Thorfinn
Vintarian-
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Everything posted by Thorfinn
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To extend, it's metallurgically true. Forged heads are superior to cast, because hammering on them deforms the grain structure, making it tougher, and, optionally, quenching it makes it harder, too. (Allowing it to cool slowly is called annealing, and makes it soft -- you do not want to quench ingots because you want them as malleable as possible for later forging.) If seeking to make something more "realistic" while keeping it easy without adding a lot of excessive code (maybe -- there was some problem with matching mining speed to animation recently, so speed might not be the best thing to diddle with), give a bonus to forged copper, say +15%* durability, and if you also quench it, only +10% durability but +10% mining speed. Of course, this means you now have 3 types of each tool head, so the realism will come at the expense of some clunkiness. You would do the same for bronze. Iron is already only forged in the game, so just add an optional case-hardening step, where after beating it out, you would put it back in the forge with excess charcoal so the carbon would migrate into the outer layer of the iron, essentially becoming a low-grade steel. Maybe +15% durability, +10% mining speed over forged iron. -- * Bonuses are not to the base numbers, but rather a fraction of the way between the base metal characteristics and the next metal characteristics. So a cast copper axe has a durability 250, tin bronze has 400, difference is 150, so +15% would be 250+150*0.15=272.5, round to 275 for convenience.
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Truth, @MassiveHobo. Many tools of the day even had holes in the side of the head that you drove a metal nail into the handle to hold it on. Still do, for some of the cheaper tools. The problem with heat-setting tool handles is that the smaller the hole, the more precisely the handle needs to be fitted to it. Mattocks, picks, adzes, sure. Sledge hammers is about where that becomes iffy. And, remember, heating up the head removes the temper that you worked so hard to get in the first place. The real question is whether this level of detail adds to the game. Personally, I'm in the camp of @LadyWYT and @ifoz -- if you want to something to bang on with a hammer, and that gets a bonus, fine. Great, even. It's just a level of tedium I'd rather avoid, even if I could get a 10% bonus. [EDIT] Of course, things like picks and mattocks don't generally use wedges anyway. The handle flares out at the business end, so swinging it drives the head harder onto the handle. If the handle breaks, you just push out the old handle, slide the head over the new handle, and you are good to go. Which might well be where the model for doing this in the crafting grid comes from. Sans the tedious driving the broken handle out of the tool head, I mean. [/EDIT] https://imgs.search.brave.com/_V1cHIpbWrH-XqD5aM_n3nTgNe0w-RlT4srcsD6H54c/rs:fit:500:0:0/g:ce/aHR0cHM6Ly9jZG4x/MS5iaWdjb21tZXJj/ZS5jb20vcy0zMGJl/YmEwb3lpL2ltYWdl/cy9zdGVuY2lsLzEy/ODB4MTI4MC9wcm9k/dWN0cy8xMjY1LzIw/NjQvVmF1Z2hhbl82/ODM2Ml9oYW5kbGVf/XzY0Njk4LjE1OTk2/Nzc1MTQuanBnP2M9/Mg
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I'm talking IRL, which I thought you were, too...
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That works for barrels and wheels and similar large bandings where the metal expansion is significant enough that when it cools down, it draws the wooden parts tight, but the eye of a tool head is too small for that to work well. But I agree it might be more satisfying to smack it a couple times with a hammer.
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That's a great way to ruin a good axe. There's a reason the better tools seal the end of the joint with epoxy and varnish at least most of the handle -- to keep out the moisture. When the wood swells, it crushes the fibers, permanently, so if you do that once, you will have to soak it every time you want to use it until you buy a new handle for it. The rest of that, spot on.
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I wouldn't put too many disadvantages. It's already fairly late game, and setting drifters on fire is a terribly slow way to kill them. Something like 1/2 point every second, vs. a flint spear at a nominal 10 points per second if you are reasonably accurate. Presumably you are suggesting area denial, so there's a fire for 5 or 10 seconds or whatever. Will require update of pathing, too. When I'm bored, I'll lead drifters, bears, wolves, etc. through my pit kilns.
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I figured updating all drivers was just part of setting up a new computer, but you did remember to check all your other hardware for updates, right?
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Well at least you don't have to skim off the dross or flux the molten metal. If I have to choose between one more piece of charcoal or doing realistic smelting, there's no contest. [EDIT] What does bother me some is once its smelted, it moves over into the output spot, where it cools off, even if the fire is still going strong. The crucible itself has not moved. It should still stay hot. Like Cliff Claven says, "What's up with that?" [/EDIT]
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Did you also migrate this? https://wiki.vintagestory.at/index.php/VintagestoryData_folder/en
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Interesting thought. Not sure I'd like it if it were universally applied, though. Bleeding out from a bear mauling would be realistic, but not sure it would be fun.
