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Posts posted by Galdor_Mithr
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On 1/14/2026 at 2:17 PM, CastIronFabric said:
ok fair enough, personally 1:1 is all I ever do. I never have a need to do more. anyway, thanks for the answer.
Edit: when I say 1:1 I mean 1 large gear to 1 large gear. The gear below can run a hammer, a quern and a pulverizer. I never have need for any more.
this is a bit funny isnt it XD.
i find it so hard to decipher what players and tutorials are on about when they talk about gears in vintage story as the mechanical logic has been simplified in such away that it now no longer makes sense to me. one to one should mean one revolution of a powered gear turns one unpowered gear one revolution (one revolution=one revolution).
in this case i have tried to explain it as one in put and one out put as the common phrase "one to one" and you have used "one to one" to describe one large gear powering one large gear. i wish there was a big medium and small gears then you could tell the player "big wheel turn medium wheel twice and the medium wheel turn little wheel three times, more power=torque=more available out put, gear ratio increase or decrease rpm."
the whole thing the way it is seams like overcomplicated simplification that tried to use only two gears.
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19 hours ago, CastIronFabric said:
sorry I am still confused as to the answer to my question.
regardless, it does not matter I was just curious. It may have read it wrong but it appeared to me you made windmills after you did the RA with iron armour
" i do have a one to one, one in put one out put windmill, that solely deals with the helve hammer. i have made all my plates on in this world on that hammer but was also attempting another larger windmill for multiple out puts."
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17 hours ago, LadyWYT said:
If you have weaker hardware I honestly wouldn't worry too much about mods, unless you're intending to host a server on a separate machine. A couple of lightweight mods you might enjoy though:
Better Firepit: https://mods.vintagestory.at/betterfirepit
HUD Clock: https://mods.vintagestory.at/simplehudclockpatch
I am quite certain that both are still working properly, but I do recommend testing them anyway on a fresh world before adding them to a world already in progress. Testing them first will also allow you to decide whether or not you like them enough to keep them installed.
To my knowledge, the eidolon fight only resets after an in-game week or so, though I could be mistaken. If there was a long delay between your first attempt and your second that's most likely what happened.
thank you for the links! i find navigating the web a bit overwhelming sometimes also that's a good idea ill make a test world, the mod iv got on my game now is really fun and they sound like helpful ones.
nope that is not the case i had a shock of a life time! i was loading my elk and chests outside (should of made a flute), i had read the wiki and though that it would stay dead for a bit, after reactivating the boss once fighting them and getting out with a invent full of loot i jumped back down immediately... and was taken by surprise by them them as i had a empty inventory and had to run back from my spawn with a bunch of spears XD
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18 hours ago, CastIronFabric said:
Question: How did you do the story quests with multiple sets of iron armour without a windmill?
I assume you did all that by hand?
sorry there was a short saga you missed with me learning about large gears and how much i hate them
i do have a one to one, one in put one out put windmill, that solely deals with the helve hammer. i have made all my plates on in this world on that hammer but was also attempting another larger windmill for multiple out puts.
to explain a bit i wanted one with with a automated flower production but i got as far as three wind mills on a large cog with an output and blew a fuse! which don't bode well as i want to to hook it up to a screw to act as a grain lift. -
After losing two sets of iron armour and making up for it in meteors have i completed the library and the lazarette and then found the village Nadiya now im making honey sulphur bandages so i can go down to the destruction.
so one day in November i think it was i went to make breakfast i came back to a dead character and despawned items including my iron armour and tools this happened twice (i never learn) i missed the summer window and had to wait for it to swing back round so i could jump on and go for it, so i did that and i got wrecked by the eidolon and had to bring a temporal gear to stop me from losing my cool i also stopped posting up dates due to me getting overwhelmed. btw i DID NOT know the eidolon boss fight resets every time you enter the hole having to do a boss fight twice was a bit much XD.
so started the winter of my discontent... and the summer.. so the year of my discontent really, i had to quickly restock all the things i had lost. over the Christmas Holliday i would sneak away to make plates and mine ore and find translocators to more ore est est est. once i had done that i started on a new house with an upstairs (tho i keep having mobs spawn inside it how do i solve that?) with a better house with a kitchen and more space for my stuff i set out for the lazarette after a major flax shortage (this shorted was solved with two new fields made by infilling ponds and cutting channels in a meadow for water)
the lazarette was harder than expected though i enjoyed the lore and the loot and felt good about my self on completion (the lore made me feel bad for them poor people tho) it was also fun to ride the elk on an adventure that took me to Nadiya. i have in previous post talked about my fear of mods crashing my game and my little note book laptop that is my only computer how ever i did download better ruins as i am a bit underwhelmed by some of the above ground structures i did that after locating the lazarette and i was really happy when i found a tower with *drum roll* shingles!! the most pain in the arse thing to make and iv got 93 of them!! Nadiya was ok it make be lag for up to 5 seconds at a time but it looks ok and im never going back if i can help it so there. i also learned that the player is a seraph witch makes alot of sense as the first trader you talk to says "oh you just woke up then?" witch i though was the game 4th wall braking for fun but is in fact foreshadowing.
