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Everything posted by Vexxvididu
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I think the answer to this question is that bigger pits are always more efficient since you lose the camp fire no matter what the size and must wait for your charcoal to complete. The most efficient pit is the biggest one you feel like making! I usually do at least 3x3. Often going bigger as I progress.
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What glitch are you referring to? I've had no issues making rope out of vines.
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What embarrassing "noob" mistakes did you make starting out?
Vexxvididu replied to Vexxvididu's topic in Discussion
I had mentioned lighting my bed on fire in my OP.... but most of my house was dirt so the whole thing wouldn't burn. ....a good friend who I got into the game burnt his whole house down, lol. -
when making leather, I will use creative mode to "trade" hides of different sizes for all medium hides so I can make a full batch of leather. I just think of it as cutting them up since this honestly should be interchangeable. In my view, it would make sense if they added a step where the raw hides were cut up to form "scrap hides" or something as a step so that the different sizes would become interchangeable. Can keep ratios the same, where small hides become one, medium 2, etc.
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I think the biggest thing I'd hope for in this enhancement is a more fun crafting processes than punching holes in iron plate for 20 plates to make chain... I think that's already an intention, haha. I also think it would be really cool if there was some mechanic for coloring custom tabards to wear over the armor for decoration. Real medieval knights were gaudy with color, and not at all in just earth colors like we see in bad movies. I know that might be a tall order though... Just finding or buying a finite set of them is fine too. I'm also hoping this doesn't overcomplicate the crafting process to make functional armors, but I am willing to accept some new complications in place of the current boring chain making process.
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I strongly agree that we need more stuff to do with steel than anything else. As it stands, the main point of steel is just to get tools that last longer. ....which just isn't that exciting to me. Definitely need more steel content. Meanwhile, I always felt like bronze is fine. It does open the game up a lot. Obviously I'm not opposed to more content at every stage, but I feel like steel is the most lacking atm. But I'm sure Tyron and the others already have some more stuff planned for this.
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It's kind of like the current system uses one flower to just make a little biscuit. The suggestions on this post would suggest a rework where you maybe need 8 flower to then make a whole big loaf. ...then the oven would likely be able to just cook one at once instead of 4. Just my 2 cents.
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I cannot put my blister steel on my iron anvil. Please help.
Vexxvididu replied to Irritable Sloth's topic in Questions
Good catch!!! I didn't realize they weren't using bellows.... that's a new mechanic in 1.22 that everyone needs to be using. -
I cannot put my blister steel on my iron anvil. Please help.
Vexxvididu replied to Irritable Sloth's topic in Questions
VERY VERY likely a mod compatibility thing. Turn off your mods then try it. -
RNG can be a bit wild in this game... there ARE commands you can use to force weather patterns to be where you want. I suspect the random number generation in this game is a bit streaky. I had constant rain at my base this time around till I stopped it with a command. I think it's just coincidence, mostly.
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Tool head and handle should have separated durability
Vexxvididu replied to GLaDOS_cz's topic in Suggestions
That might be a bit harsh... I'd maybe use sticks for stone tools and standard durability for stone tools. Bones still give extra. Copper tools can use a stick to get 0.85x durability or a carved handle to get 1x. Bronze, iron and beyond require a carved handle or better. Then maybe also have forged handles to get 1.5x durability and must be the same metal as the tool head. -
I don't know if anything REQUIRES stitched linen. But yeah, lots of things have multiple recipe options, so be watchful of that.
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bouncing on @MKMoose, reply, you can make linen by just combining 4 thread, which are each 4 flax fibers. Anyone can do this. The cloth or sewing kit recipes are specific to tailors. ..you can also turn off class specific recipes in world settings if you want to make tailor stuff without changing class.
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What embarrassing "noob" mistakes did you make starting out?
Vexxvididu posted a topic in Discussion
Thought this might be a fun topic and good set of cautionary tales for new players. I'll start: 1) carrying way too much stuff EVERYWHERE so I never had inventory space. I used to always have firewood, an ax, a few logs, and some grass on me at all time. ... in hindsight, no idea why I thought I had to carry that everywhere. 2) Following from the first point, I had all my tools with me when making my first ever trip to the resonance archives plus firewood and grass... 3) I wasn't paying enough attention to leather. I prioritized linen sacks over a windmill. This is despite getting very lucky with finding borax in a cave right near my base early on. 4) accidentally lit my bed on fire with a pit kiln spreading across grass in my base since the floor was just ordinary dirt. 5) All my rooms were too big to spawn proof easily. ...especially given I had no idea what I was doing with lighting. 6) my first ever death was trying to face tank a fox with no real armor and just a crappy copper or flint spear. 7) not bothering to mark some useful thing on the map early on. ....thought I'd find it later, lol. Never did rediscover that first ever blue clay slab I stumbled across. 8 - Not moving berry bushes to my base right away back when this was easy to do! (it's less simple now in 1.22 of course). -
One other thought about the new berry bushes is that for my meh eye sight, it's not super obvious to me to see the difference between ripe and other stages. ...I usually have to get close and mouse of them to be sure. I don't remember having this issue near as much before. I think the new look is more realistic, but I'd like the ripe berries to look bigger and juicier just to be more visually obvious.
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Ahhh, I missed that change log... it didn't show up on a quick google, but great it's fixed! I have mixed views on the cooling time for metal, but agree the flint heating change is.... something, haha.
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I'm pretty sure 0.26x is still the ideal cellar rate when it's warm out. But in winter it can go down to as low as 0.1x I think? This is ignoring the bonuses from storage vessels. ...I do wish there was a way to rot food faster in winter though! Would come in handy when trying to make compost.
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Clay is common! But many new players fail to spot it without some practice.. very hard to know what is going on for you without knowing what the mod is. If the mod affects world generation at all, this could be an issue.
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I've noticed that too.... animals are all over and I've had fun having them fall into my pits I dug. I also wonder if they quietly fixed the bug where iron blooms sometimes don't spawn with enough voxels? I have manually processed a fair number in 1.22.2 and haven't had that issue at all. They all had plenty. ...but obviously I could just be very fortunate.
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I'm very supportive of this idea. Let us cut the loafs of bread with a knife into slices of like 50-100 grain satiety plus whatever jam, honey or fat we put on it Could also make sandwiches with meat and what not!
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So... I spent some time messing with it this morning. Replacing all the dirt with cobblestone still left me at 0.27x. ...the last thing that did it was removing the wooden door and replacing it with 2 dirt blocks. I have do not know if it was that or the combo of everything. I've previously read in the wiki's that wooden doors are not ideal for cellars, but many people insist they are fine. I think I proved dirt blocks are slightly better.
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Thanks, I will try it! Do you know if this was made more strict in 1.22? My cellars normally had dirt ceilings in 1.21 but still got to 0.26x.
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all stone and earth for the walls, floor and ceiling. The only wood is a shelf and the door now. I wonder if the torch holder adds some heat? I could try replacing the dirt with cobble maybe...
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I used to be able to get my cellars to the wiki stated best spoilage rate of 0.26x. In my new base in 1.22, I can't seem to get it lower than 0.27x on a hot day. I can't tell if I'm doing something wrong or if it's rounded differently or what. I've tried both hay bails and a solid wood door. Both have the same result. Did anything change that you all know about?
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forging Quenching and tempering are overly gamified
Vexxvididu replied to MKMoose's topic in Suggestions
That's really bad RNG, but I agree it's annoying. Maybe the first quench should have 0 chance of shattering or maybe configurable.