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Shepherd_ joined the community
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If this means what I think it means, I am so happy. Discovering the small detail of the gentle sound of rain on glass ingame for the first time was a joy, only to have been taken away when I tried to make custom windows, so I opted for unchiseled glass in favor of the sound over customization. Here's to hoping I may be able to have both.
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Forum suggestion: Ease up on that reaction limit
chaotic lizard replied to Echo Weaver's topic in Suggestions
I've been playing this game for a few years but have only started reading the forums more recently and now I have to limit how many posts I read per day because I want to like the comments and I can only like so many Ironically I found this post because I just discovered there is a limit and I can't react to this post because I have reached said limit lol Also what is the wolfbait reaction supposed to mean when it's not used sarcastically? Is it just like a funny meme reaction? I keep wanting to use it but I don't want people to think I'm being mean. Feels like one of those things you're supposed to just Know but I don't quite get it -
LOTR 315 joined the community
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Bombernaut13 joined the community
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VexHights joined the community
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A_Goose joined the community
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Leon Lew joined the community
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rydoc236 joined the community
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Mike Delme started following Brady_The
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The problem is that bloomeries still require calcinated flint to make the fireclay (unless you got lucky with an early deposit in a bauxite biome), so the initial cost is still up-front which still requires considerable resources to get those six flint to cook.
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if you don't regularly use bows, they just tend to accumulate in your chests. This would give you a new source of bonemeal for Terra Preta
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When is going to be released stable version?
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berrybush Berry bush rework confuses me.
Calmest_of_lakes replied to Calmest_of_lakes's topic in Discussion
I wonder why this was the case to begin with. So all I need to do is fertilize with bonemeal, compost, or potash? -
bug? 1.22 Medium fertility farmland(?)/flax(?) nerfed/bugged?
williams_482 replied to Calmest_of_lakes's topic in Discussion
I caught half a dozen rabbits, two foxes, two fawns, and a boar, although nearly all was frontloaded into the first month or so. I also did virtually no hunting in the area prior to planting crops and digging my 1 wide, 2 deep dry moat immediately outside my fenced in fields. -
To start, I found an article by a Russian architectural scholar in which he described in great detail every detail and scale of the Athenian Parthenon. Then i assumed 1 block to be equal to 1 meter - so 1 voxel of chisel = 62.5mm - this will be the margin of error. And with this I made a rectangle corresponding to the plan of the Parthenon (30.870m x 69.512m) with axes in the centers of its sides. p.s. looks smaller then i imagined... maybe 1 block is not equal to 1 meter, but i don't care cuz it'll make calculations much harder.
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Mike Delme started following The Parthenon on a 1:1 scale.
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I decided to build a replica of the Parthenon in the most realistic size and scale possible, and I'll share my progress here. I'm an architecture student and recently I saw posts from a guy who was building a Gothic cathedral. And since I love antique architecture myself, I wanted to build a classic of it — the Parthenon. I hope I won't burn out soon. first i'll do it in one material and in creative just to calculate the proportions, then maybe i'll build it on a server and with colour.
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Lakul started following It's Croplicated... -- Complicating Crops!
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With berry bushes becoming more complicated to farm, I'd love to see some additions to the crop system! Here are some ideas I had: Grains now have to be threshed after harvesting When harvested, grains will drop as a bundle still attached to their stalks. Seeds will drop as normal. To remove the grain from the stalk, with the bundle in hand hold right click while viewing the ground. This will start an animation of you beating the bundle against the ground. After a second or so, the bundle will break and drop the grains and a piece of dry grass (or flax fibers, if flax). Alternatively, crafting a threshing flail will allow you to do this faster. The flail can be crafted with sticks and rope. Place the grain bundles on the ground in a pile, then whack it with the flail, instantly separating the straw and the grains! Vegetables now have an extra growth stage (exception: Cabbage) and various vegetable greens are now harvestable! Vegetable greens become harvestable once the plant has reached stage 4. When the greens are harvestable the tooltip will read (Vegetable greens: harvestable). Breaking the crop from stage 4 to the 2nd to last growth stage will also yield one bundle of greens if they are harvestable at the time. The 2nd to last growth stage is the same as the previous final growth stage--vegetable yields are the same as before. With the new final growth stage, vegetable yields are the same as the previous stage, but the greens of the plant turn brown and unharvestable, and will not drop when the crop is broken. To harvest only the greens, you can hold right click on a crop with a knife to remove them. This will drop 1 bundle of greens, leaving the rest of the vegetables in the ground to continue growing. Vegetable greens give 30 satiety when raw, 50 when cooked. Cabbage Leaves give 60 satiety raw, 80 when cooked. When the greens have been harvested plant growth will be slowed by 50% until they grow back (3 days). The tooltip will read (Vegetable greens: will regrow in X days). Cabbages are an exception. Harvesting the greens will yield 1 bundle of Cabbage Leaves, and will set the Cabbage plant back one growth stage. As Cabbages do not have the new growth stage where the greens die down, their leaves can theoretically be harvested year-round, temperature permitting. Weeds! How wonderful. Tilled farmland will now grow weedy as time goes on. Weediness will increase by 5% each day. At 30% weediness, crop growth will start slowing down, growing slower as the weed load increases. At 90% weediness, the crops will stop growing altogether. At 100% weediness, the crops will die after 3 days if the weeds aren't removed, leaving a dead crop (seeds and any grown vegetables will be harvestable). Weeds can be removed by crouching and holding right click with an empty hand on the crop. This will remove 100% of all weeds. They can also be removed faster with the new weed picker tool. Weed picker tool can be crafted with two sticks and a knife. Removing weeds will have the chance to yield a piece of dry grass or horsetail. Allowing chickens to free-roam your crops can help with reducing weeds. They will eat 1% of weeds per feeding. Since this feature could be problematic for multiplayer servers, weeds can be disabled or configured to be more manageable (like not killing crops, reducing how fast they grow, etc) Let me know what you guys think!
