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Everything posted by Demoncyborg
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Any way to stop animals from spawning within a base or fenced area
Demoncyborg replied to Javex's topic in Suggestions
normally removing all the grass from a fenced in area is the way i've been told to fix that, but I have had similar issues on a modded server with certain spots constantly spawning the same group of animals INSIDE of a house, with a tile floor, and the doors all closed o_O are your random ibex similar to that? -
cellar effectiveness? what the material is best?
Demoncyborg replied to Michaś P's topic in Questions
i'm not personally sure if the 'wooden' impact on score counts on anything except solid building blocks, or else barrels which belong in a cellar would also have a negative effect too? I know the ladder in mine has none, but a chiseled wooden scaffold a friend made for a second floor did have a huge impact.(if you still want the wooden look, you can start with a stone block and replace the voxels with wood to trick the game.) -
i don't think it's deleting items between chunks, they're probably just getting stuck. horizontal transport stops at like, 3 blocks out? so you'd have to make it step down to preserve momentum.
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- automation
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cellar effectiveness? what the material is best?
Demoncyborg replied to Michaś P's topic in Questions
woah, this is actually huge information! so if you're living somewhere up really high and cold, your cellar might actually come out with worse spoilage rates than outside a cellar? I think i've actually experienced this in winter before -
another thing you can try is throwing the flax directly on the ground, since they can graze from thrown items. it might help kickstart them into being hungry again!
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- animal behavior
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I'd recommend this mod Fruit Refreshed it does some other things, but those sound like something you might like! gonna have to disagree there, I don't mind waiting for my trees to grow, feels like a sign of progress through the years in my worlds. but i do think you're right that general fruit tree settings would be nice, like a world config command like we have for crop growth.
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I think the eclipse dates change depending on your latitude as well, since the suns position changes if you're further north or south.
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i'm pretty sure this is the case yeah, my hefty meals tend to rot into a lot more than i expect when a whole crock goes bad. i might report back with some testing though
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can we see a screenshot of your original animal pen? and make sure you check caves/pits nearby too, that's where all my escapees tend to congregate.
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Mechanical Refrigeration System Using Aqua Vitae
Demoncyborg replied to Aarón Rodríguez Hernández's topic in Suggestions
it's kinda not the place for it, but i'll leave it at this: i don't think they would've added so many apple colors, fruit and berry varieties, 5 veggies with the same exact saturation.. ect, if vanity & variety wasn't at least a medium consideration for things that get added or changed. there's countless things that are just vanity without 'functionality' in the game, and more get added almost every update. -
Mechanical Refrigeration System Using Aqua Vitae
Demoncyborg replied to Aarón Rodríguez Hernández's topic in Suggestions
i'm right here, i make blue cheese!! for the same exact reason I still put mushrooms in meals at the endgame. it's just nice to have some variety. you actually can make it any time of the year with a good enough elevation, or being somewhere a bit colder. I just think it's worth mentioning since it's one of those unique temperature mechanic things in the game that could benefit from it. and because I like making cheese. Just putting it here or in the discord is all you can do! there's no guarantee or confirmed way to get something into the game on an official level, that's the devs choice. however.. there's a forum here for mod suggestions and ideas since i'm not sure if there's one that adds a condenser like we're describing, but plenty of mods out there add stuff like cellar ice, better containers and shelves, ect my advice with your rotted food is to seal that rot in some barrels and use that compost to upgrade all your farmland to terra preta -
Mechanical Refrigeration System Using Aqua Vitae
Demoncyborg replied to Aarón Rodríguez Hernández's topic in Suggestions
Maybe it isn't coming through in translation but that's what I'm saying already. this should be easy if it only works in a cellar, but not easy when you get to the hyper specific scenario of blue cheese cellars. blue cheese need a 'false' cellar, that's open to the air but not sunlight, and has very specific temperature requirements. It's like the only reason I mentioned it haha -
Mechanical Refrigeration System Using Aqua Vitae
Demoncyborg replied to Aarón Rodríguez Hernández's topic in Suggestions
it's probably pretty easy to keep it with the regular room/cellar mechanics way of updating temp since those bounds are already made, but when you get outside of that i'd imagine it's a lot different. for areas that don't count as a room, have holes and just function as outside space, you'd likely have to do some complex volume and gradient kind of calculation, and it can't just check every minute or hour if you're using wind power especially- the mechanical speed will fluctuate and change the output of our condenser here and make it work better/worse, as well as the ambient temperature changing, fuel running out, ect. what i'm saying could easily be a load of horseshit- i don't know anything about the processing load on a server or client, i just know another mod that deals with a lot of room-volume calculations tends to be laggy when a server has to do it for 8-10 different people's houses across a map- and it's just smoke, that's only when firepits are on. this would be 24/7 -
