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Thorfinn

Vintarian
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Everything posted by Thorfinn

  1. Just for fun, or is there a point to it? Genuinely curious. I've just never noticed that bells or locusts or saws were ever defending anything worthwhile. Just more random cave, exactly like the random cave next door which lacks all the nastiness.
  2. You can make it go away and come back in a survival game, but I remember a thread where someone said you could not add it to an exploration game. I don't remember the command string to let you check. Not able to imagine a set of circumstances where I would need to use it, I didn't even commit it to short term memory. Have you looked at the Command Handbook? Hit escape from inside the game, select Command Handbook or something like that?
  3. I often just choose to remove the overburden anyway. Gravel is the only totally worthless one; sand can become mortar, and dirt either packed or paths. Half-paths for use as above in the next gravel shallow ore And it only takes 7 poor chunks to break even. I've seen fewer than that, sure, but I've also seen a whole lot more.
  4. There are a few mods that do that, though they operate slightly differently. Which is more the model you seek?
  5. The beehive has an iron door and 3 iron hatches, or something like that. I only expanded my pit kiln area because I had become distracted in 1.20 and wasn't keeping the pit kilns I had running. [EDIT] So that's what happens when two reply at the same time. I thought maybe the browser locked up, or I lost my internet or something.
  6. Might as well keep cooking. Means you get by on a lot fewer farm plots. Regular old gambeson, when I bother. Mostly I count on speed and good looks. At the moment, there's nothing really worth fighting, so not much point in making new weapons. Mayhaps if drops changed. I'm not sure what would be a bigger draw to me than starting a new world. [Edit] Part of my victory conditions are steel plate and a full set of tools. I just never use 'em. To my way of thinking, too little bang for the buck.
  7. I think it is hard to justify using steel tools unless you have a massive black coal mine. It takes more than 10 charcoal to turn iron into steel. And for that you get an axe that is marginally faster with the same durability as two iron axes. Since I always end the game with scads of blooms and ore, not wasting time on steel makes sense for me. YMMV.
  8. The problem with not knapping axes for the firewood step is you go through your axe nearly twice as fast as you otherwise would. In the time it takes to mine iron, make bricks for the bloom, bloom it, process the bloom into an ingot, and forge it into an axe head, you could have knapped 100x that amount of durability. I'm just talking about the time you spent doing each of those operations, not the run-time. Try it sometime. I think you will be amazed at how much more efficient that is. There is one. Ore blasting bombs. Charcoal is only for times you don't find the resources for bombs, or when you are waiting for something or other to finish up, and looking for something to do.
  9. Me, too. Charcoal isn't that bad by itself. Iron tools make short work of trees. If you have several stacks of flint axe heads, you can use those to make firewood. But it's not great for trees you planted. The wood/leaf ratio is way too low. Which is why I like to look for old growth and take out those monster maple or oak or pine trees and build pits on the spot every time inventory fills up with logs, because you can carry so much more charcoal than wood. Better yet, redwoods are not that far away, and might have the best ratio of all. Spend a day or two making charcoal with bronze or iron and you will never have to do it again. Coal is faster if you can find black coal to get the bombs going.
  10. Since you mention wolves, the sides of forest floor soil are the same color as MFS, but forest floor only drops LFS. There can be MFS in forest, near water, but it's not very common. Better off looking for sloughs or fens or moors or swamps or whatever you call them in your neck of the woods. There still exist large prairies of MFS, but most of what's out there is LFS.
  11. Problem with the beehive is refractory bricks are too late in the game to be of much use to me. Once I process that big slug of a disc or two of iron ore, I usually don't need to do it again. I can build a couple dozen bloomeries if I've been firing bricks regularly, but the beehive is gated behind iron, so by that time, pointless. Also, you never have to worry about replacing damaged bricks in a pit kiln.Hard for me to get too excited about the new tech.
  12. Preach it, brother! There was some just the other side of my pit kilns. I only stumbled on it yesterday when I was expanding to 24 pit kilns.
  13. IRL, brassicas (cabbage, turnip) and closely related mustards (parsnip, carrot) all propagate by seeds. If you want the crop, you harvest it the first year, if you want the seeds, you harvest the second year.
