fishing, Mechanisms, Metalworking and More!
williams_482 replied to Tyron's topic in News
I think spears should have higher ranged damage than comparable arrows (they've got a bigger pointy bit on the end and more weight behind it, even if they move a little slower) but throwing them at point blank range shouldn't be a better option than stabbing, and readying a thrown spear should probably be slower than nocking and drawing a fresh arrow. The niche of a thrown spear should be relatively high damage per hit at medium range, but lower practical DPS than equivalent arrows or melee attacks. Thrown spears being significantly more damage than stabbing spears is the weird quirk that makes balancing spears difficult. It seems like this damage boost for throwing is supposed to balance the downside that a thrown spear is no longer in hand and ready to be used again, but in practice that's not much of a problem because anyone planning to throw spears will cary several, and they can be thrown very quickly. I'm inclined to argue that spear throwing and spear stabbing damage should be the same or close to it. I'd balance it such that spear damage (thrown and held) is equal to or slightly better than a falx of the same material. Falxes should be updated to include an armor penetration ability, while rust monsters and mechanicals should be updated to have fewer hit points but some amount of innate armor of the same tier as their attack. This makes spears equivalent or arguably better at fighting animals, which is reasonable (spears are historically a very popular weapon for good reason), but the falx reigns supreme as the monster masher, in keeping with it's in-game description. -
1.22.0-pre.1 - Fishing, Mechanisms, Metalworking and More!
williams_482 replied to Tyron's topic in News
Using a pike as a personal weapon wouldn't be very realistic. In the real world pikes are much to long and clumsy to be practical outside of the dense formations they were designed for. Something like a halberd or a glaive is slightly more practical, but still dangerously awkward. These weapons mostly existed for use in formation against mounted opponents, nothing like the individual duels or "one against the world" melees that dominate combat in Vintage Story and similar games. Broadly speaking: if the combatants are heavily armored then someone with a shorter weapon better at defeating armor (like a warhammer) is going to be difficult to stop before they close to a range where a halberd is useless, while in a lighter armor context, the shield + one handed spear combo is much better defensively while retaining plenty of reach and damage. -
How do you dodge bear attacks reliably enough for that to even be possible? Running around rough terrain throwing spears is one thing, going toe-to-toe in melee unarmored is something else entirely. I've tried to get better at dodging bear attacks in less... vulnerable situations (i.e. wearing good armor), and I've found it quite difficult.
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In my current playthrough, the strategy of simply picking up every wild crop I can find and planting them all on a mix of medium and high fertility soil (the practical difference between these two isn't nearly as much as it could be) next to water has given me well over a stack of linen sheets and enough grain that I'll struggle to eat it all in the six years before it goes bad. I'm only in early September of my first year and have another harvest on the horizon. Primitive Survival furrows made it easier for me to get the fields looking nice prior to unlocking buckets, but I could have got the same acreage without them and the extra 5% moisture is negligible. Frankly I'd be fine with cutting down the yields of vegetables as well as the grains. It's so easy to get huge quantities of food out of a very modest garden in singleplayer. Multiplayer is presumably a different animal as each additional player will bring in progressively fewer additional seeds unless the group is very deliberate about splitting up to explore different regions. SP vs MP is a tricky balance to strike, and I suspect this change was done primarily with SP in mind. If you do this, make sure you till the soil while it's raining. There's a bug (I think?) that drastically reduces the growth speed on soil tilled while dry even if it is subsequently watered, and I'm pretty sure un-tilled soil doesn't retain moisture from rain. Two harvests of flax or spelt is probably possible, but uncertain. Getting any un-stunted rye harvests is doubtful, as the window between too hot and too cold isn't all that large. Historical peoples used many different types of spears, with varying degrees of specialization. They can be divided into those categories if one is so inclined, but the most straightforward "sharp metal point affixed to a 6-8 foot haft" design works very well for stabbing people and can also be thrown effectively. The game could add all sorts of variants if they were so inclined (pikes, lances, boar spears, light javelins, pilum, etc, each with a very narrow practical use case), but sticking to the straightforward, long lasting, incredibly popular "pretty good at two things" model makes plenty of sense in this game.
