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Thorfinn

Vintarian
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Everything posted by Thorfinn

  1. I, too, would love seeing corks and sealing for jugs, but they in fact do serve a purpose, at least in the early game. They are a much more compact way of storing juice and wine than barrels. "Buckets are better." Yes, they are, but they also use twine, which you need for other purposes until you have battle jammies, a windmill or twain, and maybe a sailboat. But after that, yeah it would be nice to be able to seal them and get extended life out of juice and wine. Now if only there was a use for juice or wine...
  2. I haven't really looked at how much it would take. But since the game already does that, more or less, by just going up or down a few y-levels, I don't see the point of wasting time changing it. [EDIT] I don't remember who it was, but someone dug a shaft deep enough to grow oranges in the polar regions. I don't know what more one might want. Shangri-La is not particularly "immersive".
  3. I don't know what has you jazzed up, dude. You want underground farming, you can have underground farming. You want underground farming that doesn't require a pickaxe, you can have underground farming that doesn't require a pickaxe. Why are you so hostile to, well, anyone who tells you, "Go ahead. Make your farm." The only thing it doesn't explicitly do is set the temperature to 5C. The temperature is just the weathermap temperature adjusted by elevation. So far as I can tell, by more than enough, because I use caves to warm up in the winter, even in polar regions. Which on Wilderness settings means it is above 10C. You appear to be the one incapable of understanding that how you thought the game works is not how it really works.
  4. You think this is some occult knowledge that only you possess? My post was largely about the first bit, though. You can make an underground farm without having a pickaxe. Your assertion to the contrary was wrong. Make some underground farming. Knock yourself out. But base game? So it would be a part of vanilla servers? No thanks. Great mod, but if you put easy mode into the default game, why stop there? Put bubble wrap on everything.
  5. I've tried More Animals, and it seems fine. The Phanerazoic is fine if you cut spawn rates by half or so. They are fine at default rates, by themselves or even using several of them at once, but it gets a bit laggy if you use them all and there are several dozen dinosaurs in your near distance, at least half of them trying to path to eat your face..
  6. I think you could probably fairly easily get close to a small number of huge continents, but I think most people would hate it -- go through landforms.json and increase all sizes by 1000x or so. But it would make more realistically sized landforms. Great Plains would go on for 100s of thousands of blocks, i.e. many 100s of kilometers. People are already complaining about not having everything within 1 or 2 kms.
  7. How about option 3, which is just a few more slots in the cookpot? Maybe even a slot or two specifically for spices? The vision is to get rid of the crafting grid, and I'm a big believer in playability over "immersion". IRL it takes an hour to marinate stuff. So? This is not RL.
  8. How do you stop the inevitable exploit? Dig up the block, place it back down, till it, all nutrients are topped up? There are mods that do as you ask, and even address the cheesy stuff by making you wait until they are fully topped up, or drop whatever soil is appropriate for the current nutrient level. Alternatively, by the time you are ready to move whatever HFS you found, you could have manufactured plenty of terra preta, and not cared about digging the HFS up. Or you could easily create your own mod. Open farmland.json, go down to the line that says, drops: [], and replace the null inside the brackets with whatever trips your trigger.
  9. Nope. Not remotely true. There are plenty of lakes and oceans more than deep enough that you can simply build down, using hay or dirt to get rid of the water. Personally, not a huge fan of underground farming anyway. I'd make an exception for mushrooms, but I don't want an "easy out" for iceball runs or polar starts.
  10. Understood. There was a mod that did exactly that, tree stages, plus it had a chance of planting a seed somewhere under its canopy. And regrow leaves, I think. Wild Farming, mayhaps? It was bringing pretty butch machines to a crawl. Crop stages are one thing. Not even I have more than a couple thousand crop plots growing at once. But all trees within, say, a 768 radius? Give it a shot. See if Spear and Fang (I'm pretty sure he took it over) was able to optimize that somewhat.
  11. There is. I think he wanted an option to have seraphs able to make inferior versions of things from other classes. Which is kind of already there. Recurve is a better version of the bow. Tailored gambeson is a better version. But what would be a nerfed sling?
  12. As long as it doesn't add a bajillion weapons, pretty much any weapons mod should be fine lag-wise, except ones that add entire new modes. I'd leave Combat Overhaul alone for the nonce, but I can't think of any others that might be an issue. Rivers is an issue for lag. Gets really bad when you start adding creatures that can be in the water. Even things like in-game deer can cause problems. Oceans, knock yourself out. Usually it improves performance because you don't have as many leaf blocks. Blood trails, try it and see. My Linux box doesn't care, but my Win10 stumbles a bit. And the Linux box has much lower hardware. Looks like a quaint homestead. Good job.
  13. Oh, OK, oaks are a little on the slow side, too. Likely right there with walnut. I was just pointing out that the maple and birch and pine that I plant when getting my first slug of sticks the first few days of May mature in June. Often before my first turnips are mature. That is not in the slightest immersive, just a concession to video game logic. The trees I planted in my woodlot 25 years ago are just now getting to the stage they can be used as firewood, and consequently I've shifted a good share of it over to coppicing. Yes, I watched it all grow. My kids grew up a lot faster.
