Thorfinn
Vintarian-
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Everything posted by Thorfinn
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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.
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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.
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i love this game, but bloody windmills!... a rant
Thorfinn replied to Galdor_Mithr's topic in Discussion
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. -
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...
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i love this game, but bloody windmills!... a rant
Thorfinn replied to Galdor_Mithr's topic in Discussion
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? -
i love this game, but bloody windmills!... a rant
Thorfinn replied to Galdor_Mithr's topic in Discussion
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. -
i love this game, but bloody windmills!... a rant
Thorfinn replied to Galdor_Mithr's topic in Discussion
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. -
Alternatively, are you absolutely certain that your server is running 1.21? Sounds like one or the other is not.
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Add a mechanism to let players stabilize surface areas.
Thorfinn replied to Mac Mcleod's topic in Suggestions
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! -
Add a mechanism to let players stabilize surface areas.
Thorfinn replied to Mac Mcleod's topic in Suggestions
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. -
I don't know of anywhere they are explained. It's just common lingo to the kinds of people who run servers. "root", for example, comes from Unix. Root has access to, well, root, which in Windows would be C:\ and because of the way inheritance works, has access to all subdirectories from C:\, or root. In this context, root has complete privilege control. Some others are based on very similar inheritances in object oriented languages, where one privilege has all inherited privileges under it unless specifically revoked. Not trying to be elitist. People conversant with the jargon often don't even think of it as jargon, but it also serves a purpose -- if you have to ask, you are getting into areas you could cause serious damage. You could do like most of us did and in this context, set up a single-player server and play around with it until you internalize what the various concepts mean, or you could ask specific questions. Like "root", it's easy to forget that is specialized knowledge.
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Are drifters supposed to be able to spawn in lit rooms?
Thorfinn replied to Vexxvididu's topic in Questions
Lamps don't provide much light. 11 in the tile the lamp is, 10 in the next, 9 one further, etc. At light level 7, drifters can spawn. It looks well lit. It is not. -
Settings option to change default gui elements movable behaviour
Thorfinn replied to KnewOne's topic in Suggestions
Thanks, @Travic DeLeon! Missed this the first time around. July was a really busy time for me. Not an excuse, just an explanation. I'll give it a look-see. -
Add a mechanism to let players stabilize surface areas.
Thorfinn replied to Mac Mcleod's topic in Suggestions
That does not mean the base is bad, just that it's not good, at least for some things. What in life is not like that? You have no idea that a CVT transmission is going to crap out every 40k.. OK, but now what? Make the best of it? Trade it off? A common theme of most of these kinds of complaints is a failure to prioritize on the game's terms. If you are spending giga-hours building your dream home before you have a solid grasp of the basic mechanics of the game, whose fault is that? -
Add a mechanism to let players stabilize surface areas.
Thorfinn replied to Mac Mcleod's topic in Suggestions
IMO, this is a mountains out of molehills issue. You cannot spend hours and hours building in an unstable location without the world going sepia. Maybe an hour at a time, tops. Those who are finding the location unstable are likely in a location of spotty stability, some positive, some negative, so the world never acted up until later when they were spending lots of time using the location they wanted for a smithy, instead of roaming around doing lots of tasks. Seeing how the building looks, how the homestead as a whole is coming together, etc. There's good stability in the vicinity, but just not where the bedroom ended up. (Or whatever room.) So just leave that as the guest bedroom or distillery or storage or something else you don't need to be in very long, and move the bee in your bonnet 20 blocks SE and you are good to go. -
Need assistance with setting up mechanical power.
Thorfinn replied to Valsalan's topic in Discussion
Either use a large gear top and bottom, or angled gear top and bottom but leave space to replace them with large gears eventually so you can scale up. I never use a clutch -- I just remove an axle for everything I don't want running at the moment. Stick it to the wall nearby so it's handy, or, better yet, design things such that the one piece is all you have to use to connect any specific piece of equipment. The easiest piece to do that with is usually the bottom angled gear. -
Quite often, I find enough with just surface nuggets, as @Never Jhonsen says but if you pay attention to your peridotite outcrops in more rugged terrain, olivine is rather common. Get to some high point, put your LOS slider as far as you can get away with, and slowly look around. I won't say its always somewhere in your view distance, but if you find a good rugged spot with lots of outcrops, I'd say its more than half. Install the spyglass mod or zoom mod to help you learn what those deposits look like. It can be a little subtle if it's a little ways away.
