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BenLi

Vintarian
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Everything posted by BenLi

  1. looks like an old bug of 1.16.5 or earlier. I think - Tyron has fixed it in 1.17
  2. not directly connected but... clay forming of vessels is time time consuming. The beginning of the save - first year - is pretty tough, time wise. summer time implies no night sleeps. No more lost time for sleeping 7 hours on the grass bed (unless being in long travel, and the activity is high) nights are for the crafting: clay forming, stone tools, cooking meals to be put into the vessels as filled pots, melting and casting metals, filling the charcoal pits that therefore should be accessible from the house etc So the best time management is to leave the time consuming crafting tasks for nights. But even then - none prohibits you to form vessels at nights while traveling. You just make your stop next to a clay deposit. Firing the clay forms and marking these firepits for later pickup (as well as already collected stuff in freshly crafted reed baskets is also an option to consider.
  3. BTW the best solution of this is to bring the power from the floor rather via the roof. I.e. put the windmill tower next to the forging area and not on top of the forging area, bring the axle to the ground, and then get up to the forgery.
  4. not only that, but also allows starters' speed multiplier for up to *5.5 multiplication. look at the essay below: Four full rotors at height 170 (110 of sea + 10 + 50 for 50% bonus) will allow torque of *4, which allows speed multiplier of up to *5.5 if having good wind such as 85-95%. It is better of course to have 8 rotors to be non-starter ... Use one consumer device at the time.
  5. Did my own "speedrun" not concentrating on steel but rather on fast development. Default days per month. 9? By 9May had the bronze, skipping the copper anvil. By 2Jun had the iron. By 5Sep had the windmill ready to crush stuff/helve blooms/grind. By the end of November had enough food for the winter(grains/veggies/honey for fruits bar), bees, longhorns, chickens, descent winter house, enough fuel, fur cloths etc. Also planted ~6 fruit trees.
  6. It takes some time (IMHO up to ~5-10sec) for the power train to get re-calculated after having some change like adding an axle or enabling the clutch. Especially on long chains like 70 axles of the rotors tower and the tens of axles from the bottom large wheel to the consumer. Until then the whole chain is stuck.
  7. Let's solve the quern problem first. I had once such a problem of bugged quern when placing it on vertical axles line. I.e three blocks high construction: axle from bottom, quern, axle on the top - which is probably illegal as you power only from one side. In your case it was the hopper on the top - also illegal block. Once it is replaced with vertical chute section - it is not illegal anymore. Solution was to break the quern and make sure the bottom axle is rotating. Then place the quern again.
  8. I use trim function for 2 things: 1) get double amount of the grass if double activating the scythe on that block 2) get the grass actually trimmed. I.e. getting non-flat ground, yet the grass is not too high to hide the crawling drifters and hares. And actually I don't use cut function as it is really useless - if you need grass, use twice and get as twice as much grass.
  9. server command /worldConfig playerlives [-1 .. 99] Set the amount of lives a player has before he can no longer respawn. -1 means infinite. (default: infinite) You can add a life for yourself if you feel proud enough You need to restart the world for this command take effect. Taken from here: https://wiki.vintagestory.at/index.php/World_Configuration
  10. Three issues to note, as mentioned above: 1) The type of gems you sell: not only the name but the quality/potential. In your case the diamonds most probably come from bony soil which has only LOW potential. So use tooltip in the trading window to compare what you have with what he actually wants. Make sure he wants LOW potential diamonds. 2) The desired amount. Usually traders want no more than 1 stone. Rarely - 2. So you place 1(one) diamond in the trading offer and push Buy/Sell. Add another one, push buy/Sell, until the trade is depleted which is marked by Cross over the slot. In general - my advice is to sell one item at the time exactly as it appears in the "You can Sell" part. If you try to sell 3 for only 1 desired - the game cannot substract the item's amount and leave 2 in the Offer slot. Do one by one. 3) Your inventory. It must have at least 1 empty slot or a non-full slot with rusty gears so that once you hit the Buy/Sell - the game is capable to put the gears into it. Try to toss excessive things off the cart to free one slot - if you plan to spend the gears immediately. The game works slightly differently in the trades comparing to MC - you don't put gears into the slots of the trading window. It is substracted from you inventory.
  11. As for headless quern - what speed multiplier you have? Mine is *5.5 and works fine. Didn't try it on *30 as it looks like overkill. Archimedes screw - agree with @Ivan Stamenov, put a slab on top. My setup looks like below - I do use T shaped chutes. This makes the milling machine to be 6 blocks high which is compact enough to access it from the floor both for grains chest and the wheat chest (at floor level), and thus not requiring any Archimedes screw.
