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Everything posted by williams_482
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Experimentation with rapids: Waterwheels and aquaducts
williams_482 replied to Tam Hawkins's topic in Discussion
I found in my survival world that a water wheel will run three helve hammers at pretty much the same speed as one, but dropped to half speed trying to run four. I had mixed results trying to replicate this in creative, though, and sometimes it seemed like the wheel could run a quad hammer at about the same speed as a triple. A more reliable way of measuring speed/power would be useful: my fallback of counting hammer strikes per ten seconds was pretty clunky. Up-geared double waterwheel setups also exhibited this strange oscillation in speed, going faster for a few secs then slowing for a few sec and back, that I was not used to seeing for windmill power trains (or may have simply blamed on wind variation). That added to the measurement uncertainty. My guess based on limited testing is that the standard survival setup is going to be a triple hammer off a single waterwheel, or an up-geared quad hammer if you can get two water wheels in parallel. -
Behavioral responses for animals, inspired by real wildlife
williams_482 replied to MKMoose's topic in Suggestions
Getting sprayed could give blurred vision and put a gross brownish yellow green tint on everything, with the effect's severity and duration proportionate to how direct a hit you got. I love the idea that NPCs avoiding and refusing to trade with a skunk-sprayed player, which could be a longer duration effect and more difficult to avoid than the blurred vision, but that alone isn't enough. Being sprayed by a skunk at close range hurts more than just your social life. -
This is actually impossible on a Mac trackpad, where left and right clicks are done by one and two finger clicks respectively.
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Adding on to the above, I strongly recommend this wiki page for details about exactly where ores can and cannot spawn. For example, non-surface Cassiterite will never spawn higher than y90 on a standard height world, so when digging vertical mineshafts in search of it, there's no need to even bother with pro pick node searches until you've reached that depth.
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forging Quenching and tempering are overly gamified
williams_482 replied to MKMoose's topic in Suggestions
As far as popularity is concerned, I don't think it's an accident that the OP of this thread has more positive reacts than any non-Tyron post I've seen on these boards, and over twice as many reacts as the RC1 thread it was linked in. That the post managed to be this compelling and engaging despite a lot of relatively technical language says something, both about the quality of the suggestion in isolation, and the comparison with the current RNG-heavy and not all that much simpler implementation currently out in the RCs. I definitely don't want to badmouth the devs, despite the comparison. Even if they were totally bought in on this suggestion (which doesn't seem to be the case, but Tyron was at least interested enough to have a conversation), implementing it in place of the system they had already put together is surely not feasible for this release. But I am very hopeful that a mod along these lines is created soon, and highly skeptical that a straightforward implementation of what's described wouldn't be a significant improvement worthy of the base game. -
Resetting a work item to the ingot or plate originally placed on the anvil if no hammer hits have been made or additional materials added would be a huge improvement. I regularly find myself fatfingering the output selection, which is always infuriating. Worse, it becomes more of a bother the more advanced (and thus costly) the material is: copper and related alloys only need to be reheated in the crucible, but a second attempt at iron requires another go in the bloomery, and steel bits are totally unrecoverable. I generally dislike any mechanic where materials are committed with a single click and cannot be undone. Waiting to fully "lock in" a work piece until the player has taken a second action (which they would do anyway to start forging the item) just make sense. This also applies to knapping and clayforming, which I think should both allow you to recover your placed flint/clay by right clicking with an empty hand if you haven't actually removed any voxels yet.
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Breaking withered vines will not harm the plan, provided there isn't a live vine at the end of the withered vine. If breaking these vines actually helps is unclear: it seems like it would open up more spaces for possible pumpkin spawns, but I've been unable to actually test this. It's also unclear to me if using better soil is still a bad idea. I tested this in a not very systematic manner on 1.21 and the pumpkins planted on low fert soil seemed to do worse than the ones on fertilized med fert soil, but I am not confident that my results are representative.
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You need to put down one of your current backpacks in order to pick up a basket trap or filled skep. These items can only go in one of your four backpack slots (where handbaskets, linnen sacks, etc go), not in the hotbar or in one of your regular inventory slots.
