#Vintage Story - Community Game Server
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Doors absolutely cannot be open without issues
they count for three times as much heat loss when open
it's just that there is a limit on cooling efficiency, so larger cellars can be large enough to where it no longer matters
not true at least fromm my teting, with the basic doors its fine, but the spoil time doesnt go up at all with door open
It is literally how the calculation works 😅
where?, my fruit im my cellar right noww is 14 days till spoil, if i open the door, no effect
cooling efficiency is number of non-cooling blocks / number of cooling blocks
and doors count for 2 when closed, and 6 when open
so your cellar can be large enough, to where it can take that hit and still cap
but for smaller cellars, it will matter a lot more
where is the informmation about cooling on the food
Looks like bricks are craftable
the large ones are processed into all the other types
Then your cellar is probably large enough to where it can take the hit
No idea then. The information here is straight from the code IIRC
all i can find bessides that sspecific post is open doorss allow light, and its light that hurts it
otherwisse the only door that is bad iss the crude door
the sunlight thing is only direct sunlight tmk
oh, also, apparently it takes a moment for spoilage rates to update
how much worse is it supposes to get, i tessted this on my world pretty early, first 2 months of game i had it closed, now left it open for the last 4 months, same spoil time
maybe itss more noticable in really hot climates?
pfff
maybe
so, I did a quick test setup
and with the door closed, the food now spoils slightly faster
which is very weird
but
confirms that the door state does have an effect
how long did it take to update
instantly
ya im not sseeing any effect on my game here
12.8 yearss on grain open or closed, 14 days on berriess open or closed, but it iss only 8c right now outside
Test setup - it definitely has an effect
so maaaybe in ssummer wwhen its really hot that effect is alittle
but, it is very possible that an efficient enough cellar can just take the loss
maybe a 3x4 cellar is big enough to see no loss?
and I have no clue why it's spoiling faster with the door closed xD
ur numberss are better then mine tho
let's see, all your walls are cooling blocks, I assume?
all cobblesstone
actually, what does your cellar look like, exactly?
alright, yea, so a 3*3*3 interior space, single door?
ah, 4 long?
The way bricks are set up as Citrea said is that other patterns are made from the largest one. And we're expected to make more complex brick patterns using chiselling as brick polychromy (using many different colours of brick for a bulding) is explicitly mentioned in the handbook. As to the colours blue clay makes cream, grey, blue and black bricks, fireclay only makes a beige brick and red clay makes orange, red and tan bricks as far i remember.
then your math should be: 64(65? Depending on door rotation) cooling blocks, 2 non-cooling blocks when the door is closed. 0 light factor. 2/64 = 0.03~
with the door open, it's 6/64 = 0.09~
so you should be seeing a significant effect
and then the factor of how cold the ambiet temmpature i think is a thing
is there a command to warm up tempature temporarly
but also, the light factor applies first, at -40% spoilage rate
light as in sun i assume, ssince i ssee no effect adding torch or lantern light
the way cellars work is they take the ambient or ~5C temperature spoil rate whichever is lower
it could just be cold outside then, yea
and yea, light level only cares about direct sunlight
Thanks, I didn't know that about the patterns. And most of those colors require a beehive kiln which we don't have yet, pit kiln only gives 3 colors, 1 for each clay type
oooh okay, so with it 8c right now, with door open im only seeing the effect of a 3c swing, which for me is minimal or for some reasosn not even updating the valuess
as soon as we hit iron age and make a pulverizer the beehive kiln is possible(though somewhat costly)
We have iron already, but I think beehive kiln won't be a priority soon, because everyone will want steel instead
so doors make a difference but it does seem to be pretty minimal, unless ur in middle of summer or hot climate, and once the ambiet tempature drops to around 5c or lower then theress no effect at all on cellars anywawy since the tempature is now cold enough to preserve the food regardless?
world has warmed up to 10c, im now seeing a sslight difference, my grain now goess fromm 12.8 years to 12.6 yearss with door open
Oh!
that could explain why it is making the temps higher in my testing setup!
outdoors temp is 4° in this world
is your cellar underground?
it gets slightly warmer when you dig deeper
does it being underground effect anything, i thought it was soley the materialss its made of, and making ssure sun doessnt get in from door
ooo
sso would having a cellar hiiigh up help then? lol
no, and underground does not matter to cellar function
but the ambient temps would
yeah that's what I mean, the cellar would take on the 4C spoil rate
except that it seems to be taking the 5° spoil rate when the door is closed
yea, that is definitely a factor
waited to daytime
7° ambient
the door being closed shouldn't increase the ambient temp
would making a double door kinda like an airlock to block off sunlight improve it?
so even an open door doesn't increase sunlight?
because I know that windows do for sure
yea, sunlight can only get in through transparent blocks, and doors block it
it doesn't actually care about light level at all
it cares about the "Skylight Score"
did a test at a high altitute, where it was 1c, seeing the same .2 years loss on grain with door open and closed as im getting at sealevel where itss 10c
but when it was 5c at sealevel i wass sseeing no effect with door open
huh, that must have changed becuase i remember the advice when I started playing was to make an elbow at the entrance to minimize sunlight even with doors in the way
so making a snaking tunnel before the door
well, having a test cellar right now, it makes absolutely no difference 😅
I guess that's what for sciencing is for
note as well, that it is the Skylight score
so moonlight affects it too?
and ya smaller does mmake a big difference, on my test cellar, i reduced internal volume from 32 blocks down to 12, now with door open, grain is going from 12.8 to 12.2 years
I think the way calculations work is that if one of the wall blocks is nonideal it takes the property of the block beyond the walls if it is bette
which allows you to have a wooden flooring in a smaller cellar
without penalites
and with a 4x4x3 cellar, seeing 0 effect with door open and closed at thees temps
that is a good question, but the wiki at least does advise you don't use those blocks unless chiseled to be non-solid
because it will not take them into account 😅
at least if there is a better block just beyond the floor
can confirm, it does not care what block is beyond
if you use planks, they will reduce efficiency
then I've been lied to, or it is outdated information
tessting with chisseling, replacing 2x2 worth of voxelss with wood on a sstone block to see if theress any loss, so far with 1 block surface theres no effect yet, will try entire floor
Wiki information is wrong then
not that I can see?
It's the skylight score, in the ceiling it does matter
Guess I'll do some testing myself later to double check
ah
that is the old page
no longer accurate, it seems
it's only transparent ceiling blocks
this is what im currently testing, so far see no effect yet, so adding a secondary material is fine? or maybe as long as its below a certain % threshold of the cellar
oh, those are chiseled blocks?
yup, chiseling the top layer off the sstone then adding wood
Ah, I see the wiki is trying to redirect me to a polish page version and because it doesn't exist it sends me to an outdated english one
This amount of planks has a noticeable effect on cellar efficiency
that may still count them as stone then
these here are full blocks
ya i just replicated a stone/wood mix all over the room, seemss to have no effect, where ass if i put a single wood block its noticable
multimaterial blocks then probably either don't count at all or count for what they are majorily comprised of
ya i imagin it either counts as the initial block, or takess into account the %
If you mine the chiseled block it will say its material so soil or stone will make in an insulating one
so Material:Stone
mhm
or Material:soil
from what i see on the wiki is seems to take on the material of the base block
so in the end, having a door open does effect it, but unless its very hot outside or the cellar is very small, the effects seem very neglicible, still worth encouraging people to keep door closed, but for the cellars we typicalyl have, the effect is tiny
ya even wwith keeping only a single voxel of the base block, it still sseemss to count it as such
and now i reallly wanna test going to a super hot desert and seeing the extreams
you can take the template of a surival mode change the gamemode to creative in options and change the starting climate from temperate to whatever to test it
So, cellar design I am thinking
very cramped, but that is the point
maximum storage
if we want it to feel less cramped, we can remove the shelves
maybe have separate cellar for prepared meals
and, obviously, better chiseling will do a lot to make this feel less cramped
looks good, and ya plenty of storage for the main ingredients
Mhm. And then we have a long tunnel between the kitchen and the inn, with cellars like this branching off of it
hmm... Need to test a thing rq
we could potentially split the modules
And maybe a secret sub level for poison ingredients? 😈
no poisons
if you want to be an evil herbalist, you can have your own little cellar in your house xD
how are crates for food storage compared to the clay storage?