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Rapidly flowing water flows farther than normal water
williams_482 replied to schrodingersDipshit's topic in Suggestions
Is allowing players to move the flow from rapids blocks a significant distance (provided they construct a viable aqueduct) actually a balance or realism problem? An aqueduct would be a significant investment, dropping one block every 10 blocks would still be a serious limitation, and water presumably needing to fall onto the water mill structure would further limit things. Aqueducts and similar watercourses are also just cool, and building them should be encouraged. Splitting rapids flows is a separate, further question. I think the big balance questions are: Can you split rapids flows the way you can with water? If not, how can that be prevented? Can you run multiple wheels in sequence off of a single flow branch? How deep under ground can water wheels continue to function? I think ideally, waterwheel setups should be possible to scale up, at meaningful expense/effort. If every rapid source equals one water wheel that seems kinda boring. -
Given the game's development timeline (Tyron expects it to be in progress for many more years) I don't see any reason to rule out a sophisticated weaving system being included. Especially since eventually removing grid crafting is one of their long term goals; some alternative to make clothes would have to be found. Creating pixel art patterns on a loom and then displaying them 1-to-1 on the clothing model wouldn't be a trivial change, but ought to be technically feasible. I think you could get away with greatly compressing the weaving process to make the boring parts tolerable. Clayforming currently has some helper tools along these lines. I'm imagining a loom block you interact with using twine, yarn, or equivalent threads. By default it will place a row of the color you applied to it, allow you to add and place additional colors a la new materials in the chiseling interface, then you could lock in that row and start the next one. It should give you the option to repeat the previous row (or a block of previous rows, to allow more complex patterns) provided the correct materials are available, and should add a new row every 1/2 second or so as you hold down the button. It might even have a "weave one cloth" button that takes a little longer than weaving one row to animate, but outputs a whole piece of linen. This process should also be contiguous: you give it yarn in increments of four, up to a stack, and then hold down the button to continuously add rows until materials are exhausted, outputting a piece of finished cloth each time the requisite number of rows has been completed. Think like grinding stuff in a quern. Simple patterns could even be automated with mechanical power, assuming the devs were interested in pushing the invention of mechanized weaving up a few centuries. This would be more tedious than the current grid recipe for crafting cloth, but with the right time saving options it wouldn't be dramatically worse and it would open up more options for patterns, etc. They could also have a knapping-style interface where you shape linen into shirts, pants, etc, and an "embroidery" interface where you can freehand pixel art onto an already existent cloth item at the cost of colored thread. All things that could feel and function like other mechanics already in the game.
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If this is an added cost to second, third, etc quenches I'm less bothered from a gameplay perspective, but still not thrilled. It means extra quenches are a decision with a cost tradeoff which is good, but it's an annoying way to make the best gear more expensive. I think I'd prefer a system with a persistent increase in time/material cost, or something that trades durability for power (or dig speed, on a tool) instead of being a straight upgrade.
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The random break mechanic for quenching is sure to be frustrating in game, but it's also not particularly realistic? It's possible to crack a steel work piece while quenching it, but an experienced blacksmith should be able to reduce this risk to almost nothing if they quench a properly made item at the right temperature in the correct quenching medium.
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1.22.0-pre.1 - Fishing, Mechanisms, Metalworking and More!
williams_482 replied to Tyron's topic in News
From the wording, I'm pretty sure this change applies for purchased elk after your first. So you get the full 50% discount the first time you buy an elk, same as right now, but if you subsequently go back to the archives, kill the boss again, and buy another elk, the discount will be only 25%. Monsters being primarily an obstacle to avoid is explicitly a deliberate design decision. There are mods out there which you can use to adjust this as you please, but it won't be changing significantly in the base game. -
Bears (and I assume wolves as well) will remain indefinitely as long as they have an artificial light source nearby. In one of my worlds I have several bears trapped in 5x5x3 pits with an oil lamp in the middle, and they have remained there for over three years, including one year spent 40,000 blocks away in the tropics.