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My IT guy said sight unseen it's a good bet it's an improperly configured USB controller. That's where he'd start, anyway.
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But I was running 1.19.7, too, and it did not update. So it can't be a change to 1.19.7. You didn't do something like update to join a server or something, did you?
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Mine's still sitting on 1.19.7. Gives me the option on the main screen, but it doesn't automatically do it. In Windows, anyway.
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This current game, I put almost 2 stacks of flax seeds before I began a world tour to find limestone or chalk. By the time I got back home, June 7 or 8, I had another 4+ stacks of flax seeds, and obviously, all the turnips were ready. Even cabbage was almost ready. No idea what I'm going to do with all that linen, but I went ahead and planted them anyway. It was on that tour, where the only lime I found was a small chalk seam in a cliff face, that I realized I wasn't even seeing those white ruins which, at a distance, look like a possible limestone outcrop.
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There are a few of the older ruins I don't think I've seen lately. And, yeah, when I was playing MP, a lot of time the map was on, so those really stuck out. There was another kind of similar one, two rows of pillars, always white. I don't think I've seen the house that had a basement. I think I've seen some of the others. But I'm not really looking for ruins, either. More of a, "Yanno, it's been a long time since I've seen X."
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Weren't those a thing? Six or eight or however many pillars there were in I think a temple? And I thought there were some others. Most ruins are now the local material, and there are some oddball ones here and there, but I have not seen that one in a month of Sundays. Or was that a mod?
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Two metal bars for 3 rails is not nearly enough to make it worth bothering with. Something closer to 2 ingots for 64 track sections (1 stack) might be worth the effort. You need tens of thousands of rail sections to make much of a difference. Paths wouldn't make any sense at all if it weren't for the fact you would have trunks full of stones (or yeet them) by the end of the first year. Other than frequently traveled routes and bridges, you don't save enough time to make the investment in building paths worthwhile. Or are you talking about just being a builder, not any real gameplay point to it?
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Finally got around to looking at it. The stair trick gets only about half credit now. And hay is not as good as dirt. It's close, but as rarely as you need in, you might as well use packed earth. Still playing around with light. Not understanding it yet. If it were light, a long corridor with zig-zags should obviate the door, but there seems to be something else going on, too.
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What needs to be changed?
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Yeah. I suspect the only reason it is permanent is sylvite is so rare, because it makes no sense otherwise. IRL, it would be gone with the first heavy rain, being insanely soluble. Unless I stumble on it while caving, I don't actively seek out halite until late summer, early fall. And even if I did actively prospect, pretty slim chance of finding it while it would still be useful before the second planting. But say potash were the fraction that didn't get turned to charcoal in your charcoal pit. So you get 4-7 charcoal per block of 32 firewood and 8 (or 7) minus the charcoal yield of ash for that block. Or make it simply 1 per block of firewood. Or a percentage chance of a single piece of ash. Whatever, so long as the rarity ended up about the same as bonemeal, that should be fine. Then it doesn't need to be permanent, and you could be fertilizing your very first crops, rather than just the P crops.
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I won't do it the first time. Land is simply not that hard to come by. Though larger plains or even rolling hills of medium fertility seem a little thin on the ground in 1.19. It just doesn't take very long to dig up another 4-5 stacks of medium fertility, particularly if you are simultaneously collecting sidestream flowers for your growing apiary. Sure, why not? If you set the standard that you didn't have to hoe stuff that is above its normal value, then if you fertilized in the fall/winter, those plots would not need to be tilled, nor, obviously, the sylvite-enhanced. The longer-term solution is to add wood-ash derived potash, and make all fertilizer values, including sylvite, deplete with crop usage, and restore in fallow only to their normal values.
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Sure. Redwoods just tend to be a bit far away from spawn to be useful unless there's a translocator that comes out somewhere close. If you keep your head on a swivel and check for local rifts before dark, you can pretty easily fill a decent-sized charcoal pit, 12+ stacks of logs, even on a high rift activity night. Roughly 3 stacks of charcoal per pit. Even one such is enough to keep things going until you are ready to make steel. Having a couple more charcoal pits that size keeps you from having to waste time making a coke oven, because, really, how many batches of 16 steel ingots does one really need?
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Personally, unless they took away the current option, I'd probably build it once, then never again. It's just way too convenient to place charcoal pits out where the trees are, and convert 4 stacks of logs into about a single stack of charcoal. Yes, it means that I spend some nights in May and June chopping wood instead of gathering sticks, but at some point, you have more sticks that you will ever use in the rest of the game. Might as well do something useful with the time since exploring or hunting are not options.
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"Why 'Pinto'?" [Belch] "Why not?"
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Double-headed drifters are a whole lot better source of Jonas parts. I get 2-4 JP per storm. Maybe crank the storm frequency, if that's an option?