  14. He specifically said lead. I was trying to understand why he was warming up 3 lead ingots in the first place.
  15. I agree that it would be nice to be able to recover from mistakes like that, but I've got to know -- how do you end up with 3 hot ingots in your hotbar? Why not leave the other two (presumably) in the forge so they stay hot? Or alternatively, why not run two forges? Coal/charcoal isn't that scarce, and it makes things easier to time.
  16. I take it you are not using default settings? Currently most trees take a month or two (9-18 days) while walnut takes around 3 months and redwood around 9. Personally, if video game logic demands that trees mature in a month, about twice as fast as flax, I'd as soon think there's some different growth mechanism than the one we are familiar with. With that constraint, Athena trees are as realistic as any other model.
  17. I was just saying a flywheel or free-rolling millstone is absolutely useless if you are underpowered. And I'm still getting the impression your setup was somewhere between 33% and 45% of required power, even if your rotor was at y=171 and had gale force winds.
  18. Dunno. Not a subscriber to the idea that everything has to be craftable. Leave class exclusives well, exclusive. I'd rather see them be found. Looted? Purchased? Maybe, but dropped from a cracked vessel or found in a ruined chest makes more sense to me. Including recurve, sewing kits and diamond stitch that are already at the traders...
  19. How would I distinguish between a power loss and a speed loss? It's been several versions since I tested, because it's such a pain, but I was pretty sure what I was seeing was a linear drop in rotational energy, not a linear drop in angular velocity. [EDIT] I guess what I'm getting at is whether there's some easier method of finding speed than counting frames? Some info popup that tells me the RPM or something?
  20. I don't believe a flywheel would help in this case. I think he's simply not got enough power. Flywheels do not create rotational energy, they just store it. A flywheel is not a perpetual motion device. You still have to supply enough energy to drive the helve in the first place. The flywheel will just even out the dips and surges common to wind power. And I know you know this, @Teh Pizza Lady. I'm just not sure that the OP does. I had not realized the friction losses are constant RPM decreases. I've always assumed they are constant power losses. That might mean very large setups might be better off using 3 of the spaces for the rotors, the 4th to be a step-up "transformer". Might have to look into that. Assuming I ever build on that scale, I mean. @Galdor_Mithr, five sails cannot provide enough power to drive the helve if you are using a large gear to speed up rotation. What you have done is convert your 5-sail rotor to a 5x faster 1-sail rotor with not quite as much power output. Putting a flywheel on it will at best decrease the rate at which it grinds to a halt once you connect the helve. In general, until you know what you are doing, you should use large gears in pairs, one at the rotor level and one at the machinery level. They should be on the same shaft. If you are not using multiple rotors, you should probably not be using large gears at all, unless you are using one to get greater speed out of a quern. @Galdor_Mithr, the point the Wiki is trying to make is that the large gear trades torque for speed and vice versa. It does not create energy.
  21. I'm not picturing it very well. Best I can imagine it is you have the windmill rotor connected to an angled driving gear to an angled driven gear. That gear is on the same shaft as the large gear, which drives the helve? If so, that would take a heck of a wind. Not even sure it's possible. It normally takes 3 sets of sails to drive a helve at a 1:1 ratio. If you are using the setup I described, a 1:5 ratio, you would need between 11 and 15 sets of sails to drive it. Incidentally, what you describe, connecting the helve and it slowing to a stop, is how the game handles underpowered machinery.
  22. Alternatively, are you absolutely certain that your server is running 1.21? Sounds like one or the other is not.
  23. You are assuming a keen eye for detail. I thought it was just something decorating the HUD. It was some time after the house thing that I noticed sometimes it was teal, sometimes it wasn't, and sometimes it was partially teal. I was always a little too busy/distracted to notice that the direction of the spinning was related to a change in the appearance of the gear. Kind of like @Bumber (I think) said in another thread (I think), people will either notice things or they won't. Not much point putting circles and arrows and a paragraph on the back of each one if you are going to miss it anyway. Bah, humbug. Reading is for literates. I avoided the handbook as much as possible. It wasn't until I tried everything I could think of to do with a cooking pot that I pulled it up and saw you needed to dig a hole to put it in. I stopped reading the handbook at that point, and the tooltips led me through just fine. I generally used the handbook only to see if there was any reason to keep stuff I picked up somewhere, or toss it into the next wandering sinkhole I happened upon. My VS journey has been trial and mostly error. And it's been a blast!
  24. Aren't all traders called "Local Traders"? Depending on what screen you are looking at?
  25. Right. I'm well aware of that. It was probably my 6th or 7th world before I noticed something was up. And how did I notice? By starting to build. I puttered around with sizes, redoing what my room layout was going to be, and before I even got the first floor blocked out, was getting the sepia thing. Took me only a few seconds to guess it must be similar to what happens while caving or mining. Somewhere in the mists of deleted worlds, that shell of a building that could have been still exists, a constant reminder to me.
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