after getting over my losses and completing some more of the story i feel alot better about myself and the game im building a windmill but i cant figure it out so im going to try again and make this another simple one. thats all i would post pics but cant add them today
any more mod suggestions that wont melt my stuff?
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5 hours ago, Facethief said:
What land cover percentage do you use? The default 97.5-or-whatever%, or a lower number?
first ever world just vanilla settings
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1 hour ago, Facethief said:
This is aspirational. How long did it take to find?
mate i was blocked from going west by mountains its was a days walk away
i found a forested pass though the range and it was there!
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i just went to make a cup of tea and some breakfast after finding something i thought was really cool, i paused the game but i must not have or something happened because when i came back i was dead my four leather packs my full set of iron armour that i had in my inventory and all my iron tools including my compound bow and my stack of iron arrows had de-spawned. i feel horrible, i just found an ocean big enough for the sailing boat iv had my first (failed) stab at the library and now iv lost the armour that i needed to complete it i think i need a brake now.
after 200 hours on this world on a note book laptop wile iv been unwell in bed iv lost the most important things to me in this game.-
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2 hours ago, Evilel said:
Mod's I've found to make life a bit easier and don't seem to be invasive or over powering
Bedspawn (A simple mod that sets your spawn point when you use a bed. The spawn point is reset when the bed is destroyed)
Carry on (Allows picking up and carrying blocks, especially containers along with their contents, in your hands and on your back)
Clay Mold for Nails and Strips (Tired of getting carpel tunnel syndrome trying to make trunks for your warehouse? This mod could be for you!)
just an arrowhead mold (Adds an arrowhead mold to the game, with an output of 8 arrowheads)
Temporal gears stack (lets temporal gears stack to 16)
Simple HUD Clock Patch (Shows a simple configurable HUD Clock in the left upper corner with the current in game time, season, weather, temperature, room type, online players, current claim, rift activity and temporal storm status)
Extra Overlays (Simple client mod, currently only adds a health bar above the mob you are looking at)
Autowalker (Adds a simple autowalk hotkey (Default V) that is customizable in control settings. Walking forward or backwards will also turn off the autowalking)
An AFK Story (Players who stand still for 30 seconds automatically go AFK. While AFK, they receive: Full saturation, Invulnerability ) I play on a server with friends though the mod Doesn't fully work as intended. i don't believe invulnerability actually works, but the saturation thing comes in handy for those oh crap a temporal storm and I'm stuck in a hole without any food.
thanks mate! do you know how much they will effect performance and the like im struggling with lag atm and need to keep the render low to counter it
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so its been fun and its been frustrating iv travelled in the teleporters, (turns out there was another one right next to my base!) I've found gold and silver on the surface and found a dule fire clay and coal vain right next to my base in a cave, the iron vain is still going and all on top of having bumper harvests two years in a row! (and i made some ale this year) however there have been moment's...
the more academic explanation that the people who wrote the windmill wiki had me all frustrated and iv given up on complex drive trains for now as my piratical af brain dose not understand how it has been implemented. working blooms had me scratching my head as iv always been involved in hitting large lumps of soon to be metal agents' a tree stumps after braking apart a clay tower smelt (very fun do help re-enactment groups out if you get the chance), but after the helve hammer was installed into the forge i stopped thinking about it so much. also not being able to re-enter the menu after miss clicking is highly frustrating.
there have also been very funny glitches and bugs such as drifters with three arms and arrows doing damage as mobs walk over them (very handy in desperate situations but it did kill my rooster)this aside iv rebuilt the forge made some iron plate Armor found lore in dungeons and made it to a red wood forest witch was really cool id like to build a boat but there are not big lakes that need one yet. i have found the library but will have to have another go at it as i almost died but i did make a lot of pies witch i think are the nicest thing in this game atm, one thing i would like to make is a better farm somewhere where there is a longer growing session so i can grow cold weather crops up in anfiltham (my current home) and have a warm weather farm with hotter surroundings.