shame, like the asthetics of cratess of food, but thats a huge difference then
also size makess a difference even in a closed cellar, a 3x3x2 (hot climate) grain has 12.2 years spoil time, going to a 3x4x2 bringss it to 12.4 years, also in a climate thats 35c, so that doesnt seemm to have as big as impact as i thought it would
if i open doors when its 35c tho, spoil time drops sto 11.2 years, hot clearly makes a pretty big impact but still lesss then i thought
so, technically, size does not matter
but
when you have any non-cooling blocks, it does
because the ratio of cooling to non-cooling blocks will be better, the more cooling blocks you have
so when you have a door on your cellar, larger is generally better
the door, yea
let me wait for daytime to see if it actually insulates, though xD
not only does it work like a regular door
it is ceramic, so it insulates better!
but that does not matter with the large cellar designs xD
so, alternative design
same concept, but only has one row
true, so for smaller, it is potentially doing a kiln door, but thoses not cheap lol
but, with that one row, it is now small enough that we can make it 9 long instead of 7
more storage in the same space, though not the same room
so I think it will be this design throughout
and yea, without shelves it feels much less cramped
kinda wanna make my own little cellar now with double wide kiln doors, i know its not needed but kinda like the look of em
hehe
yea, it's... inefficient. And squeaky. But could be nice
I am quite happy with this, I think? Will mean that we do actually need mortar for the cellar though.
not really? IIRC, they have bars on the other side too, right?
or am I already misremembering? xD
not sure if theres any brick that match that but i assume there is? very unfamilear of all the brick choices, seems like theres allot
yea, that's refractory brick
oh, sorry, no
no, no, it is
thought it was fire clay for a moment
but yea, no, those are kiln doors for blast furnaces
still quite visible due to the indent, but i ssure chiseling would help it stand less out if ssomeone wanted to do a hidden door
specifically, blast furnaces need an iron door for some reason, but the beehive kiln uses these things
oh i see, used for quick clay firing
Quick, bulk and pretty
Makes colourful jugs and bricks
mhm. We want one 😅
we can probably do one pretty quick then
but for now, we can make do
i brought back enormous amounts of iron, limiting factor is jusst the charcoal at this point
Needs 3 iron hatched
Once we want to build with bricks, we will kinda need one
That alone is 12 ingots if iron
because pit kilns work, but bricks need bulk firing
i brought back about 6k iron nuggets iirc? think 3-4k was still left unprocessed
and still more in the vein i was mining
limiting factor is the charcoal, and not sure how our stock is for bricks to make more blooms
A coke oven or 2 would be nice then, would be able to turn brown coal to coke in 2:1 ratio
are all these things about 3x3 in size?
Coke ovens are
since il be really developing my smithy structure when the server comes back up, i can carve open space for these
The other are 5x5x7 i think
Don't remember really
well i can play around with that on my single player world hopefully before the weekend
tho heading into my first winter, hope im prepaired enough >.<
Oh and they can share walls
oh thats handy
so il try and plan for an underground tunnel that has space connecting these to my basesment, or even just have it as a sseperate enterance all together since i imagin people will want to be using them allot
lovin the berry juicing aspect as well, cant wait to make some alochol
Just an fyi I saw bulk storage with automatic sorting - completely vanilla - and it seems really easy to build c:
Oh, when distilling remember to add water to the condensator. I know I did and it lost me a good deal of brandy when I first did it.
im just alittle sad we dont have nice bottles we can put it in and have an amazing wine rack storage
Wouldn't it require a massive amount of labour when smithing all the chutes? Or do we just say that many hands make light work?
Pretty jugs are your answer
also careful with chute stuff, i hear allot of automated stuff can be iffy if the chunk unloads, be fine in the center of the city tho
There is also an artistic bottle we found in ruins. Looks like a carafe.
seems theres allot of fun stuff we can find
Purely cosmetic though
'soon as i get my smithy set up proper i really wanna get some decent armor and explore
I’m sure 12 chutes isn’t too much of an ask haha
Ah then that's only like 24-36 copper ingots
they can be done with basic metalss so it shouldnt be an issue
Exactly
i have a feeling the moment i get my smity done im going to want it bigger X.X but really wanna get comfortable getting the more advanced materials and bricks in larger quantites before doing a big build
are we able to break down riveted metal blocks?
We'll probably want some parchment done too then for labeling crates
I kinda feel like we may want a dedicated pottery building, to run three or four kilns at once 😅
but that is a 'not now' project 
so i guesss no harm in having afew of these in my smithy basement initially that we can expand upon when people are up for such builds
so thankful that we dont really lose anything breaking down this kind of stuff
Yeah it's not like bloomeries
i get the feeling you'd appreciate some more hands on clay forming when we get around to this :p
yea.... 😅
honestly, would appreciate that now already, too
I have a lot of shingles to make 😅
soooo, if anyone feels like pottery, you are more than welcome to my clay and pit kilns 😅
And I will happily feed you, too :P
(though, tbf, I happily feed anyone
)
weee
if its possible some kind of "quest board" if you like in the village would help bring people into community projects
as long as there's a clear format to follow that effectively communicates what each project is, what's required and who to talk to
-# make a format
good point ill have a think
it doesnt have to be complicated at all actually. just an informative title, some short description and a "posted by x" at the end
an example,
title at the top of the sign: quarry - blackguards needed!
short description: to help the mining effort, please any blackguards come help mine at the quarry
posted by a humble quarry worker
clear format that is not
oh
also even a job suggestion board for those coming in and curious what to do, people should do what they enjoy but can at least offer some direction of what things we could use, or even just a board where people list their current goal/jobs so people can see at a glance what may be lacking
-# see now the board is bloated 😋
XD
I mean, you can always chissel a bit out of the block around and decorate it a bit for a secret door?
clear format for quest board postings:
title: short and informative, should state the gist of the problem and be understandable without reading the description
short description: an expansion on what exactly the quest requires from the individual, details about what is provided, details about what needs to be done
posted by: a simple line at the end stating who posted the quest, so that interested people can contact the quest-giver
example:
title: prospecting expedition
description: an expedition to prospect for ores and ruins, bring survival supplies like weaponry and harvesting tools. [group leader] will bring crockery. meet at the gates.
posted by: posted by [group leader]
is that better?
a general adventure board style, where people can post looking for help, with also just general stuff that the town always needs doing
i was thinking it would be strictly for projects and expeditions
expeditions might be better organised from asking for volunteers in chat but the board might still be an aid
and for long term projects where hands will always be welcome i think the board would be a good gathering of postings
Are we limited by the small signs?
Also we need a place, a library or somewhere where we can post up information for other people to see and record, so we have coordinates in game, i feel we need a place that lists outposts and their coordinates, or other points of interest
I would say if we had a mining guild, that would be a place to post coordinates for mining spots foundd, current mines ect
but could just be a general libary of sorts
i think it might be good to keep small signs in an effort to keep the postings brief and easily digestable. anything that complicated that it would need a bigger sign might be better explained directly once the group working on that project has gathered
but it could be worth exploring using bigger signs
I would love to add an information room to the starting cave though, at least for coordinates for poi
The game doesnt have something like maps to be put up a wall, right?
That's the thing, I am not aware if that exists XD
oh right. me neither :p
i think a dedicated library would be great for consolidating information like that, plus it could be used to house all the lorebooks we've gathered
and of course be a pretty addition to the village
it is a shame we cant easily share map markers
maybe thats something worth looking at modding for
theres definitly some good mods for it, but not sure Aavak is ready to open the can of worms yet
i would prefer to use landmarks rather than coordinates but whatever way we do it i agree it would be useful to have that information consolidated
we can also attach a bunch of signs to a sign post, good for roads, not very useful for other things tho lol
ooo we could work with whoever's doing the main road planning for that
Got a "small" idea tho: maybe making a Map with Chisel, marking with different types of blocks?
i just wish we had oceans on our map, maybe if we ever do another run with mods we can do some of the nicer terrain mods that add rivers and such
just so you can check the build map, and your map to more or less disearn where stuff would be. Not more
that would be allot of work, but if someone wanted to carve a map and have points carvedd into that, could be interesting
I was thinking to a scale of 1:50 or something, one pixel being 50 blocks on the map. And then use Landmarks.
would make "seeing" found stuff easyer on a bigger scale, if one has the coords of a Vendor far away, you make a red dot in that area and you can see quick that its far, in that general direction.