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bug? 1.22 Medium fertility farmland(?)/flax(?) nerfed/bugged?
Vratislav replied to Calmest_of_lakes's topic in Discussion
And this is the core of the problem. The grow speed should be at least some kind of continuous function to reflect the worsening nutrients conditions, not containting these jumps that simply double the growth time for last two stages. Then the growth speed would decrease step by step and the lasting of the next stages would be more predicable. I have made some wild assumptions and did not bother to find exact numbers, so do not take following table as valid. It is possible example of crop stages on medium 75% moisture, in current model and if we do not decrease growth speed from 58% to 29% when the fertility decreases from 20,1% to 19,9%. If the speed was distributed more evently the long growing crops were less exposed to the risk of prolonged last 1-2 phases. -
bug? 1.22 Medium fertility farmland(?)/flax(?) nerfed/bugged?
Silfrenbirce replied to Calmest_of_lakes's topic in Discussion
Lies, lies, and damned lies. The only animals I've so far caught in my pit traps are two fawns. And I swear the boars are smarter than they used to be. On that note, I'm not sure how I feel about the reduced aggression of boars in 1.22. I haven't come across a whole family of them yet. I came close to a couple of piglets at one point but I hightailed it out of there before I had the opportunity to run into their parents. Since then, I've only run into the odd lone boar and they haven't attacked me once. On the other hand, I'm really not down with boars choosing to flee now rather than stay and fight to the death after you've stabbed them with a spear. It used to be either that provoking a boar with a spear thrust would get it to chase me toward a pit, or that it would stay aggro'd on me long enough for me to kill it. Now, after a few stabs they just run. And I cannot catch a fleeing animal for love or money. And maybe that is a skill issue to some extent, but yes, I'm a bit on the shy side when it comes to chasing an animal down when that's quite likely to mean I get ambushed by a wolf or a bear. Ask me how I know... While it makes perfect sense with healthy, uninjured animals, it just doesn't make any sense for a boar - or even a deer - to be able to run away at full speed after they've been stabbed a few times. I'm aware of the mod Flee Exhaustion that seeks to fix this, although I've not found that mod to actually work so well. It's my hope that the devs will consider adjusting this. -
ijkdenem started following CLIMBING GEAR
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i hope at some point we can get some grappling hook to help ascend/descend cliffs and other such things. i can see it being used like the sling. 2 2xsided metal hooks attached to a large coil of rope. you just aim like you do with the sling a yeet it at the thing you want to climb. then it works like the rope ladder. plus it is reusable. this is my slightly shoddy looking recipe. this is not a powered one. it is thrown like a lasso as if you were a cowboy. DO NOT MAKE IT ONLY IRON PLEASE. tier 4 is the first tier it can be made so a tin-bronze will do fine. the design for the hooks is so the 2 slot into each other to make something like those fishhooks with the 4 prongs or an anchor. the hooks can be molded or hammered out on anvil i don't care either way is fine.
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Thank you! I have been pulling my hair out trying to find out how people do it! Turns out it is much simpler than I expected...
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Lovely chisel work, and glory to dave.
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- stained glass
- creative
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Holy hell the chisel work is immaculate, the glass windows are amazing. Its just all immaculate.
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Tabosa changed their profile photo
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I've had drifters hike a fair distance from a cave. I believe spawn distance is about 65 block radius. I'd put my money on a natural spawn and he wandered on over to say, "Hi"
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I don't have any mineshafts there, though thanks for the terrifying warning about them taking the ladder. I usually put ladders every other block and they seem to get stuck on them but I'll be sure to keep an eye out below. It wasn't a temporal storm. There is one of those dropoff caves on the other side of a fence from it, and farther away another cave entrance on the same side of the fence. Right now I'm going with it spawned in the tunnel and hiked out and over to my house? I have a couple mods but nothing changing spawns, just the better firepit and one that makes farmland drop blocks with nutrients included.
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bug? 1.22 Medium fertility farmland(?)/flax(?) nerfed/bugged?
Zane Mordien replied to Calmest_of_lakes's topic in Discussion
Yeah this will just get removed again. I thought they got rid of this before because people would just farm animals this way for easy red meat. I have had deer, goats and rabbits all trying to get into my farm. -
bug? 1.22 Medium fertility farmland(?)/flax(?) nerfed/bugged?
Zane Mordien replied to Calmest_of_lakes's topic in Discussion
Also it's a delay on animal husbandry to an extent because you can't really feed them if you don't have the grain to make it efficient. I hope they dial it back a notch in the full release. This reminds me of the time they adjusted mining speed to match the player animation. It was overdone and they quickly adjusted it back some. -
Lets say you chisle a block. You remove 1/4 of the block and replace this cube with another. Can you rotate somehow this part of the block, without rotating the whole block? Is there some mod?
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Lets say you chisle a block. You remove 1/4 of the block and replace this cube with another. Can you rotate somehow this part of the block, without rotating the whole block? Is there some mod?
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bug? 1.22 Medium fertility farmland(?)/flax(?) nerfed/bugged?
williams_482 replied to Calmest_of_lakes's topic in Discussion
In 1.22, planted crops surrounded by a 2 deep pit will catch quite a few animals, even if the crops are fenced off enough to be inaccessible. Eventually you'll kill enough that they won't come back for a while. This won't work in 1.21 though.