Ravensblade
Vintarian-
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Everything posted by Ravensblade
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Archimedes Screw. Do people use it, and if so in what way...
Ravensblade replied to Broccoli Clock's topic in Discussion
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) -
1.22.0-pre.1 - Fishing, Mechanisms, Metalworking and More!
Ravensblade replied to Tyron's topic in News
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. -
1.22.0-pre.1 - Fishing, Mechanisms, Metalworking and More!
Ravensblade replied to Tyron's topic in News
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. -
Wooden axle block that still behaves like a full block
Ravensblade replied to Voxellian's topic in Suggestions
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%+. -
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.
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Archimedes Screw. Do people use it, and if so in what way...
Ravensblade replied to Broccoli Clock's topic in Discussion
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 -
Archimedes Screw. Do people use it, and if so in what way...
Ravensblade replied to Broccoli Clock's topic in Discussion
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Archimedes Screw. Do people use it, and if so in what way...
Ravensblade replied to Broccoli Clock's topic in Discussion
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. -
Archimedes Screw. Do people use it, and if so in what way...
Ravensblade replied to Broccoli Clock's topic in Discussion
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. -
Archimedes Screw. Do people use it, and if so in what way...
Ravensblade replied to Broccoli Clock's topic in Discussion
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. -
Given that smelting bronze or brass have tolerances in ingredients i think it could be done to water or other liquids too.
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Archimedes Screw. Do people use it, and if so in what way...
Ravensblade replied to Broccoli Clock's topic in Discussion
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. -
Please change the despawn times for precious items
Ravensblade replied to Mint Comet's topic in Suggestions
I grant you dispensation. -
Just some questions about what comes beyond steel
Ravensblade replied to DitaDataDita's topic in Discussion
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. -
How do you intend to prepare your long-term worlds for version 1.22?
Ravensblade replied to Vratislav's topic in Discussion
I actually planned to start new world just before pre1 dropped. So now I'm just waiting for rc. -
1.22.0-pre.1 - Fishing, Mechanisms, Metalworking and More!
Ravensblade replied to Tyron's topic in News
I would say fishes are much rarer, but given how spears relate to fish heath there is little reason to actually spear fish by throwing. A flint spear is too weak to kill fish from single strike, and i see no point to spears above that, as bow and arrow offer much better value. Especially since spears can't get bonuses from quenching. -
1.22.0-pre.1 - Fishing, Mechanisms, Metalworking and More!
Ravensblade replied to Tyron's topic in News
I think waterwheels would be fine if moving of rapids would be allowed with no duplication. But all of that heavy depends on the future rivers. In reality you would dam or reroute same small river for higher water level and use it for waterwheel. But fluids mechanics are basic, and depended on source blocks. Water is generated from nothing, and immediately disappear block by block. I don't think realistic water mechanic would be via able in game like Vintage Story with huge world. Allowing use of any water would case of producing infinite small generators, similar to what happens in dwarf fortress for example. And that's what i think rapids try to avoid. Personally i would just use creative mode to place rapids near appropriate lake i could use, as there is currently no rivers. At the same time i wonder - what most people use so much power for? -
1.22.0-pre.1 - Fishing, Mechanisms, Metalworking and More!
Ravensblade replied to Tyron's topic in News
Do somebody know how much force is generated by source block or how to check power of waterwheel? I noticed that 5 block waterwheels can run double geared quern and 3 block waterwheel can't. But i don't know how to measure them compared to windmills that give actual data. -
Just some questions about what comes beyond steel
Ravensblade replied to DitaDataDita's topic in Discussion
Personally i would like to make something more before clean steel. Especially for bronze age. With upgrades of smithing i would like to see some way to strengthen bronze tools and weapons. Early iron should not be so much stronger. It wasn't so in history. Iron was just much more abundant and easier to produce then bronze that required wide trade network. So I think it would be great if we have same intermediate high bronze age, where we have access to iron but at the same time access to much better bronze tools. A gate for proper iron age could be producing iron anvil for example. -
Winter or no color map mode is easier. Otherwise it's harder to see differences in elevation. I would start to look at wider plains that have these small circles in them. Below is example what you need to look for, marked with red arrow.
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I think same basic steam engine could be interesting. It could provide stable mechanical power in exchange of burning wood/coal and water. It could be solution for late game smithing instead of large windmills. It could be also gated by parts or blueprints.
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Make iron feel more valuable and satisfying to find
Ravensblade replied to aleq's topic in Suggestions
Yes. But it's not fun constantly digging small holes to mine small veins. The next tier - meteoric iron is exactly that - small veins you can mine. I like the big veins that enable setting up permanent mining operation, creation of complex tunnels and set up of proper mines not holes in the ground. I finally feel like I'm actually mining something. It's unique and fresh. The other ones are dig a hole, dig out small vein in few hours, plug up the entrance and forget. Personally i would like for same rare big veins of copper or zinc (I like using brass for lanterns) that would also allow me to establish a proper copper or zinc mine. -
Actually right now hunting part is not so bad. The bloodtrail mod is enough to make it less random, as you can track fleeing animal, and i would love for base game to have similar mechanic. My main problem with hunting is ridiculous amount of sinkholes and caves in the ground. I wouldn't mind if it was simply one biome, but almost all biomes are riddled with them, and running animals love to go in them. So deer hunting become cave diving. And that's unfun part for me. I need to run around area, plug all the holes, and then i can actually hunt. As for spears I switched to arrows when i got to iron as I can 4 hit deer. You use only 2 slots and you get 9 arrows from one ingot. I just carry single spear as i find it more comfortable against bears.
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1.22.0-pre.1 - Fishing, Mechanisms, Metalworking and More!
Ravensblade replied to Tyron's topic in News
If i use command to delete already generated chunks, would that make them generate according to new patch including traders? -
I would vote for same type of beet as for P crop. Maybe something like chard as there is a lot of root crops. Or fodder crop if animal husbandry would be more expanded. A sugar beet syrup could also be alternative to honey, if there is no will to add sugar cane.