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Posted

so ive just made a large building with nice windows and such then i find out that all the rooms in my building are not counted as rooms due to the amount of foxels are missing from a block to count at a insulating block i find this really limiting and rather see it changed or completely removed i find that if the face of a wall is atleast 4 foxels thick it should count it would otherwise really limit creativity cant even have nice windows just check if there is a hole in a chizeld block instead of if there are a certain amount of foxels missing from it 

Posted

Welcome to the forum, and if it's any consolation your first post covers a point a lot of people have an issue with.

The wiki has this to say about chiselled blocks and how rooms are calculated..

Quote

Faces of Chiseled blocks only need to be "almost solid", meaning that no more than 32 voxels are missing from that face in total, to count as solid. As long as you have at least 50% of the total volume of the block filled in with voxels and the game sees the inward or outward face of the block as solid it will count the block itself as solid.

https://wiki.vintagestory.at/Room/en

For reference, you can type /debug rooms hi into the chat box to get a green or red overlay to show if the room is "secured". That won't work for greenhouses, they will display the success a different way, and if you want to remove the overlay use unhi rather than hi as the last word in that command.

Posted

The amount of voxels required is a real problem. As we progress through the story, we come across one place. The buildings there don't look damaged, but they aren't isolated rooms because of the beautiful thin windows. So even for the game's creators, the voxels weren't enough. Personally, I don't make unique windows because of this problem.

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