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Ratbatboo's Achievements
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Thank you both. I'd just hate to go through all the necessary shenanigans to move camp if it turned out I wasn't actually in a location I could play with water wheels.
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Layer of sticks is useful for: 1) allowing smoke to escape an otherwise sealed room 2) preventing rain from putting out a cookpot or torch beneath it 3) storing sticks in high density (64 layers of sticks in a stack is 576 sticks, far more than can be contained in a stack of sticks).
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A moment after taking the above I noticed the aged planks in the ground (thanks, tunnel vision!), which led to a small collapsed chest with a falx in it, so this entire terrain structure may be part of some mod. I've got a couple of mods which add ruins. Of course that still doesn't tell me if I'm looking at rapids or not.
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Hello folks, I'm new to 1.22 (I hung around a while longer in a prior version waiting for some mods to update). I've found a very noisy little waterfall, but I can't tell if it's technically (for waterwheel purposes) rapids. It seems to have a sort of frosting on the surface of the water near the upper edge blocks, a big spray of water particles where it cascades, and is very, very noisy, but I've never seen a waterfall like this in VS before so I don't know if it's just 'this much water falling this far is noisy.' Can someone advise me before I begin setting up an entire base only to discover that water power won't work? Thanks!
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Thanks very much!
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Alrighty, a little more poking about and I believe that it does this reflexively. Connecting to the multiplayer server created a folder in VintageStoryData called ModsByServer, which contained another folder named after the server's IP address and had all of the mods for that server specifically.
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Am I misremembering, or don't wild crops which are loaded 'cycle'? I.e., if you find one at stage 2, it'll grow to its final form and then the next time it gets a growth tick it'll shift back to stage 1? So 'returning to them when they're ripe' is fraught by timing issues, because if you're too late they're 'unripe' all over again?
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Is this something supported by VS or a mod? I've mostly been playing my own world and a shared world with a friend with the same modlist, but I've joined a server that has quite a lot of other mods and my friend would rather not change up our current world's modlist.
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Do you have a mod-list someplace? I'm particularly fond of Better Ruins, Betterer Prospecting, BloodTrail, and Footprints. (Something-something trying to track an injured wolf through dense brush never knowing if it's about to double back on you...)
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no animals were harmed Primitive Survival
Ratbatboo replied to Spear and Fang's topic in Mod Releases
Is it intentional that half-slabs atop furrows seem to prevent freezing? -
CW: Cute puppers absolutely eradicating berry patches. As much as 83% of a wolf's calories in summer months comes from eating berries. (I don't have an opinion on the berry thing, I just thought it was funny in relation.)
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I will add that several people recommended a 'cellar or properly insulated room.' This is a room where all walls are dirt or stone with no gaps, preferably no glass skylights, and a door, trap door, or just even dirt blocks closing off the way out. This will make food last longer, especially food in crocks or storage jars (or crocks IN storage jars). The room has to be smaller than 7x7x7 to be a cellar, or smaller than 14x14x14 to be a room. A room has several effects: warmth from fires spreads further, outside cold temps no longer lower body temperature, body temperature will gradually adjust towards normal (rather than freezing), and the harsh winter hunger penalty doesn't apply. One way to tell if it's a real room is to watch your torch and see if it is showing wind effects. Cellars are smaller than rooms and reduce food spoilage. You probably don't want to try to live in your cellar, as I don't think it'll give the same heat benefits and starting a fire in it might reduce the spoilage bonus if the game keeps track of actual temperatures. Note that just burying a storage jar in a hole with a dirt block on top counts as a cellar, so it's not hard to keep your crocks stored this way (just don't forget where you buried it). If you're lucky enough to have found bees and made a skep, you can use beeswax to seal crocks to extend their lifespan even further.
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I was attacking a bear with bronze javelins, lobbing all five of mine at it, running a bit, then circling around to pick them up...Lather, rinse, repeat. Pretty reliable. Unfortunately, it does not take into account the mystical bear power of SECOND BEAR. I was ambushed right after my first five throws and almost immediately killed (I got about forty feet from where I was ambushed but grizz don't play around). Unfortunately, at the same time, I got a temporal storm warning...And I was killed far enough from my base that I wouldn't have gotten even halfway back home, so I did what I thought was the smart thing and stayed home (yes, I have since realized that I could've run out with a bunch of blocks to recover my gear, then built a closet on the open plains to weather the storm, but I figured this out too late). So at this point, my question is 'Are those javelins still there?' They weren't in my inventory when I died, they lay wherever they hit, and they've spent several hours out in a temporal storm, all alone in the open, with no one to look after them. Poor little things.
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Torque and speed are opposite ends of your equation. You can think of speed as 'how fast' something turns, and torque as 'how strongly' something turns. A very light dragster can be pushed along by a high-speed engine with not a lot of torque to speeds over over 300mph in just a few seconds. Take that same exact engine, put it in a dump truck? That dump truck isn't going anywhere. The engine will burn itself out trying to get that mass moving. I'm afraid that dump truck situation is probably what you are facing. When you go from a larger gear to a smaller gear, you increase the speed down-stream from the smaller gear. Think of it like this: (INPUT) > Big gear > Small gear > Fast spinny result If your small gear turns (I dunno off the top of my head what VS's ratio is, so excuse me if these figures are all ex rectum) 6 times for every time the big gear turns, then the output will rotate at 6 times the speed and (for simplicity's sake without drag, friction, parasitic friction, heat, etc.) less than 1/6th of the power (torque). When you go from a smaller gear to a larger gear, you increase the power transmitted but slow down the speed. (INPUT) > Small gear > Big gear > Slow but powerful result Using the same 1:6 ratio above, your output will now be turning 1/6th the speed of your windmill but with a bit less than 6x the power (torque). If you've ever driven a manual transmission car, you know the first, lowest gear gets the car moving, but can't get it moving very fast. Then you step up through higher gears until you end up at a gear that turns very, very fast (highway speeds). That one can't possibly budge the car when it's standing still...Your engine will just stall out. So there is an inverse relationship between torque and speed. For the same reason, vehicles having to go up hill often have to downshift to a lower gear so they don't lose speed...A higher gear isn't strong enough to carry them up the incline. If your windmill isn't delivering enough power, you need to gear down (small gear on windmill, big gear on machine) to get the power to do the job. If that means your work isn't finished when it cools, then you're just going to have to reheat unfinished work and put it back on the anvil for the time being. EDIT: I found this setup for a manually-shifted three-speed transmission in Vintage Story that might help you both to understand the problem, and to possibly solve it.
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I'd tried the F5 thing before (because of TOBG), and I think what was happening is that my F5 key is having some buttonmashy issues (I checked this with a visual keyboard app so I could see when it registered the button push). So I kept getting into the third-person mode or the first-person mode, but didn't end up in the free camera third person. Weird.