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Thorfinn

Vintarian
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Everything posted by Thorfinn

  1. Doesn't make that much difference. Mountainous terrain has lots of deep ravines, and the chunk boundaries never seem to match peak to peak in the old location, so there are always those 50+ sheer cliffs. And, of course, like you alluded, you know where the RA is. For map players, probably not a big difference. You already have an X.
  2. Interesting. I'm pretty sure it used to work. I don't use the macro editor. I just open it in a text editor (npp) that has proper copy/paste and cursor controls.
  3. I agree with most of that @LadyWYT, at least the parts I'm competent to have an opinion, and I'll defer to you on traders. About all I use them for is dairy, an early lantern, a mid-game pick, and tin, if I've been shorted completely by the RNG. Blasting powder, when they have it. I do think one could (and probably should) take the sails from a ship, but the ship and the rigging should remain at anchor.
  4. That's another thing that the devs have simplified to the point that one is justified in thinking, "What the heck is taking so long!" IRL, it takes time to flux and skim off the dross. Sometimes you have to flux several times. Be glad they didn't follow reality too closely. One of the most common fluxes was potassium chloride, whose only source in-game is sylvite. Yep. You need to find a salt dome before you can make proper copper tooling...
  5. Sorry for being a bit terse. When I thought of doing something similar, I thought I could ether copy a snippet from the firepit or brand new pit kiln or delete something from the forge, but they are (or at least were) coded differently. My guess was that either it was legacy code or intentionally done to make it difficult to do multi-fuel. So I tried to come up with options that would be within range of a first mod. Which was somehow annoying, I guess. On reflection, a recipe that has only an axe in the crafting grid that subtracts 3+ durability, producing 1 charcoal might be the best answer. The assumption here is that all it is doing is getting rid of all the time that a seraph would have to spend between growing a grove, removing all the leaves, logging, replanting, making the pit, waiting, and digging it out by hand. The basis is that 8 logs makes one block of firewood, which produces roughly 5 charcoal. That would take 16 durability off your axe, or roughly 3 durability per piece of charcoal. If you don't usually remove the leaves, it will take about 32 durability per block of firewood, or roughly, a recipe that deducts 5-6 durability per piece of charcoal produced.
  6. Cool. Maybe not terribly realistic for it to happen in months instead of decades at the very least, but hey, a game doesn't have to map into reality too closely. Should be a relatively easy mod, for anyone with artistic talent. What are you suggesting mechanically speaking when you say, "fluffier" wool? More? A different grade of wool entirely? Good idea. Maybe half of what they would pay if it were on their want list? Should be relatively easy mod, too. Might end up making trading a little more dominant than the game intends, though. https://mods.vintagestory.at/show/mod/15312 Post a comment at his mod about, say, putting tools in a firepit to remove their handles, and repair worn tool heads instead of having to wait for them to break? https://wiki.vintagestory.at/index.php/Rift_ward There are several of those. There's something screwy about shoreline, though. No one seems to be able to stop sharks (for example) from attacking seraphs one or two blocks on land.
  7. Haven't yet encountered visibility range of 10 feet (3 blocks) but, yeah, the fog can really restrict vision. Just wait for non-foggy conditions. They still show up. It's just that you are on nature's schedule rather than yours.
  8. I think the coolest part is that what you are doing is trading seconds, minutes, hours of your seraph's "existence" to accomplish some end(s). And, yes, most ends will require you to trade that time to accumulate materials. Is a search for purpleheart or ilmenite or borax or salt or marble or bees or iron worth those hours/days of your seraph's life? Certainly you don't need any of that just to establish a thriving farm that is well beyond survival, well into comfort. But just like IRL, you get to decide if it is worth it to you. Charcoal is too much work? It may well limit your ability to do any chiseling on your home, but your seraph can still lead a satisfying, happy, if simpler life.
  9. Doesn't that beg the question, though? I never heard that "1/2 smelting temperature" thing, and it certainly isn't true IRL. An equally good case can be made that the longer-term solution should be to substitute in actual values, where peat would plenty for copper or brass, only marginally for bronze (extent of microfracturing would depend on the exact composition) , and essentially not at all for iron and steel. Personally, I'd be much more in favor of a proper tempering and deformation hardening mechanic, (essentially, low-tech shot peening) and even put a little effort into it before one of the releases broke what I'd done so far. Once we get closer to done, I'll probably revisit it.
  10. Where does workable temperature show? I don't recall ever seeing it, and I went in and turned an ingot into a saw, pressing Alt-H on everything, and never once in the process did I see anything like that screenshot. Or is that a mod?
  11. You only get it from a mineral found just in salt domes. Which is weird, because historically, it's almost always been produced from wood ash.
  12. Oh, my bad. It's when you use potash on farmland that it gets bumped 1 level.
  13. True, @Krougal, I believe they aim where you are. So you can't stand in the window and count on being safe. If you dodge, and slide back to take another shot, and it was an accurate shot when it was taken, you will be hit. And you can sidestep into misses, too. Double-wide merlons work pretty well, since you can relocate to a different set of firing positions fairly easily. And a double-wide merlon can be set up in no time flat. That was bad luck. @Echo Weaver. I can often go dozens of cave systems with no locusts. But unless you really want Jonas parts, IMO, they are not worth bothering with. They are "guarding" a procedurally generated cavern which is no more likely to have anything worthwhile than a cavern without locusts. I think you can turn down damage, can't you? Back of my mind, I thought that was an option. Flint spear damage is no joke. But double a rock's damage? That's almost nuisance range. But others are most likely correct. There will be mods to nerf or even eliminate them. Kind of like some of the mods for Terraria, though, I'd be leary of crippling them too severely -- they are most likely intended to give you the skills to tackle the next chapter/boss.
