Thorfinn
Vintarian-
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Everything posted by Thorfinn
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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?
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They are insanely rare, at least on hardcore wilderness defaults. This current game, I've encountered exactly 1. It's now January, and I've been spelunking pretty much non-stop since mid fall, there being pretty much nothing else to do...
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Right. I was thinking I could boost mine by asking questions like, "What happened to the 16 fiber I had?" and then tell everyone I found it in a reed basket or something. But I'll never get to 50%, unless I can start marking more than one of my replies as the answer. But, heck, by the time I got to 4000 posts, I'd have 1500 answers, which is quite respectable.
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I've always meant to check, but by by the time I need a real cellar, I have doors anyway, so I don't care. The advantage of an upside-down stair is you don't have to break it at all. Well, until that gets changed...
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I think you can get the same out of a trapdoor, but it's a much later stage in the game than a dirt/packed dirt block. And there's still the 1-3(or if you are a little careful with placement, at least 12) storage vessels under a stair that gives you a cellar you can access without doors, blocks, anything in the way.
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That is so true. Much better to hear a rock "thud" or or even get hit than getting surprise flank attacked and totally shred your health. Yeah, maybe hearing them coming would be better yet, but rocks are a great "tell"...
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Right, @Silent Shadow. It's trivially easy to get a group of them to attack each other. And if there's a dozen drifters ahead, nothing says you can't just head another direction so they despawn. Not like they are going to give you any loot worth the risk. "Ooh, one flax!" Just choose your battles such that odds are ever in your favor. "What if the only way out is through them?" Then putting yourself in that situation wasn't such a great idea. Learn from the experience. At least learn how to get them brawling amongst themselves. Yeah, uncanny accuracy, I get it. So? Just accept that drifters have the "uncanny accuracy" trait, and figure out how to live with it. Or turn off drifters entirely.