  12. Just to make sure I understand the problem... Your ISP is reporting you that malicious hosts in Internet are trying to access your server. Right? All because your server is exposed to the Internet - so that other, non-malicious, users can access your server. Right? And as you expose the server by its alphanumeric address like server.vintagestory.at - the malicious users access it by getting its numeric IP address like 10.20.30.40 from DNS. Right? All described above is perfectly normal in Internet: once you expose your server for normal users to access - also malicious users access it, trying to breach the SW and run malicious code on your own server and/or steal info from the server. This is nature of open Internet network. The only complain is when hackers breach the SW and make malicious things. Numeric IP address is accessible via DNS mechanism which translates alphanumeric address you expose to your players, to numeric IP. Otherwise none can access your server as they don't know any address. This is how Internet works. You publish the server name like server.vintagestory.at, users connect to it while their SW which only understands the numbers - translate it with the DNS. Now the questions for detailing the problem to @Tyron: Did they succeed to breach VS Server SW? Did they run their malicious code on the server itself to gain control over the server? Did they get any internal information like users list, passwords etc? One deeper technical question: Does the VS Server code runs in user space? If so - even breaching the VS SW will not make any harm as it is user space and not administrator space compromising the VM that runs the VS server... I would recommend you to: 1) set a password for accessing the server 2) make whitelist for users that may play on your server 3) define customized TCP port number that is exposed only to the guys in the whitelist PS My company' site is scanned by hackers in average of 300 tries in a minute. I.e. accessed like in the report of your ISP. This is not bad by itself. It is much worse if the server has a breach so that this scanning will cause run THEIR code on YOUR server. Until then - port scanning is harmless.
  13. you cannot make tier3 refractory bricks before you make tier1/2 and make at least one portion of steel - all because ilmenite/titanium cannot be crushed with iron caps. Also olivine is not a must - tier1 is perfectly OK for first steel ingots stack. What you need is the automation of pulverizer. This IS a must for steel. Probably buying the linen from traders may help. Any type of linen' stitch works with sails.
  14. it is quite hard to last to steel while not killing a single wolf or a bear. not a simple task... BTW - leathers still can be acquired by taking it from animals killed by wolves/bears/foxes. The challenge is to find these corpses or create traps for both predators and victims.
  15. solely empiric experience. tens of deposits.
  16. Just to add 3 cents to Streetwind' knowledge: 1) very often the iron area (as well as salt dome) has very low stability. If you are in very stable area - no iron. 2) sometimes there's a chance for two, or even three iron deposits to be generated relatively close, few chunks apart. So propicking the very middle between the lenses will show enormous amounts of iron while in fact the iron lenses are located around the shaft. 3) not in your case which is UltraHigh, but generally speaking, propicking the same area with 3 different probe sets may show you the direction of searches. I.e. you stand on the same block, and then make 3 times 3 probes (9 in total) each time starting with another direction (E, W, N/S) - the difference between the readings may show you exact direction to move to (E/W/N/S). Another tip to optimize on shafting - make the rope ladders instead of regular. And in case of iron - make the probes at propick distance*2 -3. E.g. for 6, it is each 9th block vertically. For 8 it is every 13th block.
  17. As for roosters - there's a mechanics in the game that when in danger two roosters start fighting each other. I.e. if your chickens are less than Gen10, the roosters will start fighting each other when you enter the pen.
  18. Yes, this is good solution for small deposits and salt hunt. But. Iron mines are usually quite large (up to 26 blocks). And are very unstable. Losing precious underground time for placing stones is hmmm not that efficient. Mine line by line and put lanterns each 10 blocks. Move lanterns as you slice more 3 blocks wide rows. Once getting enough depleted space - seal with dry stone fence.
  19. To work meteoric iron which is tier3+ metal you need tier3(iron) anvil and any hammer. To work regular iron (tier3) - you need tier2 (any bronze) anvil. In order to make iron anvil you need at least bronze anvil (for working regular iron), 10 iron ingots and 1 piece of borax. All that because you can only smith iron and higher anvils, not cast it into mold. It is not that rare that you cannot pass by some stages.. Meteoric iron requires iron pickaxe to break its blocks, and iron anvil to work. You cannot jump from bronze to meteoric iron without working regular iron. Steel furnace' tier3 bricks require regular steel pounders. I.e. you must make at least one portion of steel to make an advanced furnace that almost never breaks. So you make tier 1 or 2 furnace to get to tier 3 furnace.
  20. my 4 cents to add re traveling and advanced mining: 17) Iron/steel axe is good for wood, fast sticks shearing on travels and killing tier1 enemies especially the bronze locusts. One slot, 3 functions. 18) when leaving for a long travel - it is better to bring a pot with 6 meals than a sealed 4 meals crock, as it usually is eaten faster than it gets rot. In the worst case you can cook more food while traveling. 19) having 10-20 lanterns is the same as having 1 lantern. One slot. But when traveling - you may leave visible marks and/or light your way in the cave you are planning to return to, even when the rift activity is apocalyptic. Especially worth for iron and coal mines - you can return to mine more safely. 20) Speaking of mines: use dry stone fence to seal depleted areas. 6 stones for 1 fence is not that expensive as running hoh due to freshly spawned saw locust behind your back. Just remember to seal from the floor to the ceiling.