(at least till Aavak gives in about mods)
that sounds super challenging but im sure someone would be able to do it
well if someone wants to take up that kind of job, could be a useful project, to at least see at a glance certain things for new people, but it would be allot of work for sure
playing around with mmap generation with the rivers mod among afew other settings, some wild terrain XD
woah that looks super cool
i wonder if the developers are planning on adding rivers in a future update
i wonder what the developers are doing
i hope so, the mods that have it are crazy, makes the world justs feel allot better with the boats
have not explored too much on this seed, but shows the kind of river that was nearby
Yea, its kinda sad to have a super cute boat just floating about on a pond.
running rivers with the terra prety mod, about to do a new world for myself so trying out a bunch of different settings
As far as I see it tho, yes I would absolutly have an Ocean/River mod counting to Vanilla+
I hope if we ever do a new run with mods with community tho, we can do it with these and stuff like better ruins, the better ruins adds so many fun places to explore
its fun getting back into all this stuff and learning the new tools tho, reminds me of the days i helped run a large minecraft server, noticing allot of the worldedit stuff is similar which is nice
would these world gen altering mods be safe to remove after the world is generated?
depends on the mod and how its written
like the better ruins for example can be added mid save, or even removed, but it will only generate its structures in chunks that have not been generated yet
that reminds me, how does the game generate terrain?
or rather at what range will new terrain be generated, when exploring
that im not sure yet, does seem to generate quite abit out, my bet its something over 3k but not sure how far, i could probably dive into the code and see or test with mods like ruins
What I thought would happen, is that the entire map would be generated on a low scale, and then rendered on high setting when in range. But thats just a theory
also like how the world gen will give the player an island if the seed u started on starts in ocean, tho starting on an island would be quite challanging im sure
i can only imagine the focus would be to get off that island asap lol
i know theres allot of mods that add their own biomes to the game, and some of those can be used post game start, so at the very least somme of that detail is not solid in world gen
some of the islands i have started on trying different world seedss are tiny.. and its like 3-4k blockss to next nearest landmass, which was also a tiny island
i should have saved that sseed for a challange run lol
Personaly I feel comfortable to play challenge Skyblock without access to resource generating mods, but Vintage Story I know nothing about those kinds of exploits.
I am guessing its eather swim to the next island and hope for a better start there, or get all the the resources from mobspawns?
Which would probably not amount to much. Sooo... Swimming it is? xD
maybe get lucky with ruins/underground loot
id think just foraging would be difficult with a small island start. i routinely find myself wandering for extended periods looking for forage. and if the starter island doesnt have clay thats gonna be exacerbated more
its like the extream ice challange, at that point mmuch of the luck comes down to what ruin loot u can get
one thing the river mod does do tho is it can sometimes general tunnels through mountains, but that can kinda be controlledd by the json file, they quite rare as well with the forked river mod
example XD
thats neat
im not sure they would naturally be so smooth
and i bet they would be prone to collapsing
oh yes, the roof is very unstabe so pretty easy to collapse
collapses are pretty small so it wouldnt collapse the entire tunnel at least
would also be a scare doing mining above, not realising there was a river underneath and hitting it
i would be one to carve out a home on the inside of one of these tunnels tho :3
I just designed a 5 speed gearbox with significantly lower input resistance than my previous design
though it needs 2 clutches to switch the speed
wow thats a contraption
yes
it designed this way so higher speed gears don't spin unless in use and add resistance to the system
so the actual gear increases are simple, but the merger is quite complex
the gear increase is actually fully visible in the first screenshot
The previous design 5 speed would stall on the gearbox itself with 2 full windmills, this one can operate a helve hammer at medium winds with the 2 full windmills
But the cost is the transmission hell
As much as I apprechiate the complexity, I do not posess the knowlage on to why this would be usefull? Please expand for a newbe.
Depending on how high the windspeeds are and how tall and expansive our windmill tower is we can get different amount of machines running at speed.
so if the windspeed is high enough you go up a gear and go faster
and if it's too low you can gear down and get things moving at all even at low windspeeds
As in, not to overstress the connections and stop the Windmill, but to slow it down enough to have everything technicaly still function? Interesting, didnt know Vintage Story has that kind of Mechanic.
exactly
though sadly only two gears are available so the only ratios are 44:8 and 8:44
that is quiet odd... 5.5x size increase?
yes
So function wise, the lever just connects two shafts?
yes, it's a transmission and clutch
but it has only the function of 0:1 and not 1:2, right?
sadly, that's the only transmission available
still remarkable to see this make a working transmission. Cudos.
Technically, I believe signs can have unlimited text... but there is only so much they will show. You can choose the font size though...
Giant font, one sign per letter!
I wish you could write in multiple colours on one sign, alas it's not possible
plaques also have a different font and text on them is centered, not at the top
Signs are written with charcoal though, not sure how plaques work (and wood is cheaper 😅 )
May be a neat option for later though 
you write with the same stuff
Dwarven Quest Board 
There is always the possibility of making Chiseled Neon signs....
the colours of text on signs and plaques are charcoal or black coal for black, coke for a very dark grey, lapis for blue, malachite for green, cinnabar for red, limestone for off-white and finally chalk for pure white.
i think signs might still be better for visibility of quests
I think wwe can if we have an ink and quill
we can transcribe books, never tried it tho
Was more thinking of an General overview of the Quest, and the book for the Details?
mostly for Community quests tho.
transcribing is copying book, nothing stops you from writting a book yourself though as books are craftable
Like for exploratory quests, have a book with something like a checklist to "at least get this"
there would have to be clear labelling somehow for the books related to the quests. at that point it becomes a lot of busywork just in maintaining a questboard
id prefer a keep it simple stupid approach
i want it to be as easy for people to get involved with these as possible
logbooks tracking the progress of a project sound pretty cool but those would have to be maintained by the project leader and id still say the information on the quest posting has to be enough
I mean, a sign would certainly do the Trick at first glance. Giving key information like "What" and maybe "Where". And for small Quests this would be easy enough.
"Need berrys" and you just collect crap loads of berrys and deliver it into the "Quest hall"
we will have seven, and not one less, got it
easy enough, but for quests that need specific information, a book can be put into an coresponding shelf to count as "Please keep this in mind"
let's just agree not to have this situation:
https://imgs.xkcd.com/comics/standards.png
example: "Needs Saplins" Book on the shelf says which exacly.
coughs in DIN-Norms
But a Bulleten-Board would be easy enough to setup?
The "Need common sense" book should be placed besides the "Wishful thinking" and "Hopeless Optimism" books on the book shelf.
i still think the information could be conveyed on just a sign
this is a good point about where items should be put for quests. i think ideally theyd go direct to the quest giver's storages, like hide to the tannery, food to the cellar. ideally this would be in the posting, or something the person would tell them if they asked
After closed Eye consideration, Signs might be all we need. Since the Server is not online 24/7 and People would ask about the Quests in Chat anyway. Only way it would go wrong is, if the Questgiver is not online and the Quest is something to overdo.
Like the pantry is full to the brim but the quest says "Get more" and noone knew that its done. xD
thats true. maybe a section at the end for "quest claimed by x" would be necessary to prevent that
though that would hinder projects that want as many people as they can get, as if quests were "claimed" it would be assumed not to do them
not sure what else to do with that issue
Well, again: If the quest is "in progress" just ask in Chat "Need more hands?" and done deal
if someone is not online, it aint progressing and would therefor not answere
should be easy enough.
There's the vanilla .online command which displays the online player list in chat, there's also a clent side mod PlayerList which displays the same information the same way checking the player list work in minecraft.
I belive there is also a Mod to put notes on a Board. So Mods could solve everything. xD
I'm just telling options for checking the online players. The command is vanilla but somewhat cumbersome and hard to read. The mod only displays the same info in an easily digestible way
The problem with asking in chat would be that not everyone is always paying attention to it
I mean, even then. You only see if someone is online, and if they ignore chat anyway. I doubt having an online list would change that.
So for a questboard it would realy run down to "Group Quests" and "Normal Quests". Where one is an ongoing project like an exploratory mission or something. While the other is crossed out, once someone is doing it.