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Sure. Until then, though...? I'm not sure I see it as a solution, though. It's easy to amass resin and fat enough for automation, yet a not uncommon complaint is that automation requires too much farming of scarce resources. It's too hard to have quern locked behind anvil. Prospecting is too hard. It should point magically, unerringly to the deposit. If you want some "immersive" maintenance, like @LadyWYT suggested, or broken handles, like @Broccoli Clock suggests, fine. There are mods for the first, and if there are not for the second, it should not be too terribly difficult to add a handle breaking thing. But practically speaking, what does it mean? Put the head in the crafting grid with another stick? Why not just turn up the spawn rates to something that doesn't make you feel you are having to grind so much? After playing the game a while, you will probably find yourself nudging that number back towards or beyond defaults, just as you did the starting HP, the enemy damage multiplier, the hunger rate, the spoilage rate, etc.
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Vanilla, with absolutely nothing else running, I can usually get away with 1024. Sometimes I have to drop it a notch or two depending on terrain. Gallows on hilltops would probably work fine for anyone who isn't a chicken like me. I'll hear something, it could be a rabbit for all I know, or maybe a carrot, and I take off, and don't always pay enough attention to where I'm going. Means instead of going from point to point, like I used to try to do, I need some means of picking up the trail after I've lost it doing my Brave Sir Robin impression. Something else I used to use, but got out of the habit, is a distinctive flower. Catmint or heather or woad, or something else visible at a decent distance that is not a local flower makes a very good set of breadcrumbs. You need to have a selection of a couple three in inventory. If you place it on a block of cob, you know for sure it wasn't mapgen.
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Gallows works, but only if it's relatively flat. I use floaty-islands fairly heavily. Climb up a 50+ stack of ladders, place a 4-direction gallows in the air, maybe leave a lantern or oil lamp, so it's painfully obvious at night. This is absolutely essential above your base if you didn't have the sense to find a massive landmark to build next to. Since there are floaty-islands that generate "naturally", I don't think of that as cheating. Come up with some standard that gives you a visual on the direction home, and you are good to go. If you are playing with movable source blocks, place one of those at the top and it is unmistakable. Don't know if it's true for all graphics settings, but single-block resolution on my primary rig is around 400 blocks. If you make your air gallows with some 1-wide and some 2-wide features, this is very helpful for estimating range. Take along fenceposts. Start with a ladder put a fencepost at whatever height makes sense to clear terrain, and put a firepit on top of that. Yes, the glow of an empty firepit is only 3, but you would be amazed how far you can see that at night from a ladder. Get used to that distance and you can make a decent grid over a vast area in relatively short order, at next to no cost . Remember to place some kind of directional sign on the ground to point you in the direction of home. Oh, you do have to be viewing it at or above the y of the firepit to see the glow, so don't go crazy for height.
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On its face, Dimensions should be capable of 4 billion alternate worlds. But it seems to be a rather limited set of block and attribute swaps. At least at present. Assuming that's the intent behind it, limited timeswitch or maybe limited rust world interaction in story events, it won't be full-featured enough to make a playable dimension of any magnitude. Pocket planes, maybe. But like @Diff said, learn C#. You could add your own methods to butch the Dimensions class. Good luck and welcome to the forums, @ElZers
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You've just described the Smithing Plus mod. Try it out and see if you don't agree that the default game has too much metal if you allow tool repair. Setting global spawn rate to the lowest setting, surface copper to extremely rare, and surface tin to never, I was still awash in metal. As a side effect, prospecting became much more hit or miss, and prospecting is already a frequent complaint here. It's easy to spitball answers and miss the second and third order effects of those suggestions.
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Add a mechanism to let players stabilize surface areas.
Thorfinn replied to Mac Mcleod's topic in Suggestions
I still get caught by it. Not that I really care, as I spend no time at home, anyway, but, still... First off, they can use it, just not necessarily spend much time there. It's still a perfectly good place to drop off stuff, and forging and cooking and the like, because if they really spent that much time building there, it's not negative, it's just not positive. They have to go somewhere else to recover stability. Now, granted, I've been there, and when I should have known better. I thought it was weird my world was going sepia while I was doing some clay work waiting for a wild hive to swarm, and it did not occur to me that I was in an unstable region. But that's really the point. Had I been trying to build there, things would have gone sepia before I got much more than a shanty constructed. Definitely not the 40 hours someone was talking about upthread.