I'm thinking about mods tho what are some mods that don't really hurt performance i'm playing on a note book lap top but all the same if is dose not add any more lag i would like better water ways and an ocean or two and iv also been looking at the weapons and also the blood trail mod any advice?
anyway that's all have some pic's
~galdor the fool
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a stack of chiselled blocks did this in my game
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7 hours ago, Feycat said:
That mountain looks like a running horse! Neat!
it dose your right
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1 hour ago, Maelstrom said:
That mountain would be a horrible world spawn.
its covered in larch trees, mist and the library is on top of it, iv never been there before I'm going to have to try again as only iron body armour is not enough may re-spec to black guard as im on a lap top and i need to take the hits.
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7 hours ago, hstone32 said:
Well the link that @Professor Dragon posted is probably your best reference
nice on iv not been messing with the setting long enough though i just had to put in new values in to land cover and land cover scale to get islands. i start looking at walls of info like that and get pretty confusing.
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24 minutes ago, hstone32 said:
Well you know how to set world config options when creating a new world, yes?
yes, what numbers do i need to set it too when i start a new world?
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1 hour ago, Alonso7 said:
Lying down on a bed (which is only possible in servers) and sitting down burn the same number of calories as standing still. This makes them quite useless. Players should be encouraged to sit or lie down when they go AFK. It's an intuitive mechanic, a nice roleplay addition and it's easy to implement.
also in mining getting in to a one block high space would be better for mining narrow seams as seen here. laying down/sitting/ crawling could be handy for getting in to them tight spaces
https://external-content.duckduckgo.com/iu/?u=https%3A%2F%2Fc8.alamy.com%2Fcomp%2F2M96A7W%2Fa-miner-undercutting-or-holing-the-coal-in-a-narrow-seam-plas-y-coed-level-south-wales-a-solitary-candle-provides-him-with-light-2M96A7W.jpg&f=1&nofb=1&ipt=e8b91375799abd9621eecf375462ff1c6573e1a247bf29bd064a0b2747754fb0-
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5 hours ago, Thorfinn said:
I don't believe a flywheel would help in this case. I think he's simply not got enough power. Flywheels do not create rotational energy, they just store it. A flywheel is not a perpetual motion device. You still have to supply enough energy to drive the helve in the first place. The flywheel will just even out the dips and surges common to wind power. And I know you know this, @Teh Pizza Lady. I'm just not sure that the OP does.
I had not realized the friction losses are constant RPM decreases. I've always assumed they are constant power losses. That might mean very large setups might be better off using 3 of the spaces for the rotors, the 4th to be a step-up "transformer". Might have to look into that. Assuming I ever build on that scale, I mean.
@Galdor_Mithr, five sails cannot provide enough power to drive the helve if you are using a large gear to speed up rotation. What you have done is convert your 5-sail rotor to a 5x faster 1-sail rotor with not quite as much power output. Putting a flywheel on it will at best decrease the rate at which it grinds to a halt once you connect the helve. In general, until you know what you are doing, you should use large gears in pairs, one at the rotor level and one at the machinery level. They should be on the same shaft. If you are not using multiple rotors, you should probably not be using large gears at all, unless you are using one to get greater speed out of a quern.
@Galdor_Mithr, the point the Wiki is trying to make is that the large gear trades torque for speed and vice versa. It does not create energy.
was talking more ratios mate so, i under stood the literature on the wiki as for every one revolutions of the big cog the little cog spins 5 times.
i am not uesing the mod that adds fly wheels i was talking about a real world example of how a mill stone acts as a fly wheel and how it would be cool to have it and the fact i don't understand why its not already there.
i understand that inanimate wheels(cogs) do not create energy out of nowhere.
i think you read the word flywheel and thought we were on about a mod
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2 hours ago, hstone32 said:
Well, I know the landcover scale world option basically just raises the sea level, so that only the highest elevation areas are above water. Don't know how modded genegation might coplicate that though. Try setting the scale to low, generating a world, and post a screenshot.
hi mate can you explain the setting i need to input for this as sailing vessels from island to island sounds really cool
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11 hours ago, Thorfinn said:
I'm not picturing it very well. Best I can imagine it is you have the windmill rotor connected to an angled driving gear to an angled driven gear. That gear is on the same shaft as the large gear, which drives the helve? If so, that would take a heck of a wind. Not even sure it's possible. It normally takes 3 sets of sails to drive a helve at a 1:1 ratio. If you are using the setup I described, a 1:5 ratio, you would need between 11 and 15 sets of sails to drive it.