Just thinking, if its a Group of 3-5 one would read chat of those people xD
So: Format suggestion, because it fits on signs:
Quest Name!
Item xCount/Block Mined
Location
Talk to Username
Small and sweet. If you need more advanced help, you can talk to people in chat when they come to you for more info
yeah that works too
stripping away all the unnecessary stuff
though i feel it might lose some spirit from something as streamlined as that
id imagine with a good description you could get all that information and have it be a little more to look at
maybe its a silly point though
To be fair, sometimes the Quest is less about an item or Blocks mined, but about something else with a goal in mind.
Yea, true, but that is kinda just how notice boards work 😅
If you can't be short, give a very small description and tell them to come talk to you
One can use that example as a standart but can change it up to see fit.
The notice board isn't a ledger, it's a place to let people know you could use a hand
Fair point. Having a zippy information like "Yo, need that." would be enough for people to know "I got that and don't need that." or "huh, maybe I can find that quick cause I plan to go in an area?" and that's that.
More information over chat is always possible. xD
And if that is self served, they should also clean the sign when its done. Cause they will always be annoyed how many people constandly bring stuff or ask about it. xD
il just be happy to be able to post what the smithy needs so people can see at a glance if they lookin to help
il definitly be using signss allot more in general going forward as well, like in the smithy i plan to have coordinate lists of all current active mines, tho i can probably post that where ever we having the notice board as well, a seperate section of a wall somewhere
was more thinking of a movable inventory that is bigger then a basket xD
Almost finished with 2nd VOD of Vintage Story, and they just came back from the mine. Though that there might be something like a Cart or something to have a Chest big storage to be moved around or something.
If not, I vote to add that as a mod when mods get added xD
I'd add as well: they apparently added writing in the vanilla game?
I have a clientside mod that adds the Tab key = online player list, very handy XD
Yeah the mod's name is PlayerInfo
yea love it
the vanilla way is plain bad
And writing has been a thing for a good while now
“I want realism”
But faced with a realistic issue

I mean i'm pretty sure in lore chat is actually a telepathic connection between seraphs. So this game goes for realism up to a point
Oh I’m sure we already discussed proximity chat
And don’t worry, I have no issues with it. I’m amused.
-# especially regarding the slag of blacksmithery
lol
I'm so very amused by the urge towards modding, knowing what you know about me.
The first mods I add are more likely to be Event Horizon portals to unspeakable torment, than to be things like bigger backpacks XD
In much the same way the first mods I ever added to Skyrim made dragons nigh-unkillable death machines and took away all passive health regen from the player XD
More slag and less product from blacksmiths the mod 😄
suffering is learning 😄 (some times)
More dehydration and need for outhouses the mod 😋
I'm surprised slag isn't a thing though, tbh.
im all for more survival mods and more ruins with fun engagements, theres so many pathways we could take with modding tho
Yeah the blacksmithery needs to be reduced by 50% or more 😄
isn't processing blooms removing slag from iron lumps?
All joking aside, this is absolutely the game where I'd have expected them to be more realistic with how much effort was involved in getting any /usable/ metal out of smithing, versus the enormous amount of waste early smithing produced.
30% yields hear we COME!!!
💯
Pretty much, but there's an absolutely lopsided amount of return versus what even the best early methods could achieve.
one of the mods im currently running has skills, where as you get better with blacksmithing, you start getting the ability to collect a portion of the chunks u split off, but im sure theres better mods for it
You'd get like 500g of usable metal out of 20 ~ 50kg of ore.
The waste products from smithing were so vast that as much inovation went in to figuring out what to do with it, as went in to trying to improve the efficiency of the process lol.
Not saying the game would be better with that, just saying I'm surprised that VS didn't represent that a bit more.
Seems like the sort of thing they'd have gone for.
Where are my mountains of tailings :3
I would guess it's because there exist no alternative proceses for now like crucible iron.
kinda shocked they never had pig iron in the game tbh
allot of that stuff im sure will be picked up by modders in time, tiny development team so much of it is where best to put the effort
the cementation furnace itself is incredibly advanced for what would have been early Renaissance/late medieval society
https://mods.vintagestory.at/primitivesurvival a fun little modd, have not hadd much experence with it yet, but adds allot of little things, then i think thers a medevil mod that makes things allot harder in some areas
the pit traps though, i feel many dapperlings would ddie to those
especially with the fact that the cementation furnace design in game is a 1895 design modified to be fired with a single coffin
also keep in mind this games setting, we not really medieval, its a mix of a bunch of things due to being post apoc
yeah, alchemy made a mess of things
thats long after pig iron 🙂 as its just less pure iron which has less durability than more pure iron
Midn you, i guess all bets are off when you add in the prima materia and steam-punk / clock-punk horrors are wandering the world.
Can we just get some smoked meat? 🙂
we're probably getting more da Vinci inspired items in the future with the glider being added not too long ago
victorian/steampunk era for sure with a sprinkle of eldrich horror
started doing the first dungeon andd its wild the stuff u find there, dont want to spoil anything for people though, im sure we will get there on server before too long
well that is a part of primtive survival, as well as jerky and all sorts of other foodd stuffs
dig deep and plunder!
even worms, precious worms
salting isn't enough for you?
maybe let's add the need to rebarrel meat first
i just find it odd that its not a thing as like it just wood chips and heat to smoke meat
to preserve it truly you would still need to salt smoked meat
becaues the moisture is what would make it spoil
unless you jerk instead of smoking
smoking meat does remove quite a bit of moisture 🙂
yes, but for long term storage you still need to keep new moisture from seeping in, hence even just salted meat would need to be rebarreled every so often
smoking is the solution for keeping a good amount of meat for medium lengths of time
it does have it's upsides (mainly that the meat is paltetable even without lengthy unsalting procedures)
yes but the way you phrased it, implied that smoking meat did not increase the length of time it can be eaten for before going bad
My point stands it would still be a nice thing to have in the game as finding salt can be a pain in the rear
I guess jerky would be great. A way to preserve meat at a hefty fuel cost.
it be a great way to help get though the first winter or two.
some of the stuff from primitive survival
you know what to do aavak.
install the mods. make us whole.
b̵r̶i̴n̴g̴ ̴t̶h̵e̵ ̶m̷a̷r̶k̴e̸r̸s̵.̸ ̸m̷a̸k̴e̸ ̶u̶s̶ ̴w̶h̶o̸l̴e̷.̸.
c̴̡̄ó̶nsume ̮͛t̵̯̾h̵͚͒è̶ dappęr̵̲̊l̵̉ings ̴make u̸̻͝s w̸͙̏h̶̼̔o̶̯͑l̴e
Everything generates during the game, so if you add or remove terrain gen mods, you'll have ugly seams between old and new chunks. Also if you go on a server that hasn't been wiped for a long time, such as TOPS, you'll see some differences between explored areas and newer ones, for example no red clay in old chunks but lots of fire clay on the surface, terra preta instead of high fertility soil, etc
The oceans are going to be enabled by default in one of the next major updates, and rivers are on the roadmap, along with a lot of other interesting stuff: https://www.vintagestory.at/roadmap.html/
Interesting, but how "fast" are they releasing the updates?
oh sweet i was wondering if there was a roadmap or anything of the like thank you
The major ones - about once a year or so, minor patches more often. You can check the devlog on the official website or official discord
Ah, reason I asked was cause I played Starbound realy early on and then it hat 5 years no update xD
I heard that game had some serious issues in development, they removed a lot of content in the release version
No that was No Sky Man
i loved starbound when it was early access, allot of content did get removed 1.0 release
tho they did add new stuff later
not much removed but reworked
No, I'm pretty sure it was Starbound, or specifically the company behind it, there was some kind of scandal
Something about them hiring new people as interns, then firing them without paying and using their work for the game
2 bosses, hunddreds of lore books, dozens of legendary weapons, racial weapons, outpost sidde quests, bunch of foodds, techs and mico dungeons were removed
some were readded later, but not all
also some systems never got re-added
some of my favourite tech/weapons were removed and never readded 😦
Yea, Chuckelfish realy grabed into the bucket
and they had backstories unique to each race with unique tech they each could get, not sure if they readded that much later but it was all removed on 1.0
I personally only played it after release, so I didn't get to see all the removed stuff, but maybe it's for the better, it's always so sad when a game gets shittier because of poor decisions by the devs
like if u played a glich, your story was more about becoming self aware and breaking free of your medieval simulation code
To be Fair, I wasnt behind the Drama and such. I just checked for years if it got an update.
