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BenLi

Vintarian
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Posts posted by BenLi

  1. 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.

    • Like 2
  2. Testing so called windmill speed multiplier.

    Below is the picture of *5.5*5.5= *30.25 multiplier power train:

    image.thumb.png.b17d57fcb7341aeb89fcc6349d6a81a7.png

    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:

    1. 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.
    2. Quern has normal resistance equal to 1 rotor
    3. 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)
    4. 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:

    image.thumb.png.0108da00144cde7ee3a9ac1a4f919dfe.png

     

    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.

    • Like 6
    • Cookie time 1
  3. 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.

  4. 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.

    • Like 2
  5. 15 hours ago, Maelstrom said:

    That was causing me quite a bit of concern as winter is just starting (12 day months too) and I was starting to see significant parts of my reserves spoiling before it could be eaten.

    Seeing my crocs dropping from 1 year to 15 days in one move from one shelf to another is quite frightening.

    • Like 1
  6. Kurrazarrh is great for great source for less combating stuff, chiseling and building.

    Nooneghf is good for more active play style, quite balanced in every aspect.

    Ggbeyond in his 16.5 permadeath series is ultimate for effectiveness - no excessive move or craft or waisted fuel and such.

    Ashantin for chilling.

    Bogdan Gavrilyuk (with captions) for windmill mechanics - his english tutorial is in the windmill wiki. Kinda Ilmango.

    There are tens of good content' creators...

    • Like 1
  7. @Tyron

    Submissions were made for official cdn. web download sources, and the .exe was extracted from the tarball and uploaded to Symantec.

    On all three 1.17.8 files - Symantec (actually Broadcom) has sent me mails declaring that the files are whitelisted.

    On all three they promise the update to take effect in 24h.

    All three have MD5/SHA256 key.

    If you want me to send the keys they have registered - please let me know.

     

    Hopefully it solves the problem.

     

    Update

    All worked as swiss watch. Virus definitions of 14/10/2022 R9 already include the files in Symantec' white list.

     

  8. On 9/25/2022 at 10:50 AM, Tyron said:

    hm, i would also need the product name of your antivirus

    I'm reporting this on https://symsubmit.symantec.com/ by the way

    @Tyron

    Same on 1.17.8 but this time the AV quarantined also the Vintagestory.exe (after overwriting it from tarball).

    I.e. the game would not start anymore.

     

    Same Unproven.LowPrevalence.

     

    BTW - there's a file named VSLauncher.exe in the VS folder which is not falsely detected. Can I use it to launch the game in the mean time?

  9. sooo

     

    Another 100 hours in the game.

    Second summer of this world has been ended with plenty of crops harvested incl. fruits from the trees.

    Finally brought longhorns (1M + 4F) to start the cheese making.

    Chickens are at the gen4. Great source of food - all those worthless flax grains converted to quite a good protein food.

    Made x5 windmill mainly from linen bought from the traders. Have 120 linens to try x25.

    Found bauxite 2k block away. Made steel.

    Prepared Tier 3 refractory bricks to upgrade the steel furnace.

    Looked into ~15 caves in 1k area around. 1 xlocator only. Have 6 repair kits ready though.

     

    Next goals:

    Upgrade the steel furnace to Tier 3.

    Halite - have some good areas to look for it. E.g. 18%% reading in some chunk.

    Xlocators, especially to the deep south.

    Still want slate - for roofing.

    Build better house.

    Start juice and alcohol stuff.

  10. A very great feature suggestion.

    As also mentioned in other post - VS is mentioned in my house as the "Adults' MC".

    Me, having spent numerous hours and days in MC playing with my kids, I cannot take the kids into the game.

    The game is not THAT kids' friendly, requiring them to read tons (in their PoV) of text. In not their native language (we aren't English or any other translation' speakers).

    The expansion of the user base and increasing the popularity might come through visual guides that are more comprehensive for children or non-native speakers of the existing translations.

    Narrators' voice hints might be a great addition as well. "Ruins around!" or "Wild crops around!" alike.

    • Like 1
  11. On 10/3/2022 at 8:11 AM, Copperman said:

    Why is that? Id be curious to know what to look for in that regard

    Summer time' colors are less distinctive to see round shaped holes in the ground. Such as 1 block lower, 3-4 block radius round shapes in generally flat area, with one or cross shaped hole 1 additional block lower.

    In summer it is only green and more green, while in winter it is white and grey.

  12. What is really different during the winter comparing to the summer: better transportation (ice instead of water) vs poor visibility and low temperature.

    So you don't look for visible resources but deal with known. Either known ores, known traders or points of interest (poi) such as known caves.

     

    my tasks for the winter are:

    1) caves exploration. Any cave you've seen during the summer - are marked for later winter' exploration.

    2) meteoric iron lookup - it is much easier to look for meteoric on the map during winter. And consequent digging it.

    3) Projects building. My windmill with 8 rotors, on >170 block' level for max speed bonus, was done during winter time.

    4) known resources dig up. Iron, coal, clay, known surface and deep copper etc.

    5) smithing trips - take a forge, coal, anvil, hammer and 10 ingots of each type (tin bronze, bismuth, black if you are really rich :)) etc) - 5-6 slots, run between the traders, smith and sell them tools on place. 20 ingots * 5 gears at least per ingot = 100 rusty gears per trip. Enough to buy everything you want. One trip to 5-6 traders = 5-6 days at least. On normal speed - you spent 1/3 of winter for this.

    6) look for very specific deep resources such as ilmenite, halite or anthracite.

    7) building stone paths to poi-s such as traders or resin trees.

  13. It is worth to hang around the hive until it actually swarms.

    I.e. as mentioned above - temporary camp for the chunk to be loaded.

    In my current save the following "restart" helped me:

    1) Make sure you have flowers around the hive, the hive sees them, and you remember this number.

    2) Cut all the flowers and wait until the hive sees only few flowers (this is the actual restart)

    3) Plant the flowers again and wait until the hive sees them again

    4) Wait until it swarms.

    The restart helped as I waited some in-game 5-6 days with something like "70 flowers around, less than a day to swarm".

     

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