Incidentally, what you describe, connecting the helve and it slowing to a stop, is how the game handles underpowered machinery.
sorry mate i think were on different tracks here, the down shaft from the windmill is connected straight to a large cog, witch is connected to a little cog that in turn is connected to the helve's gearbox that when engaged drives the helves toggle lifting the hammer arm. i am unable to lengthen the sails anymore than i have so i assume i have the max amount per windmill. i assumed a five to one rotation out put from the large god as the wiki says it improves output by a factor of 5. the concept of in game power has been explained and i'm done with the concept of drive trains multiple out puts esc esc.
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11 hours ago, LadyWYT said:
wish i had the computing power to use mods but my laptop is already struggling. thank you for the suggestion though.
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11 hours ago, Teh Pizza Lady said:
a 5:1 advantage is a *speed* advantage
With increased speed from the same power source comes reduced torque. That torque is no where near enough to drive the helve hammer, so the system grinds to a halt. When it's 1:1 connected to the windmill, the torque is high enough to power the helve hammer, but at a lower speed.
The way to use the large gear is for splitting the drive train (small gear turning large gear > large gear turning 3 other smaller gears)
OR
Long distance transmissionAllow me to make a detailed explanation to tickle the deep recesses of your brain. The individual shafts put stress on the overall system and the longer your shaft is, the less rotational speed you can have to work with. However the speed loss over distance is a constant loss, not proportional! So what this means is that no matter how fast you spin the shaft, if it loses 5 RPM over the distance, then it will only lose 5 RPM over that distance. This means you can connect the large gear to your windmill, use it to drive a smaller gear to speed it up, and then on the other end connect the a smaller gear to drive a larger gear. You will lose the same amount of speed over that distance, but because the speed was higher, when you convert it back down, it's less speed lost over all. This is why electric transmission lines are 60,000 volts or even higher. That high of a voltage doesn't carry much current compared to the overall system load, so the wires won't heat up as much. The voltage only drops by a few hundred volts down to 59,000+ volts at the other end. Engineers do the math to match it to 115-120v the system needs (for USA; 240 in other countries). If they had loaded the transmission lines with 120v at the station, it would have traveled a fraction of the distance before the wire's resistance lowered the voltage to an unusable amount.
Vintage Story applies this same principle for long-distance rotational power transmission as well.
Let's math it out. Assume 5 RPM lost over a distance of 100 blocks. I don't know the actual values, so this is just an assumption to make math easier.
If you have a starting RPM of 8, then over 100 blocks it will lower to 3 RPM of usable speed.
Now imagine a contraption that speeds up the RPM at a 5:1 ratio. This means you now have 40 RPM to work with, give or take a few for resistances and losses in conversion. Over that same 100 block distance, the speed will only drop to 35 RPM. Converting it back gives 7 RPM which is more than double the original 3 RPM you were left with before.
I'd go get that large cog wheel before it despawns. It's still quite useful!
Because it's a millstone (I assume you mean quern) which means it's going to put a load on the system, by design... You'd want a fly wheel instead which unfortunately doesn't exist in the game.....yet. They will likely be introduced when Anego adds steam power to the game. Other players have suggested them but so far no one has made a mod for it yet in the meantime.
nice one mate makes more sense now. I do mean quern in game the reason i say all of what i have said is cos the irl windmills/water wheels iv been to see often have the mill stone in the middle floor of the mill and run the saft through the mill stone so it can act as a fly wheel, in fact there needs to be one or two brakes one for the windmill/waterwheel and one for the stone (and others for the haulage Crain). There is so much energy available after the energy spent on the stone that the mill uses that energy to haul the grain to the very top top of the mill load it into a hopper and drop it though a chute in to the mill stone (quern), when there was not enough wind for this in wind mills the workers would uncouple the haulage crane and carry grain up the stairs in sacks on there backs (big oof). finally no i will not be getting that wheel back as I am done with the concept of mechanical power past helping me with the blooms and plates ill build a much more pretty looking wind mill for my flower mill and pie making bakery since I'm on single player i don't need more that one quern and a simple grain chute.
final post
in Discussion
Posted · Edited by Galdor_Mithr
i'm not going to update my diary anymore due to not being able to post pics due to there file size idk why this is happening, no one here can read my posts and its bumming me out a lot, i'm making steel i'm in my 5th year and i'm looking forward to going to the devastation. just wanted to wrap it up it was fun hope your all well have fun playing hope i can get the courage and better laptop to play on multi player so i can play this cool game with you all soon.