  21. Some mod solves this. Chiseling crafting table or something like that...
  22. Testing so called windmill speed multiplier. Below is the picture of *5.5*5.5= *30.25 multiplier power train: I.e. vertical axle from the rotors is connected to the first large wheel - on the left - which gives *1 (normal speed). I.e. any consumer connected with an angled gear to this left wheel has *1 speed (NO multiplication). Then second large wheel in the middle is connected to the first by an angled gear, and offers *5.5 multiplier. I.e. any consumer connected to the middle wheel gets *5.5 speed multiplication. Then the third large wheel in the right/bottom is connected to the second by an angled gear, and offers *30.25 multiplier. I.e. any consumer connected to the bottom/right wheel gets *30.25 speed multiplication. Of course, all this train cannot move if not provided by enough power coming from multiple rotors. For sake of simplicity I assume all rotors are fully populated = each rotor has 5 sails sets applied. Short explanation: Once the multiplication power train is introduced, the final speed depends on the cumulative power of all rotors working in the train. I.e. if you have speed multiplier of *5.5 - the torque/power is reduced to /5.5. If there's no enough power - the multiplier doesn't give you any advantage as due to low power the consumer will work with speed of *5.5/5.5=1. There's a need to add torque/power by adding multiple rotors into the train. And the number of required rotors is the central point of these tests. So here are my empiric conclusions: Helve hammer has the highest inherent resistance. It is equal to ~1.2-1.3 rotors. I.e. in order to make helve hammer to work at the speed of the wind - you need more than 1 rotor. Actually 2 rotors. Quern has normal resistance equal to 1 rotor Pulverizer has low resistance equal to 0.7-0.8 rotors. It doesn't mean you will have it working faster, but it means that when working concurrently with helve hammer (1.2) it needs 2 rotors (1.2 of hh + 0.8 of pulv. = 2) Helve hammer has additional - kinetic - resistance, depending on the rotation speed of the toggle. The higher is the speed, the more resistance to the power source(rotors) it has. Next conclusion is that it is better to have only one consumer working at the same time - several consumers slow the speed a lot. Use of transmissions and clutches is highly recommended. It is correct for normal speed' power train, and even more correct and visible for multiplied one. Assuming working with helve hammer as it is extreme of power consumption. Others are better. So. For multiplier of *5.5 the user needs at least 4 rotors to have any effect, with wind starting from 50%. Otherwise it will be slow. Best amount of rotors for *5.5 it is better to have 8 rotors - full wind speed, multiplied by *5.5, will be applied on the helve hammer. 8 works always (almost). For multiplier of *30 the system requires at least 28 rotors (7 large wheels with 4 rotors each), and in this case empirically the actual multiplication will be ~*15 at the most. With *30 - the kinetic resistance is applied - which is clearly seen via calculation glitch: the speed falls to ~*6, then jumps to ~*20, then falls again to ~*6. All this due to the need to re-calculate the kinetic resistance once in a while instead of constant re-calculation. Bug? 28 rotors (7 layers of 4 rotors each) look like the picture below: Major conclusion: It is worth to have *5.5 multiplier as it solves the problem of blooms/blisters/plates as well as lime/flour/crushing. Regular survival - 8 rotors on top of *5.5 multiplier - is enough for most cases. For survival games, especially in single player - there's no need to have multipliers of *30 or higher. It is not worth it. The addition of *3 (from *5 to *15) requires 20 full rotors = 400 linen and tons of resin/fat. PS I am intentionally skipping the point of having the lowest rotor layer at 60 blocks above the sea - this is already mentioned in wiki. But some funny point - wiki states that the height bonus is added to the "normal" speed, when it is actually multiplied. When having 0 knots - multiplication of 50% gives exactly 0 speed of the rotor. All because 0 knots multiplied by 1.5 (equivalent to 50% bonus) gives 0 (zero). Thanks to Bogdan G. for inspiration.
  23. seems like 3 blocks aren't safe anymore. You need 4 blocks high walls or pillars. Which means - you need ranged weapon if you have adopted the pillaring methodology to withstand dangerous mobs.
  24. Actual chances may learned from pan.json in: ***\Vintagestory\assets\survival\blocktypes\wood\pan.json Stated "chance: { avg: 0.3, var: 0 }" the 0.3 chance stands for 30% chance (multiply by 100) to get e.g. bones from the bony soil. I can download older versions to track the changes - if anyone wants.
  25. The best way to get rusty gears is to have a spare stack of tin bronze ingots, a spare stack of bismuth bronze ingots, and ~6 days. Take a forge, an anvil, fuel and a hammer and run between traders. And the food for 6-7 days. Smith the needed tools right next to the traders, sell it to them. Each tool that worth an ingot may be sold as much as 5 gears for tin and 7 gears for bismuth. 16*5 + 16*7 = 192 gears in 6 days. Plus exploring.
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