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redram

VS Team
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Everything posted by redram

  1. Borax also cannot be used for mortar, which will be pretty important by the end of 1.14. So when it comes to mortar there's no other option than lime or chalk. Though I believe limestone can be bought from some traders, and found in some loot vessels. Halite dome do very occasionally generate in a fashion where they're exposed on the surface, apparently, based on screenshots I've seen. I'm not sure this isn't a bug, but it apparently happens, very rarely. Deserts are indeed the better bet as those halite deposits generate right on top of the top stone layer, just below the sand and gravel, and so aren't terribly uncommon to see exposed in rocky cliffs, if they exist in the area. Halite is intended to be rather rare/difficult to get. But if you use your propick to focus your cave diving in areas with halite readings, you should find some. Also remember that it can be bought from trader(s?). Also found in loot vessels, though that's not reliable obviously.
  2. iirc Immersion replaced Neolithic, as immersion started to address things beyond the 'neolithic' time period. Both were helmed by Tony Liberato. I'm not sure anyone's heard from Tony since like, April, however. So I don't know if either of those mods is very compatible anymore.
  3. Ah, well, there's probably a json somewhere you can edit and set a number at 0, even if the world config doesn't have that option. I don't know what file that would be unfortunately. I'd suggest maybe joining the discord and asking in #gameplay-help, or maybe #modding-help. I'll bet someone there knows.
  4. Ya, as Erik says. It's one of the most gamey of the 'realism' parts of the game. But it just works better progression-wise. Quite a few gamey copper and bronze tools in there as well - not to mention the anvils - but for purposes of legibility to players that aren't well versed in actual bronze age and such, it's felt that it just makes for a generally more coherent progression. There's also the age-old issue that historically, the knowledge of these various steps took centuries, but in game the player already knows all the stuff. There was nothing that really kept ancient man from making steel, except his lack of knowledge. To try to give a similar progression in game, we kind of have to make some road blocks and mechanics that aren't strictly realistic. But make for better progression.
  5. I believe there's a world config setting that controls decay, and I think it has an option for none. At work computer right now or I'd check.
  6. Looks like a cozy hobbit hole Aidan! Food, you'll want to explore and forage a lot - mushrooms are a friend in the early game. Also, you can cook cattail roots and eat them. And hunting will pay big dividends, so learning to throw a spear is good. And make sure to use the claypot (soon to be renamed cooking pot for clarity). Cooked meals give a satiation bonus, above the base value of the constituent parts. You might want to drop by the discord (link on the homepage) it's a very active and friendly community, and you'll get much quicker advice.
  7. To the best of my knowledge, it is intended to use everything that is in the game, in the vanilla game itself. I don't think anything is there 'just for modders'. But in many cases it won't be the obvious use. And remember that the game does have a certain level of 'magi-tech', so some uses might not be strictly realistic. Bauxite for instance, people assume would be used for aluminum. You should get a use for bauxite by the end of 1.14, but it won't be for aluminum though. It's a happy side-effect that modders can hopefully use these same assets for their more advanced tech mods.
  8. This common advice is overly simplistic. The requirement is that all the piles to be charcoal-ified must be touching each other, and they must be within 5 blocks of the firepit used to ignite the pile. This is how 11x11x11 is arrived at. It's not actually the overall dimensions that matter, but the distance from the firepit used to ignite the pile.
  9. It would be helpful if you were sure it was reproducible, too. That is, this always happens when dieing by falling, or falling into water, or something.
  10. I think they should normally be addressed within 12 hours or so unless there is a particularly heavy load of tickets (like when a new mega-streamer picks up the game).
  11. You just need a bloomery and any of the 3 fuels it will burn - charcoal, black coal, and anthracite. The bloomery does not play by normal temperature rules. it just turns the stuff (iron nuggets, quartz) into the thing (iron bloom, glass).
  12. When having this problem, it's easiest to diagnose if you post a picture of the recipe not working. It's a lot easier to tell what's going wrong from a picture.
  13. This is due to your Radeon graphics card. There is a check box in the graphic settings menu - 'purple grass fix'. You'll find your water will also be a bit greener than before, but otherwise should fix the issue.
  14. Did you add any mods to his play-through, that you weren't using previously?
  15. The other approach is to simply take propick samples at cave entrances. Then, if a cave entrance has a decent chance of the ore you're looking for, try to explore the cave and see if you can find the ore you need. This saves you a lot of pick, vs blind mining. It also helps to be aware of what stones the ores you need are found. Tin is only found in igneous rocks, for instance. Igneous stone layers can be anywhere, because the bottom layer is always igneous. However the deeper you go the harder the drifters will be, and without good weapons and armor you'll have a rough time. So it might be better to look in areas that have fairly shallow stone types that have the ores you seek. But also keeping in mind the y limits of things like tin, which only spawn below a certain y level.
  16. Ya, you should be able to use iron. You won't be able to cast it though, you'll have to smith it on the anvil.
  17. I unfortunately don't know the specific commands, but the general idea is you have to go into a certain mode where you can see the individual ids of each trader, and then you have to do some sort of /entity remove command, and use the id of the specific trader you want to remove. I'd check the server command list - there's an entity removebytype, and I forget if that one does it the id as the argument. If you use that command with just 'trader' it'll remove all traders currently loaded, I think. So make sure to use the trader's id.
  18. I'm not aware of any mods that do this currently, though I don't keep close track of mods. I believe it is indeed planned for the future to be a vanilla feature.
  19. Not yet. It's planned for some time down the road, but it's kind of not a priority item right now.
  20. You can only add an unworked ingot to an existing work piece. If you've worked your second ingot, you can no longer add it to another. As to why you couldn't add the ingot in the first place, what key combo were you using? It may require shift or cntrl with right click. I forget, as it's been awhile since I did that.
  21. Specifically, /gamemode 2 will put you in creative mode, where you use E to go to inventory, which is instead just a searchable list of all the items in the game. just search there and get as many as you want. /gamemode 1 will put you back in survival mode.
  22. The climate changes north the south. The sun/moon directions are just a bug. Specifically, the climate 'repeats' in waves. So if you go north from a temperature spawn, it will get very cold, you'll hit the arctic wall, then on the other side it will get warm, then temperate, then cold, again. South is the same, but you hit warm first, then arctic, then temperate again, etc. This cycle occurs in about a 50k block span, I think? So you'll have about 20 such cycles in a 1mil world.
  23. Yes, they're intentional. Sadly devoid of abyssal horrors though...for now....
  24. I don't really know exactly how the game determines this. I've seen wolves spawning in fairly sparse forest - like 1-3 trees per chunk. I've also wandered through many a forest too dense for me to see much more than a dozen blocks in a line, and met no wolves. Trees aren't necessarily bad, but they're more likely to harbor wolves than open plains. But wolves spawn in a specific spot, so if you see some wolves in chunk, there's a good chance that even if you kill them, more will appear there. On the other hand, if you spend a few days in an area and see no wolves, you'll never see any. They don't just spawn randomly, they have specific spawn locations. I once settled in a tower ruin only to discover that the interior of that tower was a wolf spawning location.
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