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Rainbow Fresh

Vintarian
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Everything posted by Rainbow Fresh

  1. Gosh darn it, I always forget the word and then my brain told me "Yes, percentile is smaller than percent". My whole point was that it isn't easier to obtain if it only comes in tiny patches though, versus iron being huge chunks. But beelining for iron should be better then. Luckily I randomly came across an iron deposit of unknown size in another cave near the bottom of the world, guess I start there and hope it's alot. It is in a huge slab of Granite. Pretty sure in most parts of my wider home area it's Granite only, all the way down. Which when researching my crippling lack of lime I learned is apparently reason enough for some people to immediately generate a new world. But ok, hold on. One crucial question for my understanding here; I based my numbers on the one tiny patch of connected tin ore blocks I found by digging around the outside. Seeing as all this prospecting stuff is "chance based" I just assumed "that's it, I found it". If you are saying 0.2 permille basically guarantees "3 deposits per chunk" - chunk being a 32x32 blocks area? - would there be more around in the general area then? Cause if there is more to the deposit than the one connected bit, that would also notably change things. Oh yeah, you're right. Didn't see that. Just saw all the multiplier numbers for tools being lower in the wiki and assumed it's a generally weaker alternative. That does make it more viable for 200 durability per block chiseling operations. Well, uhm, a flint on a bone/stick is my primary axe/knife material cause I hate using notably limited/scarce resources... Bronze may take less time to produce and process, but to me personally, that is not a problem. I'd happily take slow as hell iron/steel production over "into crucible, onto fire, wait, pour, done" for the added benefits of durability and co. What does make an impact though, is the time and effort required to obtain the material, where huge veins that "supply me for years", as williams said, are always better than many tiny ore patches. Because time producing iron/steel is mostly just waiting at home. A passive activity during which you can tend to crops, animals, cook and preserve food, build a house, all the other things needing attention. Going out for days poking rocks, that is active work during which nothing else can happen, besides seasons ever-changing and crops dying. So occasionally prospecting until a reading appears, then prospecting finer until the peak is found, then digging down once into a vein you simply cannot miss and from here on out just having to come back and fill you inventory with stacks of ore chunks every now and then is much better than continuously spending days away poking the ground then burning through pickaxes and propicks trying to find the tiny, slippery bugger lasting you for exactly one haul.
  2. So... is bronze even worth it, or am I just generally better off bee-lining all my efforts into the iron age? (Currently in mid copper age in the attempt to acquire meaningful quantities of tin to get to the bronze age). The story is the following. After being blessed with virtually no chalk for lime in a meaningful radius, I had to use Borax for leather instead, which already requires bronze tools to mine. Very luckily I randomly stumbled upon a few blocks in a cave one day, so I could afford a whopping 4 bronze ingots with what I had left, so I could finally progress. Seeing some things are gated behind bronze+ ingots (especially some of the cooler weapons from Combat Overhaul - Armory), the durability and damage/armor tier increase being very nice, and the difference between copper and bronze ingots being only two tin nuggets instead of 20 I thought "Ok, let's do that prospecting thing and find big juicy deep ore vein and be set for the forseeable future." So I went poking the ground in grids and lo and behold, soon enough I found a "High" reading peak. At 0.2 percentile. That's not alot. And after a whole while of digging and frustration, I finally found the sparkly rocks. About 20 of them total. But hey, atleast I got really lucky and got a "Copius" density vein! Oh... Looking into the wiki what rate that translates to, on top of all this nonsense Tin is also treated as valuable as Gold and gets the special snowflake treatment of just being generally worth less. Suddenly, my big, lucky prospecting expedition to find a highest tier Tin vein netted me literally as much as your average surface Copper deposit. That would be a total of 40-ish ingots. Certainly not "set for the forseeable future". So that begs the question; is this even worth it? Surface deposits are incredibly rare, and as much as this peeves me, I don't just wanna increase their probability either (which would only start affecting thousands of blocks away, too.) Deep ore veins are barely veins. Overall yield is artificially nerfed. Yes, you only need two nuggets per ingot, meaning even the poorest quality ore is an ingot per block; but at the same time the amount of time wasted not tending to crops, animals, building projects, food preservation and all the other stuff in your day to day life and the amounts of ingots burned through in pickaxe and propick consumption just to find these couple rocks counter-balances this. And while there are two other options for "Bronze", they aren't notably better either. Black Bronze, as cooler looking and more durable as it is, is made from Gold and Silver both. Trading one very rare, low yield nugget per ingot for two very rare, equally low yield nuggets does not improve output rate. Bismuth might be slightly more common (or, atleast, more bountiful) but Zinc doesn't help much there either; not to mention Bismuth Bronze being a weaker alloy. Meanwhile I have read people saying that Iron is much more abundant, supposedly, and there are some more iron+ gated things that would unlock for me. Thoughts?
  3. I am currently using the Watersheds mod for rivers, which till be replaced by native rivers in 1.22 afaik. So that's a problem then? Some mods will probably need to be removed though, as their intended additions/mechanics will be implemented as vanilla content in 1.22. Which brings me to another thought - the wiki has some information for past updates where manual block-remapping needed to be done via command to map old blocks to their newer version (probably when things got split into variants or variants combined into a single block). Can this work for transferring modded blocks to their new vanilla alternative too?
  4. I know, I know. Ages old question asked and answered about a million times in various forms. Person has played the game on a world they like very much in game version A (1.21.6) but a new version B (1.22) is looming on the horizon with cool new stuff that person would like to have, without losing their world. I have read around abit and know the general consensus of "should be doable", "worst case world-edit over your base on a fresh gen" and "if you play modded you're f-ed". That's not what matters to me though. I will eventually update, and if I have to world edit my base over to a freshly generated world as a last resort option, so be it. What I am more interested in, is knowing what exactly updating a world between major game versions would technically entail. To start off with, as a seasoned Minecraft player I am very well aware of the world generation border; the area past the already generated and explored chunks where new content will now generate, but there will be a hard cut in the world, potentially "transitioning" the deepest ocean into the sliced middle of a tall mountain, as the new version now uses a new world generation algorithm accounting for all the new things and so, even on the same world seed, generates a different outcome. Does Vintage Story also have this "issue", or is the world generator forgiving enough to smooth out the terrain between versions? Next off, I am indeed "f-ed" as I am playing with a list of 50+ mods, most all of which I deem necessecary for general enjoyment of the game. I am aware that this means I will have to wait extra for all of them to update - if ever - before being allowed to play 1.22 after it releases into stable, and I will certainly need to ditch some of them (either abandoned or now obsolete due to vanilla mechanics). But assuming we reached the point where all still maintained and necessary mods are then up-to-date and I can do the big update, what do I need to expect? And what do I need to prepare? Purge my world of all modded entities? Missing textures after the update? How many things could need admin-power maintenance after the great update?
  5. The idea of creating blueprints to copy from using parchment and pigments is great to begin with. As for the actual copying itself; just reuse the clay forming mechanic's way of "copying" a layer. Still takes time, still drains chisel durability like crazy, as every voxel is chiseled one after the other (or maybe in steps of 4 at once like clay forming) but reduces the tedium of having to manually chisel the same shape of 1/16 grid custom fence pieces about 100 times (totally not speaking from experience.)
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