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  1. Yesterday
  2. 50 blocks seems like an acceptable range, if the landforms get updated to it. But some things, like the big open caverns created by landforms below the surface wouldn't be possible, as landforms would only be possible to edit the upper fifty blocks. Landforms being able to fill out all the remaining area would ofc make the whole system irrelevant, because it would make oceans impossible again. Probably. The terrain generation would require minimal changes, but a whole new terrain generator for the stuff below the column would need to be added. Chunk loading would require an extension or replacement to have 3D chunk loading. The terrain saving structure may also be needed to be overhauled. And the lightning engine would need some changes. The good thing is that chunks are already cubic, so it wouldn't be a total redesign, but it would probably still take a month.
  3. Erik

    Food decay

    It would fix the issue. It would just put the rot/compost into a very different position, as a resource the player has to actively produce if he wants it and not something he gets if he screws up his food storage. Think of it more as a removal of rot and addition of compost. Doing this, not keeping the rot mechanic and replacing it, would imo be better than trying to keep the rot system and making it work in some weird hacky way like the extra slot you suggested.
  4. redram

    Food decay

    That wouldn't fix the issue. Players always want all their food, at least in times when decay matters. Decay is a mechanic that tries to keep food relevant as a limited resource, and drives the player to use other game mechanics like cooking and preserving. It's not to force players to 'count their calories' and throw out food they don't think they'll need in the next few days. When you're running around looking for a place to settle in the early game, you're fighting decay, you want every scrap, but it's a race against time, and composting isn't even relevant. I think the only way to fix this issue of a half-life system might be to have all containers (and the players inventory) have a special 'output' slot that they cannot put anything into. That slot would basically be reserved just for rot. Might even only show up if the container has food, otherwise it's hidden. However that single slot would need to be able to accept an entire inventory of rot, otherwise you're back to the same problem. That or there would need to be able to be a dynamic number of these output slots. As many as required. And theoretically they could dynamically place the rot back into the regular chest slots, once slots open up due to the entire stack decaying. That would be more helpful if not for the infinity issue, of course. If chests auto-combined stacks as they rotted, that would help a lot though, I think.
  5. This is very welcome thank you
  6. I'll go back and speak with the trader.
  7. redram

    Unique armors

    Nothing prevents a tier vs tier system from having other factors like speed reductions or damage type specific reductions. That can still be based on the actual type of armor, rather than material. As far as basic reductions go there's always going to be a statistically superior one, even in your scheme.
  8. The heightmap in my example is primarily for establishing oceans-mountain-river relationships, and giving rivers direction. It would - for the reason you mention - need to be limited in it's max height. Perhaps to 80% of world height or something. And it would be a uniform smooth slope, unless occasional jumps for waterfalls were necessary/possible. The landform heights would essentially be added on top. That would hopefully leave room at the 'top' for mountain-like stuff to happen. So your chunk map might have an elevation of 160 at one chunk, but then the landform noise on top is what adds the interesting detail, perhaps adding up to 50 additional blocks of variation in height. That's be total 210 blocks at the example point (160+50). Even at the max chunk map height of 200 (for a 250 world height), 50 in variation would be safe (though not allow for trees, so there'd perhaps need to be a 'tree line' elevation). It'd take some consideration and condition, but I think it's doable. This would probably have an effect on the max continent size you'd want. If sea level is 110 and the max elevation of the chunk map is 200, then you've got 90 height gain max from ocean to mountains. 90x32 gives about 2900 individual blocks of 'run', if elevation decrease by 1 at every chunk. So a max continental 'diameter' of about 5800 blocks. Which is a lot, but far short of 32k. Which may be alright though; it'd allow for large oceans and bays and lakes internal to the continental box of 32k square, which would help break things up so the 32k box is not as obvious. Of course if there could be areas where the elevation doesn't decrease at every chunk, that'd help extend the width of the continent. The chunk column stuff would be great of course, but I imagine would be an incredible amount of engine overhaul?
  9. Also I think your active item slot has to be empty (bare hand)
  10. Last week
  11. Erik

    Unique armors

    I think splitting the three reduction types is actually less confusing, helping a player to distinguish the types of reduction and remembering them easier, because they associate them with a type of armor. That is what makes the system consistent, because the player can see from the type of armor the enemy is wearing, which type of damage reduction he gets. As for 'tier vs tier', this is like the polar opposite of it, going completely against a linear progression. Instead this system offers a lot of different options to the player, all with their own distinct advantages and disadvantages. The thing I personally dislike about a 'tier vs tier' system is that it's not the players choices that would win a battle, but how long the player played and thus progressed in armor tiers.
  12. Lol! No, but they do sometimes drop one of two items. One of their items is used to reset your spawn point.
  13. I know that sounds a little cannibalistic but can I harvest a Drifter? Thanks
  14. Ah ok I was just worried I broke something, thanks
  15. Tyron

    Cheats On?

    Heya, this is an artifact of past times. You were able to disable creative mode when you created a new world, but I felt it caused more problems than advantages, so "Cheats", or the ability to use certain commands is now always enabled. I'll remove that piece of text in the next version!
  16. I mean, the metal tools last a long time anyways, so I think adding another 30 seconds of "work" to the process of making one isn't a huge ask.
  17. You should be able to right click on them when the cursor turns red. I am guessing that it is probably a positioning issue. edit: Although the only interaction is to open their transaction window. Were you able to do that?
  18. dakko

    Cheats On?

    You may want to pop in to the VS discord group and ask there. Here is the invite link. Someone is nearly always around, even those that do not frequent the forums. Hope to see you there!
  19. Tyron

    Refund

    Alright, your purchase has been refunded. Thanks for trying!
  20. daniel

    Refund

    I'll buy it again when it launches on steam.
  21. daniel

    Refund

    I'd like a refund. The game is pretty good and I'll buy it again after some updates (probably in some months).
  22. On day two I discovered an NPC in a building can't remember his/her name. Anyway I can't seem to be able to interact with the NPC. Thanks
  23. I was looking at my world in edit and noticed "cheats" are turned on. How did I do that? I really don't remember clicking anything at the start of world choice. I choose the non-experimental world tab. Thanks
  24. Generating a world with ocean borders is actually rather easy to implement, but there are some problems with the heightmap part. Having the heightmap either greatly limits the landfroms elevation changes or makes the heightmap useless, as 255 blocks world height don't allow for great variation. I think a much larger overhaul would be needed, involving changing the way chunks and chunk-loading works, which would be certainly be incompatible with the current worlds or at least require a decent effort to fix: Have chunk heights vary. Not just the blocks in the chunks, but the actual chunks, or chunk columns to be exact. This would allow for highlands, kilometers above sea-level, and oceans, kilometers below sea level, without needing to change the landform system, the 3d-noise system, in any way. To make the system work one additional feature is required: Infinite depth and height. Chunks below or above the chunk column would not need to be generated with the columns, since they are not dependent on the landforms. They are just empty chunks above and stone/ore/cave filled chunks below and are generated when the player is close enough to them. Infinite world height/depth would also sound cool for the marketing and is really something people expect with cubic chunks.
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