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Is this greater efficiency just from needing to "waste" four firewood on the firepit regardless of the charcoal pit size, or is the direct firewood to charcoal conversion rate better with larger pits?
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Prey animals being harder to hunt effectively than predators is exactly why bushmeat isn't supposed to be a good food source. If you're going to try to feed yourself on hyena meat you can, but you're not going to get a lot of satiation out of it. My recommendation from someone struggling to hunt effectively? About 50-100 blocks away from your base, dig a 4 deep, at least 3x3 pit with a gated off access stairway. Dig a 2x1x2 section out of one of the walls and place a large trough in it. Fill the trough with dry grass or whatever surplus grains you have. When you see an animal you want to hunt, chase them towards the pit. You don't have to chase them in; once they get close enough and don't feel frightened they will inevitably wander in on their own. After they've fallen in the pit and had a little time to eat, go check on them and if their weight is "good", kill them. Rinse and repeat as needed. This technique can work for capturing animals you want to domesticate as well, and domesticating some ibexes (which are technically goats) should permanently solve your protein problem once you're a couple generations in. But even for deer and antelope which can't breed, catching them in a pit and fattening them up is both easier and more rewarding than trying to chase them hither and yon across the map.
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If animals are in a dark, covered space (not exposed to sunlight) they will despawn. If you never put an enclosed roof over your animal pens you won't run into this issue.
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They have to wander into a very specific space to climb a block in a fence corner, but they can do it. A perfect setup to see no problems for a while until the seemingly inexplicable escape. I'd bet this is what happened. With luck they should still be around unless they fell down a sinkhole or wandered into a dark cave.
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Did you go near their pen during the temporal storm? One possibility (although an unlikely one) is that drifters spawned in their pen during the temporal storm and attempted to throw rocks at you, but hit the goats instead. Drifters and animals normally don't fight, but they will retaliate against each other when damaged. Male goats would have aggroed against the drifters, and could plausibly have been killed when the drifters hit back. Or a slightly more mundane explanation, bears are capable of attacking and killing animals directly next to a fence under certain circumstances. Solid block walls will reliably prevent this. Did you see a bear nearby around the time the goats disappeared? If the goats were killed by any means, you would have found corpses in their pen unless you waited months to check in on them. If there were no corpses, this is probably a bug of some sort.
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Large Gray boars giving birth to normal sized gray boars?
williams_482 replied to Tam Hawkins's topic in Questions
It would be a fun easter egg if regular boars would mature into huge boars after several in game years. Heck, that could easily be in there already, it would take a while to figure it out. Has anyone checked? -
What is the argument as to not add the game to steam?
williams_482 replied to vewvew's topic in Suggestions
Agreed 100%. Of course that's still a real lift for the devs to set up, hence it not happening (yet). The user acknowledges that piracy exists in their circle of friends. This is not an endorsement of the practice! On the contrary, they bring it up as a sign of a problem, and propose a solution (regional pricing/moving to Steam) which would combat it. We've known for a long time that the best way to prevent piracy is to make games affordable and easy to acquire legally. Anego studios has (correctly, I'd say) prioritized the continued development of the game over optimizing for minimizing piracy from third world countries. Thus, small scale piracy from third world countries. Thems the breaks. -
What is the argument as to not add the game to steam?
williams_482 replied to vewvew's topic in Suggestions
Quickly extrapolating from the numbers given, this person lives in an area where a typical wage is the equivalent of roughly $3 per day. We do not know their personal circumstances, nor are they whining about the damage spending money on this game has done to them personally. They are merely saying the following: 1. In their local currency, this game is prohibitively expensive for most people. 2. If this game had regional pricing and became viable for people in their country, it would probably benefit from the increased sales. None of that is wrong. It's understandable why the devs have not put the game on steam or directed their energies into some other mechanism of implementing regional pricing, but it's also understandable to lament the effect this has on poorer regions. Brushing that aside and telling this person that they personally should simply spend less money on video games totally misses the point and doesn't respond to anything they actually said. I'm sorry that your personal circumstances are difficult, and I'm glad you were fortunate enough to receive a copy of this game as a gift in spite of that. This person is merely asking that they be able to extend the same privilege to more of their own friends, and I struggle to see anything wrong with that. -
I just love it when someone who knows their stuff makes a detailed post about how something really works and how Vintage Story could implement it. Well done.