I like the Flower people... Even tho they are one of the WORST people out there xD
https://www.youtube.com/watch?v=UxqUA4Onjuk they even hadd intros like this for the each race,
Starbound's Avian Intro cinematic.
I know its in beta, and the intro has been disabled. But this is my interpretation of it.
Check out the website so you can pre-order at http://playstarbound.com/
Floran, sorry
Sounds really interesting, and then they made everyone have a generic "baby's first saving the world adventure" type of story
was about to say, story is now so generic that it can be put in a script for a typical Michal Bay movie.
But, maybe we should gp back to discussing VS, which is both ontopic and less depressing
ya the story was imo allot better back then, but they went with the much more generic type story and removed allot of side content and stuff that made the races unique
One little aspect I liked tho about Starbound and I wouldnt mind if VS makes it a take for the lore: The "Magic" staff you make as a High Tier weapon which is functional Magic, with technological reasoning.
Tho, in most games I am a Technomancer/Gremlin/Kobolt.
would love to be a Gremlin again <.< xD
best way to see the differences i guess would be to go watch beta lets plays of starbound
i have not played in years tho so not sure how much has gotten added in the last 5 years or so
not realy much... mostly bug fixes and exploit patching
each race even had their own mech, tho not all races were finished yet, did they ever add those back?
human mech
somewhat...
the new human tech now looks more like a Egg-Mech
all got streamlined and you now need to find parts for the Mechs
taken in april 2014, was a bad base but one of the few screenshots i got from starbound back then >.<
and il take this to chitchat after, dont wanan be posting this in vintage story
Anyway, Watching Aavaks Stream VOD... and ask myself... Is there something like a Pressure Plate in VS?
not without mods right now
no Door automation to stop the Dapperlings leaving doors open xD
So I guess it will be the "Bonk" mod xD
if we do mods and get medievl expanded, that adds pressure plates, along with jarbridges and portcullus
and water wheels :3
buut i know we are going to get more forms of autmoation in future, I just hope we get the ||gas lights that are in the dungeons soon, even if it has to be unlocked tech||
Again, I must say. I LOVE how Devs still work on games, even tho they already produces one far greater the any AAA nowerdays.
Would kinda want to know, If Aavak would make a new Map for modded, or modify the existing one in 4 months or so?
Well i know he was rather bummed that we missed out on oceans in generation, but im not sure if he wants to start a new world atm, personally i would love a new map but people have spent already so much time and effort in the current one
perhaps it will just be like this for now, and if we do another community server run of this in the future then that one would be the modded one
https://mods.vintagestory.at/show/mod/9137 another mod im starting to fall in love with, just adds alittle more complexity to the blacksmithing, and we can no longer turn burning hot heads into tools, gotta cool them down first 😛
New Item – Bellows are used to heat up the materials faster, they can be used both on the Firepit or the Forge.New Item – Blacksmith gloves let you pick-up hot items without dropping them all the god damn time. No need for tongs, throw them away!New Mechanic – Quenching hot materials within a Bucket or a Barrel to cool them down fast so yo...
but does seem to have some bugs still
I would personally prefer if the server only got restarted in like a year or something, oceans don't have anything interesting in them, they are just big lakes
Maybe by that time there will be actual content in the oceans
true, oceans really only make sense with the rivers, then the game changes allot since the rivers become more like major pathways people travel along, since we can take more stuff on boat
tho if we do add mods to the existing world, i do hope we can do something like better ruins, since that can be added and they just will be generated into new chunks as we explore further, but not sure what route Aavak wants to take with that or remain modless for awhile longer
Better ruins, and a chisel mod that lets us more easily copy chisel work are probably my 2 biggest wishlist mods right now, the chisel one being far at the top
Harder more challenging mods let's go 😄
the big thing i love about the better ruins, it actually makes like mini dungeons we can explore, allot very well done, just adds more fun exploration content
sorry for light levels but this is one of those ruins
got mobs i can fight and everything
imo a 100% no from me
that is not vanilla plus, which tmk is what we're aiming for
again, imo 😄
well they are built within the design language of allot of the more advanced ruins in the game, but not sure how much u have seen of the more complex stuff
None.
Which is partly why this doesn't feel even remotely vanilla.
its very vanilla plus, it is definitly within the realm of the story and era, unless ur doing a homo sapian run
If you put an End city in the Overworld - even though both of those are vanilla, doing so is not vanilla-friendly.
most are just slightly less degraded of the other stone ruins
In the same manner, this doesn't look vanilla. Again, it's merely my opinion on the matter 😄
well without spoiling much, almost all the structures in this mod are from elements of the story and are tied to lore, and some fill it out even more, it is vanilla friendly, but i understand if you dont like seeing alittle more larger ruins, u can also turn the big ones off in settings, its all highly configurable
"a little more larger" 🤨
that ruin looks more than 5x larger than any other "large" ruin I've seen 🤷♀️
i suspect we will see allot more of these types of PoIs in future, but right now the vanilla games smaller poi are rather lacking, the ones they added in latest patch tho are ALLOT better
they are just programmed to appear typically further away from spawn and need flat ground to spawn, but there are vanilla ruins that are much larger then that little keep there
which doesn't feel vanilla friendly, but I don't think I'm convincing you of my opinion, just as you're not convincing me of yours.
noo what im saying is, there are vanilla ruins 3-4x larger then that, they just dont spawn close to start usually, but ya i cant really debate whats vanilla friendly with you yet since u have yet to see most of the game
that keep there is a 18x18
18x36**
i do hope Aavak gets to some of the really fun ||dungeon || content in next session or 2 tho, but need to coorddinate with the people exploring
thats my biggest sadness with the game right now for multiplayer, all the main contest stuff can only really be done once, so i hope no one else has done it on the server yet
would be great to have that as an not so vanilla++ mod, that makes books read player side
I really hope that they make the stuff repeatable in future
I think I heard him say, that he didnt read the book but had it in his log.
i dread what would happen also if u died and lost your body with some of the important items insidde before finishing..
yup, books read i think go across entire server
Player is Hivemind, comfirmed
have u gotten to mid/late game in the gamme yet?
i kinda have been spoiled due to friends and other lets plays now, but i dont mind, just cant wait to experence it on my own for the real big stuff
also planning to bring lots of glue so i can collect all the random junk along the way here and there lol
Well, I got in SP kinda stuck befor Copper. Cant find that stuff for the life of me. But I do not care for Spoilers.
My game fun is Problem-Solving and Engineering. Lore is a nice thing but I would rather make my own Story.
it does feel the basic surface ruins that are in vanilla right now are placeholders tho or very basicly done, which again makes sense as dev time needs to be spent other places, but i hope the devs bring in some of these builders to really flesh out some of the other points of interest, it does seemm like they may be doing that now though since the newer content does seem to be allot more detailed
for copper i usually just use the wooden pan
at least to get most of my 40 initial peices
and ya i dont care tooo much about the lore either, at least for being spoiled, i still got to see it happen with others so it was a fun experence, and i love the lore of this world so far
when i get resin i really should save it for mmore windmills but... theres precious junk out there i can rebuild that looks cool
we got plenty of resin
mind if i use some for glue? :3
if need be I will go and collect more from my marked locations
or better yet, the coordinates for the resin run so i can do it as well to help collect
should have more than 50 trees I think
again, cant wait till we get the notice board and coordinate boards setup
Which reminds me, If I would plant those, would they produce Sap?
planted never do
nope, sap is only from trees that are natgurally spawned sadly
that's why you have to look pines over before cutting
ok then I can scratch the Pine forest, for farming.
how about you Jemtamird, how far have you made it into the game
lore wise?
yup, and the main mid/enddgame content current in game, have u ddone it?