  14. Then just f-ing change it to peat! You don't need my permission! You have a very odd way of demonstrating that you don't want to be a dick. If you don't want to be a dick, just grow uup and ignore things that trigger you.
  15. That's probably true if you are running away, but the missiles are slow enough that if you see them coming, you can dodge them almost all the time. Kind of like imps in DOOM and rockets in Quake. The problem is dodging in CQB isn't usually a viable option. I'm still playing around with the old Quake standby, jumping while weaving, but in VS, you can't just hold Jump down because then you don't get Run. I think it's working reasonably well beyond about 10 tiles, but getting used to timing the jumps is taking some practice.
  16. x and z are the horizontal axes? Then yes. I don't think I even bothered to notice which was the major axis or even if it was consistently elliptical. I just dug out 2 levels and noticed it was not a disc. Then I dug straight down to see how far it went. That was already way more salt than I ever intended to use. Not cowardice -- an abundance of caution. Maybe prudence. Particularly now when missiles aren't just rocks. It's much more difficult to just run through caves to see if there's anything worthwhile. It can still be done, but if you don't have armor, you can now be 2-shotted by missiles. Possibly even 1-shotted -- I haven't gone deep enough to find out.
  17. I would definitely give your mod a whirl. The whole, "make charcoal, put 3 or 4 pieces in a forge and within seconds you are good to start forging" loop is way too fast and simple for something that IRL is vastly more involved. I would also take away the feedback that gives exact temperature, and make you do what you would have to do if you didn't have non-contact infrared thermometers -- judge temperature by color. If you try to forge at the wrong temperature, you get an inferior forging, probably in terms of both durability of the forging and how much durability it takes from your hammer.
  18. There is another possibility -- rather than making a multi-fuel forge, just create a second forge that uses peat. That would be a good intermediate. And, I don't know, maybe you won't need the charcoal one at all. I've always assumed in a game that pushes on reality as closely as VS does, iron is not forgeable until at least light cherry, which is fine for something like horseshoes, but would not be where you would try to forge a blade. Can you actually forge iron in the game at 730C?
  19. That's fine, @Krougal. I'm just saying that it's non-trivial as a first mod. @LadyWYT explained why that's the case and he can figure that out for himself, I'm just basing it on personal experience -- people who are easily triggered almost never have the persistence to take on more than a relatively simple script. Definitely not something with this many tentacles as a first project. Thus, as a first project, take on something vastly easier. [EDIT] As I recall from reading the code a couple versions ago, it would be fairly easy to change the forge to take only peat as a fuel. I wondered exactly the same thing -- using peat to soften copper, in my case, or at least to pre-heat ingots. It turned out to be more involved than just sucking it up and making more charcoal or putting in the effort to find and mine coal.
  20. No, the melting point of iron is 1538C. The forging temperature is 1371C. https://en.wikipedia.org/wiki/Forging_temperature Forging below that point results in too many microfractures, so your forgings are not very tough, and is very hard on your tooling. 730 is dark red. That's not even enough for proper annealing. You need to be at least in the orange to yellow range. No. The problem is that so many of your premises are incorrect.
  21. Iron is a special case, though. The game is being nice to you. IRL, there's a reason the Iron Age didn't happen until they figured out charcoal -- the forging temperature of iron is nearly 1400C. That's why the game uses bloomeries -- without the air draw, you can't even get charcoal hot enough to melt iron. You need bellows or something to get it hot enough to beat out. Wood or peat do not get hot enough with a natural draft, in any practical forge size. The real problem there is that the residual moisture and volatiles start the characteristic fireplace popping, throwing sparks all over the place. The benefit of charcoal is all those gasses have been driven off. What I'm saying is this is not the artificial restriction you are making it out to be, but a nod to realism. Even if it's not obvious.
  22. Oh, hey, I had another thought. A flint axe can make something like 16 charcoal, right. Just make a recipe that turns flint axes directly into that 16 charcoal. Add three stacks of wood and a flint shovel that makes 24 charcoal if you want to be more or less honest about the resources (other than time) that it would actually take.
  23. If making charcoal is a pain, just think how much worse making a mod will be. Just cheat it in if it bothers you that much. Throw an ingot into some deep hole, switch to creative, give yourself an axe or whatever else you wanted, and switch back. If your conscience is bothering you too much, throw away a few peat bricks, too. A hammer every once in a while. Life's too short to let something like that ruin your day. [EDIT] If you really want to make a mod to make this easier, do something simple like a crafting recipe to turn 2 peat into 1 charcoal. That's what really angers you, right? That charcoal is so hard to do?
  24. Only seen one. It was a spire, elliptical in cross section, about radius 20ish by maybe 25ish? Went from I think the top of the second layer clear down to the mantle. [EDIT] I should say, I've only found one using the prospecting pick. I've run into probably a dozen, dozen and a half while caving. I only gathered a few stacks, because, really, how much salt do you need? A little more than borax, sure, but that's not saying much.
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