Thorfinn
Vintarian-
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Everything posted by Thorfinn
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Pinning the Guidebook / Keeping a page open / Bookmarking a recipe
Thorfinn replied to caffeine's topic in Discussion
Used to be a mod that did that back when I wanted the same thing. Survival Categories, I think it was. No idea if it still works. I still use the handbook, especially for automation, but ever since I started organizing containers by function (all things you need for X go in 1 or 2 trunks) I don't need that any more. Pro-tip: If you make one extra of the commonly used stuff, like axles and angled gears, and leave it in the trunk, simply opening the trunk and hovering over that when you press "h" brings up the right page in the handbook. -
Hematite dropping out of nowhere during temporal storm?
Thorfinn replied to Unbeliever69's topic in Discussion
Oh, you are right, he said pile of peat. I thought he meant he built his vertical coffin in front of a peat deposit, and something like a meteor crashed in front of him. Does that work? I never thought to try it. Back when I was starting out, I've used slabs and fences so I could reach through, (though some higher drifters must have an insanely long reach -- as good as my spear) but never thought to try the humble piece of peat to block ingress. If a single layer could keep them out, and keep them at a distance... no, probably not a good idea if you are going to use pit kilns to start them on fire. One of the quartzes ground stacks as layers, doesn't it? But that does give me an idea to try out. If it works, I rate it -
That's amazing! I see some cobble sticking up, and with very few exceptions, I don't recognize it as even something I've ever seen before, let alone what kind of vessels it has. I had most of the old ruins more or less figured out, but none of the new.
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Wow. Have you excavated all the ruins?
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Hematite dropping out of nowhere during temporal storm?
Thorfinn replied to Unbeliever69's topic in Discussion
Can I have some of whatever you are smoking? I have absolutely no idea what you are talking about. Are you running mods or something? -
For the last several playthroughs, I have not seen too many bears that I could not see from the ground, so I decided to forego the Morning of Day 1 quarter-stack of ladders that I typically use for recon. (Foreshadowing? Whatever do you mean?) Because I didn't dedicate a couple hours to sticking, I'm off to an amazing start. By 2PM, I'm approaching a full stack of flax seeds, half stack each of turnip and spelt seed, two linen sacks, a half stack of quartz (no clear quartz, curiously), almost a full stack of olivine, and a little over a half-stack of resin. Peering into a cave, I saw bauxite. Oh, and between an offhand torch and pratfalls, I've made some great progress in my nutrition bars. The only lackluster bits were I've only seen a single node of copper, which yielded 2 nuggets, and no wild hives detected. Ah, well, tomorrow is another day. I'll close out the day finding clay and peat and getting the essential pit kilns going, and hopefully finish a small charcoal pit by first light. Then I'll spend the day getting the farm going. Now I remember that ladders really help in finding peat and clay. Oh, well, I'm on lightly rolling plains. How bad can it be? (What is it with your fixation on foreshadowing?) I run over a slight rise, and there, about a dozen yards ahead, a brown bear. Back up, maybe he didn't see me. Nope, I hear him aggro, so, calm professional that I am, I spin around and fat-finger "W" and "Q", throwing away the copper knife I found. (Oh, yes, now I remember why I always used to re-bind "Throw".) On pretty much level ground, the bear will get me, but if I can get my zigzagging right, I can gradually widen the distance. I see some brush off about 100 yards. If I can just not mess up in the next little bit, I can easily lose him there. It's not as big a clump of bushes as I was hoping for, but is big enough to hide another brown bear. At about 6 yards. What big teeth you have! There's another clump of bushes about 50 yards away with a forest beyond. Problem is every zig increases the distance between me and bear left but decreases the distance between me and bear right. And every zag does the opposite. I bearly make it into the brush (see what I did there?) and widen the distance a bit, then charge into the trees. Straight into a black bear at about ten yards. Somehow, despite a lot of near misses, I've not taken any damage. I hear a squeal, break hard left, run through some blueberries and straight into the boar, who draws first blood. Really, game? But that's why I have a stack of poultices. It doesn't take long to leave the black bear and the boar behind, but the trees are too widely spread to lose the browns. I am slowly widening the gap, though. A series of inconvenient cliffs reduces my lead to approximately nil, and pretty soon it's getting dark. Fortunately, I was carrying a torch in my off-hand for the bonus hunger. It's getting hard to see much of anything. Except for that wolf cub. My brain has just enough time to form the words, "Wait, what?", before being bit by one, then another wolf. The second one greets me with the sound of my armor breaking. And the browns still think I'm the stinkin' Pied Piper or something. The rest of the evening is something of a delightful blur of several more wolves and one more black bear. I've gone through my entire stack of poultices, am naked as the day I was born, have nothing better than a stick for a weapon as a result of a couple more instances of forgetting to re-bind "throw", and my life bar is down in the bottom quarter or so. Oh, and the last couple hours were in full dark, because I ended up in a pond. So it's 3AM, I've been fleeing for my life for 13 hours, and I don't have any idea where I am relative to anything. Oh, wait, the sky is getting lighter in that direction. I know where I am relative to east. And I distinctly remember having heard at least two different wild hives. Somewhere. So there's that. Pro-tip. Don't skip the ladders. What exciting days have your seraphs seen of late?