Windmill doesn't spin (usually) - Mechanical power support
Demoncyborg replied to mattk2003's topic in Questions
does your windmill have all its sails on it? hard to tell if it has a full set from the screenshot. other than that.. i'm not sure what could be going wrong here other than some really unlucky wind rng. -
Mechanical Refrigeration System Using Aqua Vitae
Demoncyborg replied to Aarón Rodríguez Hernández's topic in Suggestions
really like the idea of using aqua vitae as fuel for some kind of compressor/refrigerant.. I really love anything to give more reason to store and make gallons upon gallons of alcohol, and it feels perfectly end-game to me. (edit: the only thing you can do with vitae in vanilla is drink, or soaking some OK bandages that dry out. give me more..) I think something like a mix of your two ideas sounds ideal and simple. Mechanical power on one end of the block, heat vent on another end of the block. you'll need to use passthroughs to keep cellar integrity and you'll need some kind of special vent block or the machine itself counts as a full block for the exhaust. Just keeping one powered might add some kind of passive, but keeping it full of fuel should help drop you way down to almost-winter cold. not sure if it could do anything other than a cellar though- I'd love to use something like that to help cool down a blue cheese cellar for the ideal ripening temp all year, but with it being open air, you'd have to start doing volume and.. probably gonna get as laggy as the smoke mod on a big server. -
my personal completely foolproof method is chiseling myself a 'corridor'. 2 or 3 blocks in a line, 2 tall, you can hollow it out with a chisel and sit within the center of the blocks and put a door on the front. I call it the panic closet, since it's cramped like one. I've never had a drifter spawn WITHIN a chiseled block with this method. I've never had drifters be able to hurt me through the thin walls of the panic box, and if you use a sleek door or some glass, you can observe outside the panic box to see if it's safe to leave.
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I think it's probably the standing still mechanic- according to the wiki, standing still without jumping or clicking reduces your hunger rate 4-fold after 3 seconds. edit: peeking at the source for it on the wiki seems to confirm that sitting has nothing to do with it either, but im not a coder so there could be more hidin' there
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I do think it's very important to note that it's QUITE the buff. It isn't just a small percentile increase or something, you can get up to 12.5 bonus HP with all nutrition maxxed out, in a game where your base HP is 15. You can nearly DOUBLE your health with the current food variety alone. I think with the current limitation on what you can actually put dairy in, as well as the different combos currently in place for food, it's a really good middle ground for all players. You still need to eat at least 2-3 different types of meals to get all of your nutrition stats up, and in my opinion; or at least the way I play, the incentive to make different food is to speed up that process evenly. If i've got low grain, little fruit, but tons of protein and veg, I can make some porridge to target what I need. oh but hey, all my crocks are full from the last harvest- guess I should make a fruit pie instead. Nutrition is absolutely an incentive for a player like me who's really crap at the games combat. I don't really wear armor- i'm a homebody! but I like being able to survive a swipe from a bear suddenly creeping out of the woods onto my farms.
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that's very strange. I went onto a single-player world to test this myself and it looks like unchopped red wine caps simply do not cook in the oven properly o.o chopped worked fine for me. must be a bug since there are whole cooked/partcooked versions of them in the creative menu.
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there aren't a lot of traits in mushrooms that broadly cover poisonous vs non; and any claims tend to be really unsafe. That gills thing is a very strange one to hear, since a ton of very popular mushrooms have big edible gills (portabello, oyster, chantrelle). All the mushrooms in VS have real counterparts, some even have varying agreement on edibility. i'm not sure how well it'd fit to remove the tooltips entirely without having to do something, i think it's kind of our accepted supernatural power as seraphs to be able to identify things by just looking at them, including their usefulness in nutrition or uh. danger. it certainly makes for some really good mods to remove or alter them though. that being said, plenty, and i mean plenty of people still die to mushrooms because they just didn't bother to read a tooltip while they were starving on the run. you still need to open the inventory and actually have a look at your food to identify if it's dangerous, but if you already know the mushrooms by name and visuals, no need.
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no this is honestly very strange. as a test, could you throw some of the grain on the ground (dont pick it up) and observe them? I find that the animals tend to prioritize items on the ground when it comes to feeding (and it still counts as portions eaten pretty sure)
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have had to scold a friend more than once for doing that... so glad that belt mod has a flute pouch though it's saved me more than once already
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make sure you make yourself a bone flute for those moments your elk chucks itself into a hole (and lives!) or wanders somewhere it cant get out but personally not really! i do tend to adventure pretty carefully though..
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oh i didn't know i wanted this really badly, especially if i can usher some fish into those shallow pools..