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1.22.0-pre.1 - Fishing, Mechanisms, Metalworking and More!
williams_482 replied to Tyron's topic in News
So much to be happy about here. We more or less knew what features were likely to appear and you guys have delivered, but the tweaks and bugfixes sections had me literally fist pumping. Bigger reed piles? Better default waypoint names? Correcting item distributions in cooking pots? Fixing path blocks to look contiguous when going up slopes? Aww hell yeah, this is the good stuff! That red clay pit kiln color is gorgeous, too. Congrats on the release, and on the warning-free compilations! -
A temporal gear seems very expensive for something with no practical value. Perhaps there could be a way to spray a food item with some kind of sealant to render it inedible but immune to rot? Coating it in glue would make sense, and doesn't require adding a new substance.
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One of my soybean seeds doesn't want to play...
williams_482 replied to Ratbatboo's topic in Questions
The vanilla interface doesn't show growth times like that. What mods are you using? -
Eating gives you more hit points to work with (+2.5 max HP per nutrition bar, and you should be able to max out fruit, veg, and grain from just berries and your farm). Not starving all the time also means you will slowly heal damage instead of slowly wasting away. Having a larger and full hit point pool gives you a much better chance of surviving when you do get into a fight. And of course you won't have to deal with the nonstop sad clarinet (or whatever voice you chose) as you constantly take starvation damage. You should be able to greatly limit your exposure to bears and wolves by avoiding forested areas. Wolves are tricky to fight, but manageable with a few flint spears and maybe a crude shield. Just be careful to take them on one at a time, as getting swarmed is much more problematic. Bears are another story, fighting them is hopeless without iron gear and/or a lot of experience. When you do find a bear in an area you want to access you have a few options, but the simplest is to dig a 4 deep pit, put a light source at the bottom, get the bear to chase you towards the pit, and then jump over it so the bear falls in. If you do this with nothing in your inventory you can also just jump into the pit and let the bear kill you. Once the bear is in the pit with an artificial light source, just leave it there (but mark it somehow, so you don't fall in yourself by accident). It will not be able to escape and no other bears will spawn in that immediate area. As for drifters and the like, limit your time outside at night unless rift levels are calm. If you're at home you can make clay stuff, pan bony soil, cook food, or do whatever other indoor tasks need doing. If you're out and about, dig yourself a little safe space in the side of a hill and use a hay bed to sleep through the night.
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Limestone (and chalk) absolutely can spawn in huge patches like the other rocks you mention. You aren't looking for a small deposit like with clay or peat, but a whole layer of white rock. As mentioned above these are easiest to spot when they form in mountainous regions and the bands of different rock colors become visible in a cliff edge, but it should be easy enough to tell if you've wandered into a flat limestone or chalk region by looking at what kind of loose rocks are lying on the ground. If you are desperate for lime and can't find any limestone, chalk, or marble, your two alternatives are prospecting for borax (requires a bronze or better pick) or grinding seashells to get lime. God, that sounds miserable! No, constantly starving to death is not typical for veteran players under anything but the most extreme circumstances. If you dig up every wild crop you find and plant all the seeds in tilled medium fertility soil adjacent to water, you should have all the vegetables and grains you could hope to eat after a couple of in-game months. It also helps to grab the bush whenever you pick berries, and replant it near your base for easy access when it fruits again in two months. Hunting is more dangerous and labor intensive while animal husbandry is more complicated and benefits greatly from having farms set up, so those are less worth worrying about, but farming is very easy once you get the hang of what wild crops look like, and very lucrative. I'd strongly recommend prioritizing setting up a good sized farm over traversing hill and dale to find lime for leather.
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Isn't Dave officially "Thunderlord"? There's an in-game painting portraying him which has that name.
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Has anyone tested if the bargain basement terminus teleporter effect still works?
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Items can be re-smelted using a bloomery, the same way as iron nuggets and meteorite bits. Most items can also be broken down into bits using a chisel, and then smelted in either the bloomery or a crucible. The exception here is steel, which can be broken down into bits but cannot be smelted back down. Nothing currently in the game gets hot enough to melt steel.
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Out of curiosity, which story location was this, and how did it happen? Players getting trapped in claimed locations is definitely not something the devs intended.
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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.