  14. Oh, so it appears there are already two versions of, say, HFS farmland? One that is from base HFS (or possibly crafted from MFS?) and one that is MFS that has been fertilized sufficiently? That would reduce the number of different kinds of blocks, indeed.
  15. Oh, OK, I don't feel like such a loser for not finding anywhere near as much HFS. "He's only been playing for a week. How is he that much better than I am already?" Works for the lower level soils too. I never tried it before, and never brought things up that highly before, but I had excess fertilizer, so decided to see if I could make it grow even faster. Don't know if it goes back. Suspect it probably does.
  16. No, there will still be plenty of water for salt. In fact, as currently implemented, it wouldn't reduce it at all. Have you looked at how 1.20 deals with non-source transfer yet? I's more of a non-flowing flowing block, if that makes sense. Like a water flow block if you block off access to the source. It just drains into the substrate, whatever that substrate is. Rather than source blocks, I think the future is more correcting the flow characteristics to make that more realistic. The problem is, that will make griefing that much easier to do, and that much harder to fix. Dam off a river and you could flood out a players valley and house before he logs back in, unless the game also has infinite sinks. [EDIT] Have you played The Planet Crafter? The griefing I'm talking about is what happened to everyone who did not read spoilers ahead of time. If you build in a swale, there may be no way to dry it out. I don't think rain is going to make any difference. Could, I guess, but I would have dirt blocks be infinite water sinks and it is no longer a problem, apart from caves. Best way would probably not to bother with runoff at all, but rather just that some containers can catch rain.
  17. Sure. Though EF makes a pretty serious hit on performance, which can push a marginal system into insufficient.
  18. The modding tutorial in the wiki explains how to add particles (like smoke of various colors) can be added to call attention to blocks. There is also the mod that does that for HFS. Should be really easy to change that to detecting MFS, then you can undo that once you learn how to recognize it.
  19. Maybe more than a couple hundred. Gravel and sand deserts can go forever, and only if they end at large lakes do they occasionally go MFright away. But, yeah, if you find a lake, you will usually find MF. I'm not firmly committed to one step, and not sure it would be worth it anyway. "I have this block of MF that won't stack with other MF." I just think it should be more bother making the stuff than finding it. @Krougal (?) says he gets more HF than he knows what to do with. 10 stacks, maybe? I usually end up with 4-5. Whatever number is reasonable, just set that as the rough maximum for what a high achiever could produce at home in a year starting from MF, which is common enough to be an expected input. If the high achievers can only compost enough dough or berries or whatnot to make 4 stacks of HF per year, while that is still better than I do finding HF, (because diminishing returns on found resources, while increasing returns on growing a larger farm) the average player would maybe do half that well.
  20. Alas, horsetail and grass is all there is at present. [EDIT] Interesting. I did not know anything propagated, except in a sense, mushrooms.
  21. They are not instances per se. They are merely a different set of command line switches that you apply to one common instance. I looked into it a while back, and at that time, the Main Menu was off-limits to modders. That's where you would need to put a mod to change command line switches from within a running program. So while you wait for the Devs to consider changing it, you can have something that does what you are asking, if it's a little clunky.
  22. Other than the evaporation basin should be more or less impermeable (rock, clay, etc., maybe wood gates) sounds good. There is a mod (Fields of Salt (?)) that works kind of like that, but IIRC the basin takes some insane materials. Maybe rework that? [EDIT] Thinking about it, the game is moving away from being able to transport source blocks. It might even be moving away from source blocks entirely. While your idea would still work in HS and Standard, it will probably be obsolete in a version or two. Changing the ponding materials from the other mod wouldn't be too bad, but I don't think I'd put much more effort into it than that at the moment. If salt is that big of a deal, I'd use Expanded Foods. If that's way more content than you want, maybe ask @l33tmaan if he would create a stripped down Expanded Foods Lite that contains only basic operations like berry drying, salt making, etc. The kinds of things that are requested frequently.
  23. Other than as a fill block, not in vanilla. There are mods where it does, one of the more popular is WildFarmingRevisited.
  24. Because you can't see something that's not there. Why it's not there is the question. For whatever reason, it's not there. To add it, /worldConfig propickNodeSearchRadius [0-12] 6-8 are typical ranges. Much above that gets too confusing. https://wiki.vintagestory.at/index.php/World_Configuration
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