I just mess around with making monstrous mechanical contraptions once i make steel
never went to lore locations
the 10% foraging bonus from malefactor is great for sourcing resin
hope we can get a large group for doin the stuff then
But i hear that, at least for the big enemies, their stats scale with the amount of people?
no idea
guess we will find out together in game, if true, going to be a crazy ride
oh, one thing regarding lore is that you could compare the height of an average build seraph and a regular human the next time you go to a trader
puts things in perspective
all il say for what i have seen about the mid/late gamme thats currently in game, well keeping it pretty spoiler friendly ||omg it gets wild, really upends i think what allot of people think the game is unless paying attention to lore books||
On the topic of "problem Solving" you cant move those sap spots, I presume? What about leafes? Do they need the leafs around to produce more Sap?
a floating block of leaky pine would work
can player grown trees have resin?
i dont think theres any way to move them, in mmy single player game i kinda cheat, where I pretend i moved it, like delete the pine spot, then implant it in another tree
so what i've seen others do on other servers is shear off the leaves and then cut the top of the tree and reinforce it for good measure
because you can reinforce blocks with a plumb and square to prevent accidents
as a reinforced block needs to be broken 50 to 1200 times to actually break it
ooh thats a good idea, didnt even think of using the plumb and square for things like that
how does that work if u do that to a part of the tree and the base gets chopped
Actually would need to test that
worst case scenario it would eat through all your axes and break
ugh in my newer single player run i chose blackguard, much regret for when trying to harvest wild plants, so little seeds >.<
I've heard many people prefer blackguard for late game
loot vases have been my saviour on this run'
they are crazy good late game
hunters are also extreamly good if planning to do allot of fighting
all classes have their benefits late game
i think my fav class is still thje malefactor though, even tho its not quite as good endgame
thinking of maybe going there and build up an "easy Access" area for sap. But not sure if that would work out.
Thinking of going Malefactor, Lootgoblin reasons...
3 tool loot containers, all with flint axes, oh well
im a blackguard on the community server, its actually what made me really love em, the amount of damage i do is just crazy
Mostly planning to make Tree and Crop farm my whole personality
and so tanky
Tested, leaves a floating block of leaking pine log, counts for one breaking of the block
oh nice! so u can clear the trees out and just leave the floating peice then
i imagin that would do the same for bee hives as well then
ew gross why would you want to :V
Its just "creativ use of game design." xD
better to carry a good bit of stone and reinforce whole trees
how much times does it prevent the item from being broken?
we need to do that to make sure our people dont accidently break the trees then
needs to be a knappable stone though
thats why I thought making it a Permanent Structure just to be safe
thankfully the town is built on a nappable stone material so we overflowing with it
btw... Looking at the Map on the VOD. Would the area over the Cave where the Trader is be good for me to use as a Tree farm area?
Dont want to plant that thing over someones house. . .
otherwise I would need to go further out.
not sure in the current village, if no one is planting or building there now i feel it should be okay
It depends on how big you want it, too.
I come from Modded minecraft, infused with YouTube megalomania, what do you think?
does anyone know if trees or berry bushes can grow underground?
I think you belong in the mines, but that's only because you're asking specifically 😋
if underground planting was check to be on
As far as I know Aavak switched underground farming off
so Greenhouse would be the only option?
I take it then, I should plan eather smaller or further out xD
from my understanding, if underground growing is turned off, it just applies a debuff to growth for every level below sea level, at least that seems to be what wiki says, but thats all seeming to apply to crops
maybe you could set up on a resource node, those are quite far out so you'd have as much creative freedom as youd like without risking other players' builds
I understood it for each block over it...
so if we have an underground farm under a mountain but above sea level, we should even be able to grow plants fine
...I'm just imagining the supports needed haha
im alittle sad the support system is so basic in the game
right now, any non terrain block does not collapse, same with any chiseld blocks
it's still in early stages and being improved upon
true
the last stability calculation update was not too long ago
all blocks collapsing seems like a fast way to murder a server 🤣
also if u wantedd to carve out a huge undergroundd cavern, just start from the top andd go down, as long as the top is not disturbed after, it will not collapse
also collapses are small, u wont have an entire like 500x500 area collapse all at once
most i hav eseen was like a 10x10 area? in a circle? maybe alittle smaller tthen that
Oh that reminds me, You "could" make a cavern and have Skylights?
yup
maybe thats a cheese around the setting...
well "Version 1.14 introduced significant limitations on underground farming. There is a soft limit for plant growth concerning depth below sea level. Each level below sea level requires one extra light level for the crop to grow, and below light level 19, each farther level incurs a 10% growth penalty, which means growth will stop entirely at or below light level 9.
Given that the sun's light level is 22, this means that with direct sunlight shafts alone, farms can be placed at a maximum of 3 levels below sea level without incurring growth penalties, and a maximum of 12 levels below sea level before growth stops completely.
With a fully set chandelier (providing light level 24), a slightly lower depth might be reached. However, light levels do not accumulate, meaning combining a light shaft with light level 22 and a lantern with light level 18 will still result in a maximum light level of 22."
yep mining shaft into a cavern provide light
also undderground just applys to sea level, so if thats really still the case, this wiki post could be outddated, as long as farm is at elevation 110, even if under mountain, u should be fine
the issue of providing sunlight still remains
also keep in mind, even though non terrain blocks and chisled blocks dont collapse, they dont stop the stuff around them from collapsing, i have seen many times stuff collapse right through them
Better ruins is also kinda OP with all the extra loot you can get there
i always recommend with better ruins to set their spawn point about 5k out or more from spawn, their loot is similar to some of the more advanced ruins, but they can be strong if u do themm just starting out
though the ones with better loot are legit dungeons
yea I tested the Caveins... Apparently 3 thick ceilings will secure everything permanently.
the nice thing about turning better ruins on, in an exsting server, the ruins spawn further out anyway, i would say if we were to use the mod, maybe turn it on after the first dungeon
in my current single player world i had them spawn closer to me but thankfully didnt ruin progression since the loot they had were junk, biggest thing i got was some shoes
they are fancy shoes tho :3 had to clear a bunch of enemies for it tho
Personaly, I wouldnt mind stuff like that spawning in, but at a very very low rarity... making it a once in a Lifetime feel
the thing i most excited for about the ruins, its more stuff i can collect with glue in time
oh great... You triggered my megalomania... Now I want my "base" or "project" be Catacombs under the entire town....
Maybe a Tomb would be great for Origen Cave?
since otherwise one would need to excavate 25% of the mountain xD
A memorial to the bear massacre of year 1?
do love their voxel work for some of these larger ones though
locust nests are here , trying to find the bloody things
to be frank these kinds of ruins have a different feel to the vanilla ones. The better preserved ruins in vanilla are mostly very primitive in nature. And the ones with more sophisticated equipment are much more run down
its why i say its more fitting to be further out, there are much more intact ones
but they are much further out
with well preserved ruins having straw beds and very new tapestries instead of aged beds and rotten or old tapestries
could be, but maybe a "safe" route to avoid drifters, while heading to the Origin Cave
jem i can dm you some lore stuff if u care i dont wanna post in here for spoilers tho
But I dont want to undermine the entire town and make Sinkholes everywhere.
i would say if ur determinedd to go under ground, then either go into the mountain, or away from town
i plan to do a pretty large underground section for my smithy but its more behindd my house into the mountain
Also, being underground is generally bad in this game
Do not try to base (deeply) underground, you will be constantly loosing stability.
pay very close attention to your elevation level, have not tested it but think ur safe till u go a certain level below sea level unless ur in a unstable zone in general
im not even sure how high our village is
oh no no no, I would not plan to live underground. Played too much Terrafirma to know that that is a VERY bad idea.
It was more of an idea on something to do, while Trees are growing.
But I love to build Lore buildings and make things look like it belongs.