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OMG! You don't suppose that when seraphs figured out how to feed chickens fruit mash, they turn into drifters???!!? The chickens, I mean. Or, wait!!! The horror! "Yeah, doc, after I fed the chickens some new stuff the other day, I've been really sensitive to light, and hurt all over so I'm moaning all the time. Oh, and every time I see a rock I pick it up just in case... something,,, not sure what."
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Not laughing about the nightmare, but about the game becoming like that movie Gremlins(?) where you don't feed them after midnight. Might turn out to be kind of fun.
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I usually don't bother with the roosters because they will never get enough generations to make a difference, but when I do, I often find myself doing like I occasionally have to do with cattle IRL -- let a few of them (ideally 1) out into another corral where I can move them into individual sorting stalls. Pigs are really easy to do this with, as the boars will immediately chase you once the piglets arrive, and eventually, so will the sows.
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More than acceptable. Though I have to have windows. Badly enough that I will sacrifice one or two of my precious inventory spaces to pick up quartz bits from the very beginning of the game.
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Just found out crocks are also worth crating. Yeah, its only 20 at a time since they don't stack, but nothing is better space-wise, which is important if you are cooking/baking in your cellar. And, seriously, how many crocks of meals do you need to get you through the winter? Particularly when you can bake more veggie pies any time you want. The berry pies you made with the last of the fall's berries will store for over 3 months, so you won't need that many of the meat stew with veggies and berries crocks and none of the jam you put up.
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The issue is not the greater number of mouths to feed. Wouldn't surprise me in the least if one player could stockpile enough veggies and grain to feed 100 through the first winter, particularly if those 100 were doing anything useful, like foraging for seeds or cooking or making crocks. It's the fact that the clock is running whenever any one player is on, even if he is just burning up all the summer months chiseling, instead of harvesting and planting the crops.as they mature. There's just no good way to deal with that except to limit the server to only running a few hours at a time, when all the players can be there.
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There is a mod that does both of these. I guess. Never tried it, because food is never an issue on wilderness settings, but y'all are not alone. https://mods.vintagestory.at/show/mod/12080
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Huh. No, I didn't know that's how it worked. I even already had the glass that time.
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That happens after critters forage them, I think. Break them and set them back down and you will see the times you are used to.
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Tried something like that this last playthrough. Not planning to use it, no, but just to have it ready for some other seraph who wants to move in when I move on. Picking every berry I found and put them in baskets in the sun to hasten spoilage. Had 4 barrels of compost going by the end of the month. By mid-summer, I had basically a farm of barrels going. Fall didn't last as long as I thought it would so not one of the terra preta plots produced anything. If I did the math right, I was farming 704 tiles of medium fertility soil. That was enough to fill 25? storage vessels, after having filled a couple trunks with prepared food, pies and crocks. It just seems kind of pointless. Grow way too much food so you can make terra preta so you can grow even more way too much food. But you are probably right. Could have doubled my tilled tiles, half of them terra preta, had I done the dough trick.
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I don't know how hypothermia is modeled in-game. Tried but failed to understand it. Hypothermia seems more common early spring and late fall when you throw your clothes in a pile on the bank and wade in in just your underwear, so wet clothing must count for something? I would have thought putting on dry clothes would fix things, but at least a few versions ago, the seraph remained wet for about as long either way. I say "about" because conditions can never be duplicated in game, just approximated. I have a sneaking suspicion wind is also factored in.