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New player looking for tips regarding: Early-game Food
williams_482 replied to Telios's topic in Questions
Wild crops do progress. Next game deliberately leave one or two near your base and check their progress every couple months. It is still best to just pick them immediately though. The seeds you get from breaking immature flax will grow to maturity on your farm long before the wild crops would have matured, and also produce far more flax fibers and grain than the mature wild crops would have.- 30 replies
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What does the interior look like? In 1.21 and earlier I found an ordinary large pen for females and adjacent small pen for the males was enough to keep and milk bighorns, but with sheep now inclined to flee the player like goats I've been trying to come up with a design that would keep each female confined to a small space (to facilitate milking) which the lambs would escape from, then could be lured back to replace their mother if they happen to be female. getting the lambs to fall through a one block hole in the ground is easy, allowing the adults to climb back up without subsequently escaping is more of a challenge, especially while trying to maintain an appropriate barn aesthetic instead of a Minecraft style industrial hell farm.
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As discussed previously, the quenching RNG isn't even realistic. I'm not a big fan of the new implementation and would be much more interested in a realistic system. The devs are aware of the linked post, so although I wouldn't expect to see much change in 1.22 they might move in that direction in the long run. Personally I'm hoping a mod for more realistic heat treatments comes out once 1.22 is released. With that said: You should only get a 10% break chance on a second quench. It's not clear to me right now if the first quench is risk-free or a 5% break chance, but for most things you are only going to want to quench once, especially if quenching for durability and not power. Quenching for durability (assuming 5% shatter chance) is a pretty good choice, you get 20% more durability at a 5% chance of losing the tool. Quenching for durability a second time is pretty much net neutral and thus not really worth it, quenching three or more times is just burning metal. The intention under the current system is that the player choses how much risk of shattering they are willing to accept in exchange for increased stats. There is no limit on how many times you can quench, only progressively greater shatter chance and reduced benefits to each successful quench. I think most players would already describe Vintage Story as a "hard core survival" game, regardless of the quenching mechanics. It's explicitly advertised as "uncompromising wilderness survival."
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New player looking for tips regarding: Early-game Food
williams_482 replied to Telios's topic in Questions
This is true, but their growth speed is so slow that it takes a long time for any currently ripe crops to revert to stage one. It does happen, though, and I've actually seen a crop revert before my eyes as I was about to harvest it.- 30 replies
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How to Survive Your First 5 Days - Vintage Story, as a Beginner
williams_482 replied to YordaEatsMelon's topic in Guides
You need to have clay of the correct type in hand to do clayforming. In practice this means you need at least one more piece of clay than will be consumed by your clayforming recipe. The cooking pot consumes four clay, so you'll need at least five in order to actually finish it. Just get in the habit of grabbing slightly more clay than you expect to need and you won't run into problems. Clay deposits tend to be pretty big, so if you've found any you've surely found enough. -
1.22.0-rc.5 - Fishing, Mechanisms, Metalworking and More!
williams_482 replied to Tyron's topic in News
Bloomeries take 24 flint. That's enough for three stacks of fire clay, which is 48 bricks, which is four bloomeries. So it scales pretty well. -
1.22.0-rc.5 - Fishing, Mechanisms, Metalworking and More!
williams_482 replied to Tyron's topic in News
Fortunately the initial 12 bricks only require 6 flint, which should heat up reasonably fast in the firepit. even 12 flint for two bloomeries should be okay to get the snowball rolling a little faster. I still don't love the linear scaling of firepit stack heating, but cooking a small amount of flint once to start the bloomeries going is a pretty solid alternative to the hell of firepit cooking full stacks.