Making the lake edges look stable, without the flowing water, from blocks that are missing. Making Bridges where it makes sense instead of 1 block wide paths that float in the air. Stuff like that.
i think the idea of catacombs is very cool and if it was possible without being very destructive you should go for it
alex2go if ur also in a creative mode and wanna help, i could probably use your advice when i work the underground area of the smithy
would love to make it more catacomb like, but ii probably normally wont spend much effort on it initially since just want functional rooms first
I can try, but I am fairly new and dont got the blocks memorized yet.
thats fair, still learning allot of them myself as well
most of what i have built so far has been very easy to get resources so far, most complex prob being polished stone XD
hmm thinking of making it MP or hijack a VC with stream? But yea I can work out a few Blueprints I would use.
this is basicly how I see one section.
the thick ceiling should prevent Caveins and sinkholes
but its not that good to build close to the walkway.
oooh that looks really cool
likin the look of that
well supported but has that small cramped sorta vibe
also may be worth playing around with the support beams, allot u can do creativly with them
yea but still 2 wide so you dont get stuck when someone comes from the other side.
and the detailing in the walls makes it look as if it was roughly hewn out of the rock
great work
i feel like with great care this would be doable
btw has anyone found a treasure hunter trader on the server yet? if so would love to get coordinates when we back on the server
the most expensiv on that I feel, is the Light. As to not make it a Mob farm
thankfully lights not too bad, and as we get more bees we should be able to start making allot more lanterns going forward
All in all I have 5 Blueprints, 2 for straight walkway (one with side door for entrance), one corner and 2 crossings, one T and one X
easy to copy but the chiseled blocks will be a pain to provide xD
Also since its 2 wide, it fits perfectly under main streets
ya doing extensive chisled work in vanilla is tedious, i wonder why they dont include more tools for copying chiseled works between peices, since u can do that in creative already
I wouldnt mind it, if its locked behind automation...
basicly having a press to make copys of a set block.
like some sort of auto chisler that we input the schematic for
Basicly
the mod i use on mmy singleplayer is kinda similar but not automated, its a workbench mod that adds a workbench that you can copy a chisled peice at, it needs a hammer, chisel, the chieled peice ur copying, and the materials u used in said chisel block
then as u make copies, it takes durability from hammer and chisel, well consuming the materials
Makes also sense.
i knows theres also an advanced chisel mod out there that lets you copy, but never tried that yet
downside of the workbench mod is its a set amount of durability hit no matter how chiseld block is, so you can burn through allot of chisels doing copy work, but i feel its a fair trade to save on the tedious work
Yea sounds fair.
Better then just have one weird blueprint item, that is super cheap and then you just press it on the block you placed.
its why its on my must have mods so far, its really the only mod i really hope we get if we start doing mods, all the others are nice but the workshop chisel is just such a time saver, and reasonably balanced
and it allows you to be a furniture maker if u want, i can make a nice peice, then slowly make copies to give to others
you can do that normally, without the mod, but again, sames allot of the super tedious work once u make ur first peice
and the Smithy has always something to do xD
3 smithys constandly pumping out Copper or Bronze chisels just to one day "Nah am good." and the Chisels explode out of the window of the smithy xD
at least with copper and bronze we can cast them so thats not as bad, if people demand iron or steel chisels, welll thats another story..
But yea, my Blueprints are made to fit the material availabil on the server, but also are safe from caveins
and the cost looks very easy to do, may not be well lit initially but we can fill it out in time
could also use some different blocks, but I have no idea what I could use without making it too expensiv.
best to probably stick with cobbles, polished on a large scale is not really feasable right now
The plan is, if you want to go to the Origin Cave (maybe Tomb later) but everything is full of mobs outside, just go through the catacombs
and the side door can lead to a Ladder or directly into a basement of a building.
you can also use basic stuff as well like rammed earth if it looks okay in some areas
rammed earth with supports can look okay with some chiseled works, imo doesnt really beat cobble but its a cheap option
I used chiseled Claystone Bricks right now, which needs mortar. So Rammed Earth would be a great option for that, exspecialy since you can craft them to large bricks too.
sadly in current world i dont have much that creative to show off to offer other inspiraton
nicest thing is prob my little smithy room lol
and that there is just cobble and polished
well, in my creativ world I just made a Watch tower, with a two wide path going through it. Trys of a Farmhouse and those catacombs. xD
still looks awsome. And way more detailed then my little "hole in the wall" I just made xD
yours looks great
ugh trying to work with supports is such a pain
so hardd to get the spot to destroy them if u mis click
yea... tryed to use them as Decoration, lets say, my build did not survive it.
definitly the most annoying block to use
i seen people do amazing thing with the support beams but not sure i have that patience
here something small I plan to use as a bridge over a Fire Break (2 wide stream of water).
just using oak as placeholder, since I dont know what kind of wood I can Kobold from everyone xD
Why wood at all, yeah
could do something very similar but with fire proof materials
Oh, the Trees will be a bit away from it, but I can tinker with stone.
A fire break's purpose is to stop a fire from spreading further
roads serve just fine as fire breaks, usually ^_^
so any bridging material ideally shouldn't be flammable
but yea, stone bridges 😅
the stream would basicly be the fire break. But I dont want to Jump or get my feet wet xD
how far does fire spread, i assume its only adjacant right, cant jump?
fire spreads over water, if you give it a bridge 😅
let me try something. . .
....
i finally captured a ram to breed
and it got lightning struck
alright i guess im buildding a lightning rod next..
That was Thors Ram then...
im just not meant to have these animals, every time the game punishes me
the first time i only hadd a 2 block high wall around a put in wild where i originally got some, came back 2 days later and a bear was in there feasting on them
learnedd to use fances after that
:3 happy Kobold noises
jeez, at least you feasted on the bear?
very much so, and turned his hide into a very nice peice of clothing
dont forget u can also do little stone pillars chiseled, but thats allot of extra chisel work
yea I just have it at a "minimum" now.
do like the stone look tho
but I love the flare of the small river with the rocks to jump over. Need to try around how to pull it off better
Must. Supress. Urge. To. Build. Aqueduct.
I think, I will use the Stone bridge for sections and the skipping Stones in between, to close of sections of 3.
Cave-ins only happen when you mine and only affect raw rock, so you don't have to make extra thick ceilings.
Also, and this is for all the builders, be careful with the amount of chiselling you do: too many chiselled blocks around spawn will make the server and/or clients struggle. Try to limit yourself to furniture and decorations, don't chisel entire buildings.
(Although VS is a lot better about it than Minecraft ever was 😅 )
I tested a few things, and Caveins still happen with player placed blocks, and blocks fell through the ceiling. At 3 blocks thickness, the Natural Blocks see it as "stabel" and fall on and not through.
just an extra safty messure.
cobblestone shouldn't have stability, only raw stone iirc
or did that get changed now?
oh, you mean they just fall through non-gravity blocks?
No cobbelstone is fine, but if the rawstone would be on a ceiling that is 1 block thick, it would fall through and into the room.
weird
At 2 blocks thickness they still fall and convert to gravel but not through the blocks anymore. And at 3 blocks thick, they calculate it as "Stable ground"
Just thought, that it would maybe be better to do it like that, instead of producing sinkhole after sinkhole, cause the Kobold is working.
only that you need to keep in mind that a 1 block ceiling lets natural claystone fall throu.
yup chiseled/non terrain blocks ddont collapse, but they dont offer support to the rock above either, if a collapse happends, the terrain blcoks will fall right through the placed blocks below them, phasing through them
supports are really good to prevent this but they also take up space so u cant place a block ontop of them, what i seen some people do was lay supports across the exposed roof rock, then put half blocks under them covering them up, just in case someone mined down and hit the weak rock
but then that means u need to make the tunnel alittle taller to accomodate that kind of stuff
would be in our case the same thing, eather supports and slabs, or 2-3 full blocks
i think the fear of sinkholes is overblowwn tho, collapses into a tunnel would be pretty small, and pretty quick to fix, and as that happens, the newly built stuff can be made stronger
as long as the terrain above the tunnel is not too think, which if we below the town it wont be
the mechanics are pretty simple right now, i tunnel allot and u learn pretty quick how to easily mitgate risk
Maybe you are right, Its just I played a lot Terafirma based modpacks. And it was an horror show. Even with supports I constandly had to reinforce everything 2 to 3 times over. So I can see that this is in VS not the case, at least not to this extend.