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I'm pretty sure that was his point, @Bumber. I forget what the seraph's tolerance is, 10C, maybe, but above that the game does not do hypothermia. And if you have, say, 10C of clothing adjustment, the 0C water has no cooling effect, while the -16C air does. The problem isn't really the heat calculations per se, but just the way hypothermia is figured. The heat flux system works pretty well in the horizontal plane, though it makes elevation effect (0.6C per m) way to strong to be realistic, but means you can have glaciers on top of mountains.
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I think that's how it works now. Someone in another thread talked about how he found he didn't need any clothes at all above a certain temperature, then when it hit that temp, he would slowly chill off, but put on even something good for 0.5C, and he's immune to cold until the temp drops that 0.5C. Cold weather in the game isn't all that cold. Around here, 0C is flannel shirt weather, maybe a leather vest if there's a crisp wind. The chaps don't come out until -10 or so, and only got the chore coat out for a brief stint last year, when it never got above -28C for 13 days running. Wouldn't be trying any of that after swimming through a lake, though...
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Cool. I won the draw to be one of the community beta testers for Age of Kings. Still have the Beta CD around somewhere. Stumbled across the release CDs we bought the other day, and might have talked the wife into giving it another go. Fun times.
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Certainly it could be done that way, though that would not be much more realistic. If you just averaged around the 26, because of the difference in heat capacity between water/seraph and air (air is about a quarter that of water), your simplified model would have the seraph be a major heat source, particularly if he's not moving. For every degree your seraph's temperature dropped, the air temperature of those 26 blocks would increase about 1/6th of a degree. And, obviously, fire is going to end up with completely unrealistic effect on the surroundings. 1m away from your copper crucible would be a delta T of around 50C, so 70-some C at room temperature? Gonna need some longer tongs. The model used in the game works quite well for creating ice on the top of lakes. It works well for metal working and clay firing. It just doesn't do all that well at modeling submerged bodies. I get that temperature doesn't have to be recalculated all that often, but still, a 1k view distance is a parallelpiped, 2k * 2k * 320 or whatever you set your world height to, so a little over a billion such control volumes. Even if you recalculated only every 10 game minutes (10 seconds), that is fairly intense. For very little improvement in reality. And that is probably not how it is actually done. I think for anything more than a few meters around the seraph, I'd just leave it at a continuous function in three dimensions, and evaluate that function only when it matters.
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IRL, yes. Just didn't realize that was true in the game, too. Thinking on it a bit, it does explain why ice in the game forms as it does, some sort of weighted average of it's neighbors. Heat capacity must be involved to some degree because snow stays on the ground before ice forms. Right. Heat transfer is a flux quantity. But it's not as quick to model as a weighted average of itself and it's 26 immediate neighbors. When we are talking iterating that over view distances of thousands of blocks, that's bad enough with a straightforward formula. let alone if you start introducing several real number exponents. If anyone is interested, here is an incredibly simplified way of estimating heat transfer in the special case of turbulent flow (which is generally the case) in a smooth tube (which, obviously, this is not.)
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Huh. Not getting that to work. Unused components in the grid will return to open trunks if there's a stack there, but I can't for the life of me get them to return to the crates. If the trunks don't have that component, when I "X" out of the inventory/crafting screen, they go into my hotbar or inventory, depending. Have not run into a single case where they went back to the crates.
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It's a big deal. There are a lot of cold weather circumstances, especially in Snowball worlds, where it would be awesome to take a shortcut through the lake, but I've always thought that was a bad idea. Thinking back on it, maybe that's why I came out OK the times I had to jump in the sea and dive under the polar bears.
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Sigh. Looking for a reason to not start a new game...
Thorfinn replied to Thorfinn's topic in Discussion
LOL. Oh, garbage! Finished up the RA, decided to go back one last time to see if there was anything else I wanted to bring home in all the lootables, and fumble-fingered, falling to my death. So while I'm pretty sure I would have "won" the last game by at least a month had I not been greedy for no point, the answer turns out to be, yeah, I could as well have restarted. It was touch and go, though. I had burned through most of my poultices and all of my bandages. The answer to the question I asked in another thread is, yes, it is possible to kill the boss with nothing more than obsidian spears plus what you find inside, wearing nothing more than gambeson. Still don't know if you can do it with flint, but I suspect you can. But that also means you can move the RA up significantly, so rather than bringing food with, you can potentially live off the land, from what you collect getting there.