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Oktin

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  1. Try hosting server via executable in game directory, it'll load the last world used automatically If that's not enough disable any form of UPnP both in game and in your router
  2. For now with the amount of work that needs to be done they can supplement windmills, I would lie however by not saying that I am looking to seeing it's large variant Problem is we already plant any flax seed we have to the point going nearby those fields mess with the game - unloading models (including bears, rust creatures and traders), hovering in inventory stops working, ghost players appearing etc. Ah, I've should used there amount of power per flax used - which is 20/64 and 25/128 - and that's not only worse in terms of efficiency but it can't even challange the quadwindmill 250kN vs 4x100kN (not including wind speed and slight power loss over using extra axles to avoid turbulences) Edit: Haven't noticed MKMoose replied while I was writing my own and with this reply as a whole I see the points but my conclusion is different - already ugly overworked windmills will need to get worse just to barely keep up
  3. First I want point out that full (currently) small variant of windmill is enough for one person IF the power generated is used just to progress. The problem starts to arrive when there is a constant need to run quern and helve hammer 24/7 because everyone want to eat, have armor, tools and several others! Solution is simple - MORE POWER! So more sails were made. And now the rabbit hole starts... Those were taking a lot of flax already and with halved yields it will be just much more. However bigger sails were introduced... but for as much as DOUBLE the material cost they provide a mere 25% increase in power - which means it's just a flax sink as if there's ever too much of it... at this point it seems better to just build dirt tower and start another "small" windmill or make the exitnig one uglier to avoid turbulences. But not everything is lost! Waterwheels were introduced too and they are... okey... they do the minimum to be usefull... to make it possible for a second person to do their work too... a bit underwhelming but it has it's place... I guess? In conclusion - quadwindmills will very likely be even uglier so the turbulences can be avoided and the bulk of the work still achieved alongside potential waterwheel as a bonus to slightly relieve the main power source of work when two or more seraphs happen to have a need for mechanical work at the same time. Personally I would like to see a bit more oomph to waterwheels whilst bigger sails could use straight up double the output they already have.
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