Personaly I dont want to have the risk to make someones Garden suddenly be a vertical hole into another dimention if I can stop this from happening.
something all should get into the habit if, if having a nice gardden would be to place packed dirt underneath the grass block, but thats fair, thats the only terrain thats risk collapsing is natural grass stuff
another thing they can do, is chisel click all the grass block once to make them stable
just to visually show anyone that was not sure, even wwith the cobblestone placedd there, breaking disturing the disturbedd rock on the top there that had 50% stability, if collapse, goes through all the placed blocks
Thinking about it, It would be a heck of a Party, If a sinkhole would cause a Chainreaction to have the entire area inplode the cave system underneath.
collapsses are small
well small is subjective i guess, but its in a small radius
u can check in creative moded wwith this if u want, to see how far a collapse goes
from my tests is 4 radius with 9 diameter
dirt can expand it alittle, but rock is limited, and ddirt will just settle to a certain point
only horizontal will chain into caveins, but caveins on their own will not produce another cavein
In MC Modpacks I had caveins as far as 5 chunks. Very much to the chagrin of my CPU. So I am scared to have the angry Comuninty standing on top of the Sinkhole with this little Kobold sitting in the center, dirty and scared.
it's fiiine
the biggest collapse i have seen for rock in game is like 7x7? in a circle
If that happens, it will be a server event 😅
and its ya just like 1-2 blocks deep above, unless dirt is further up, dity collapse is different
My thought was just, if the tunnel didnt trigger the cavein, at least make it save enough, so if someone mines out something, they dont run the risk and fill in the catacombs.
andd yup the only true way to do that then is support beams sadly
really wish we had kind of stone or metal support beams, there is metal support beams in ruins and in creative but we cant make those i ddont think
To be fair, the Blueprint I posted is just an "Idea" I would use, if we dont mine out the Mountain to make an overground Graveyard xD
But yea, years and years of Modded MC with weird non intended game mechanics, made me think differently. Yes the Supports work, but its looks realy ugly if its not a Mine. xD
and ya imm glad they dont have true chain reactions right now, allot of the nutral caves are 100% unstable, so any disturbence triggers the max sized collapse, thankfully that not being to big, but if chains were in, the entire cave would collapse to nothing by placing or digging a single block
the systemm is pretty basic right now in what is considdered support lol
its why on mmy single player i like to at least keep the side collapse of dirt off, i love the stone collapse, causes mme to think about stuff when tunneling
but making dirt function like mminecraft gravel with how much i like landscaping andd how bad the world gen in vanilla is, eh i can live without it lol
but heres hoping in time the whole system will get more fleshed out
I love that if you ain't "Carefull" enough it causes an landslide. And Gravel/Sand falling from the side of a hill makes sense, its lose rocks, naturaly it would roll down the hill. The Dirt I would make maybe a bit differently, but I love the detail.
if people really want me to get into structrual supports i could, bringing my architecture education into things but its a game and gotta draw the line somewhere between fun and realistic
my fav stuff to do in these games is typically landscaping though, but wont be doing that here since i typically did it with world edit back in the day, i loved making custom terrain and massive structures for the servers i worked on
Weird comperason, but people apparently find it "fun" to play War, with realistic weapons. So I would think that sometimes more realism would be "fun" but not too much.
its a super minority that like things too realistic in gaming sadly, and to accomidate too far you lose the masses, i love that we have more complex systems in this game though, but theres always limitations with game engines as well, espically if game is multiplayer
allot of the time its the customers thinking they want that, not realising they really dont, at least so i been told many times by my friends that work in game dev, well trying to balance commmunity suggestions
i cant see them adding support requiremments to placed blocks for example, maybe a mod or a hardcore game option for it, but then so much coding needs to be done to consider mmany other things in the support calculations
What I found, while lerning how to build, is: You dont nesseserly need realistic physics, but you should put realistic physics where it doesnt make sense. Like, If someone builds something that looks supported, it should better not collaps into itself cause of a weird calculation.
Example:
If Gravel falls down the slope, do not have Sand be a Solid.
It then feel uncanny
like if you wanted to get more realistic, then you gotta programm elastcity, yield strength, hardness ductility, fracture resistance, creep resistance, fatique, as examles, with also calculating shape and how that effects load bearing, even super computers would struggle with a world of thousands of structures all taking that into account, espically large scale stuff with having updates done on it often
true
i do think that dirt should have alittle more collapse resistance though then gravel and sand, even if its just able to support itself better vertically
For me, the fact that you cant easy produce water source blocks, makes sense, but having a infinit waterfall rush down an one block area to swim up, is uncanny.
well the water block stuff i think is not intended either, at least moving them, hence why its a setting, but i feel we need more tools managing water before any of that stuff gets changed
also world gen on where water sources can be
we do have the archimedes screw, but that seems to only be usesd to move items upwards, dont think it works on wwater right now?
Water is one of the weirdest things that can be implimented. I love the fact that block games have produced a solution to a problem, Voxel games still have.
But again, having the game Engine calculate persipitation, humidity, evaporation, high and low tide and displacement would kill any Computer.
if we eventually get a proper water system with like highland lakes that slowly with rivers drain downwards, with rain replenishing, flooding and such, then we couldd also go the route of water wheels and planning for that, but again that is probably too realistic and too much work for such a small teamm right now
Dirt, maybe not - but grass already has that IIRC
it is slightly better at not collapsing, I think?
i have not seen a difference in testing but have not been directly comparing that, could test that
may just be imagining it 😅
For grass to form, dirt kinda does need to be somewhat stable
Would be neat if trees has a way to anchor the soil, too...
same here, Grass and such count as "Soil" so no different.
buuuut that all takes processing power xD
and with the way the vanilla world gen is, it doesnst lend itself well to the collapse systemm
getting weird dirt pillars and such that an animal walks by, causing a collapse and killing them
less then you think. That you could simply run on a tag, making it into "Rooted Soil"
Yea, but still, extra power required, and calculations for the new stability attached...
The entire collapse system should probably get an overhaul - but it is nice to have :D
its why i have it turned off right noww for my main single player world, i would love dirt to be on (everything else is) but it just leaves allot to be desired right now
It makes the World way more interactiv, that is true.
espically when we can already make packed dirt as a 1:1 that is stable
but thatss another thing thats hiighly unrealistic right now is volumes of containers and allot of crafting recipies tho 😛
In Construction you usualy Ram the earth and sand too, to make it more stable. So it does make sense in a way.
true but not at a 1:1 ratio, it wwould mmake sense if wew ramed it goether, so 8 blocks turned into 6 or something, at least some loss, but mmost prob dont care
also having a crate that is 1x1, but it can carry like 12 stacks of those blocks, i like the stack system, chests are still magic containers though to such extream levels tho, its a shame that after we get chests, its not really worth it at all stacking material
Tbf, the stack system is extremely limited as is
you can't stack most things at all, just place individual items on the floor
may not be effecient stacking things like this for space but i love being able to do it
and true, tempted to actually install mods that addd allot more itemms to stack
also WHY CANT WE STACK STICK PILES
I wouldnt realy mind, if VS would impliment a command that would change the Inventory to a more Eco style.
What the open stacks do very well is give you a very easy and quick overview of your stockpile ^_^
true, its why i love the crates as well, having them open and being able to see at a glance wwhats inside
but allot of items are not modeled yet
it makes me sad that crates are not very good for storing food,having a crate full of carrots in my cellar reminds me so much of my family homesteads actual cellar
lots and lots of open boxes in the cellar for veggies
Again, the more the detail, the smaller the target group.
but I agree, a few things just make sense.
well i think they could at least rebalance some things like the crates to be more food storage friendly
they're great for meat
and fruit
crates have the same effect as any normal storage container
they are, yea
so chests
because those both count as 'other'
i feel they could use an in between value between chests and storage vessles
that's why you use crates with parchment
that would be great
you can then add the item icon with charcoal
can we add partchments to double chests? or just crates
veggies generally don't actually like to be sealed airtight, do they?
only crates, trunks can't have labels
they do not, at least all the real cellars i have seen never did that, they had themm in open boxes in their cellars
if they wanted themm to last longer, they would process them like canning for further
you wanted stuff like grains tho to be sealed
yea Grains want to be dry and safe, Veggys breath still so they condensate and then rot. So they need it a bit cool but not freezing, and open.
maybe actual storage barrels
i do think it does matter on veggie for which one is best tho, since some offgass, but lets be honest, even in a cellar allot of fruit wont be lasting weeks
that's why jam and wine is a thin
yup, canning, and processsing further
ditto, turning all my fruit into alcohol doesnt seem quite right
i love to ddrink but not that much >.>
but the base game is ever expanding >:D
what do you mean? You make them with 2 berries and 0.2 liters of honey
for one portion
keeps for 18years in a sealed crock
and cellar
What
wait what?
How did I miss this?
how do we make it
2 berries and 0.2 liters of honey in a cooking pot for a single portion
We require more bees