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Ravensblade

Vintarian
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Stone Age Settler

Stone Age Settler (3/9)

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  1. I agree. It's clearly hand mill. It's missing wooden covers, that were around it and allowed to single output. I think it could even be 2x2 build with one side output that can be rot. \ Something like that (I just like the angle in this one)
  2. In farming fertilizers can be replaced with crop rotation as same fertilizers are harder to come by then others. That's why i wondered if instead you can just plant them for few years and then cut them. Or simply the berries would always produce fruits, but smaller quantity. If fertilization of berries would become problem only year later it complexity wouldn't be much of a problem, as a new player don't need to engage with it right away. Similar from my experience the berries should be pruned before winter, i see we can get plant matter to use in composting but i wonder if it would effect their produce.
  3. I see a lot of new types of berries. I wonder if fertilizer would depend on type. And how viable just replanting them instead would be.
  4. Quern require for all four blocks next to it to be empty, otherwise it would require much more power to run. If you have wall next to quern move it. Similar powering it from the bottom is better then from the above. Wind is also important as same location just get more wind then the others. But from my experience even two sets of sails should be able to move quern at wind speeds like 30%+.
  5. I also searched for something to deal with the ground holes but found nothing. It's also annoying when hunting animals just get trapped in same random ground holes and run deep into caves. I tend to plug them up near my base, but their existence is just weird. I wouldn't mind if it was just same specific biomes, but the sinkholes are everywhere - forest, scrubs, plains, hills, gravel deserts.
  6. It occurred to me that screws can be used both as transport and as axle. So there is no point for separate axle from windmill. It's simplify it quite a lot. Whole bottom mechanism are 3 cogs
  7. Ok i worked a little more, so it's possible to fit it in 3x3. Found also bug with spurs (not used)
  8. Yeah. But the whole point is to use screws to transport items and power them. From this perspective is to have input and output on floor 0, and don't have to access other parts of the mill.
  9. The right hopper is the input. It can be a chest, i just placed hopper there. You put grain here, and when you return days later all flour is in the left chest. The power mechanics would be better put underground, and mill having 4 hoppers around it. I just try to fit the smallest footprint here.
  10. If somebody invented spoon to move liquid e.g soup from one plate to another, do i invent new tool if i used said spoon to move rice between plates? No. As for usage: I have inefficient mill (1/4 of standard produce and huge force needed) but finally almost fit in 5x5 in 1.22. It would be great if there was something that would allow us to force mill exit side.
  11. Given that smelting bronze or brass have tolerances in ingredients i think it could be done to water or other liquids too.
  12. Archimedes screws are used commonly to move any loose material or push same material in. They are more known as screw conveyors or auger conveyors. The bases mechanism are identical. I wouldn't be surprised if English association of the name Archimedes Screw to only water is same sort of patenting scheme of more modern conveyors. I know that Archimedes Turbine was patented for same time in USA, even if mechanics are from antiquity and even turbine concept was created 100 years earlier in Europe. And generally the concept was patented or somebody tried to patent in multiple times. As for game, I didn't play much in mechanics, the most obvious would be using them in milling grain, but querns don't have proper outputs and require 4 hoppers. I have concept of windmill where quern is integrated in the middle parts of structure, and at the bottom are only input and output chest. But it's still in waiting.
  13. I think the details of the whole steel/iron discussion is not that important for a game, especially since there is no strict definition of what is steel compared to iron.As far i know, historically steel and iron are not that strictly separated, and steel was also produced by bloomeries and crucibles, depending on design etc. Game don't need to limit itself to particular method to achieve steel or explore all of them. Personally for late game mass steel production i would go with arc furnaces powered by same rare parts and temporary gears. They could produce cast iron and then from them a steel. It could also be a way to introduce same alloys.
  14. I actually planned to start new world just before pre1 dropped. So now I'm just waiting for rc.
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