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Everything posted by 7embre
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Talior lacks class identity a plea from the heart
7embre replied to runnybabbit's topic in Suggestions
...thats actually an interesting addition. Wonder what's gonna change with status effect system. Tailor gang, rise up! -
Not sure cases are similar tho, with TOBG Notch was about to quit it's development anyways before selling to Microsoft, as he got bored of it. And here we have ten years old passion/dream project of probably much more than original two team members, which now are a bunch of friends with those who joined later
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I'd say it shouldn't need to dry, as that will simply add a timegate from the gamedesign standpoint. Sure, I know that pottery may crack/explode in a pit kiln in reality if not all of the water vapor is removed from it, but how much of VS's mechanics are tweaked to be a little bit different from reality in order to not only look semi-realistic, but to be fun as well? My thoughts on this are "it shouldn't require drying untill pottery is expanded upon even further, e.g. adding glazing, structures for mass-drying pottery (or less efficient singular block version), maybe a wheel even, as a faster or funnier way to make it". So, for now — it's a "no" from me I guess.
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The limit is universal across any of your posts. I was wandering the same thing half a year ago, but in a support ticket they said "no way to do that currently, but you can have low-fidelity images as a preview, with a link below it leading to an external cloud hosting service with high-fidelity images". Or just have .jpg instead of .png that the game takes as it weights about three times less depending on compression rate.
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Well it depends. Sometimes bauxite layer is very thick, and you wouldn't know how deep it goes without digging through it. Despite the change of surface rock to a different sedimentary, bauxite might just go below it. Even with high reading game does not guarantee that there will be any ore, as propick reading says the amount of attempts to spawn ore, not that world gen actually spawned it. Plus, I specified "deep-ish" as in "not very deep ores". Obviously you can get some in ignious strata below it, somewhere close to the mantle. Will you go for them in early game? Doubt. And OP asked about tips for early game copper, so not looking in bauxite sounds reasonable for the question...
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Side note: no ore spawn in bauxite, so make sure you aren't looking for copper (or any surface/deep-ish deposit really) in places with a bauxite strata on top!
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Convert pictures from .png to .jpg to reduce size, clear "my attachments" section and re-upload them. It's possible to change attachments for any post really
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I play without minimap and coorditates displayed — adds quite a lot to the immesion, essentially forcing me to memorize paths and landmarks. Playing with minimap feels like I have a car navigator on, plus it distracts my vision and occupies part of the screen. However, I'm not against using big map, to mark stuff to pick up for later. Having a big map strangely doesn't really affect my immersion, maybe because I need to sit in a quiet spot with no bears in sight to study it and plan the route. Wish that it was less detailed for the most parts, with the ability to add some details/drawings. And also dependent on stuff you've actually seen with your eyes. Like, why am I even able to get a map image of the terrain behind that massive mountain in front of me? Agree that it doesn't really make sence to have satellite image of the terrain in your pocket at all times. Might as well add this little point that I absolutely love item frame feature (execution is questionable, as dealing with these maps is quite tricky) from the other block game, to make massive maps on the table or on the wall.
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It depends — all colors are useful. Except for purpleheart, I have some difficulties with this one. It become quite easier with addition of wattle and daub and ceramic colors to come up with reasonable block pallet. I'd say that most of the time I tend to build out of local materials (and for some reason they almost always are pine and oak), plus some of them are more useful in certain applications — e.g. larch, aged or walnut for the floor, walnut and ebony for the furniture etc. I also don't really like the color of maple planks, so to the wooden paths for the outside they go with their "mossy" look.
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ah, well, that partly explains initial generation mishap... I think OP will be able to get the right experience out of the BR story structure, given that nearly all of the flat land is situated near sea level. Thanks for clarifying!
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okay I did find the way. It was on the moddb page. Story location code is "university"
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Personlly I don't play with better ruins mod, but as far as vanilla story structures are concerned, and better ruins probably utilize similar toolset, I assume you can move them in the same way as any story structure — "/wgen story setpos location_name" in the place you want to move the structure to, and then "/wgen regen 13" to remove all chunks in the 13 chunk radius (!!!) around you, standing in said place. Can't say that would be enough space for the University, however. It's said on betterruins wiki on github that the spawn conditions are 400 blocks radius of "veryflat" region, whatever that means. And you might also want to erase the "wrong" story structure first at it's location. But for the first command you'd need to find the structure's name that would fit the /wgen command... Yep. Sorry for me being of no help to you, but at this point, given the circumstances, I believe you should ping and ask niclass_ on VS discord about it... With or without mentioning of my reasoning for that
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It pops up and falls right on the anvil and just stays there, waiting to disappear as any thrown item on the ground.
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Yeah, I know. It doesn't pop far enough to fall from the anvil, so placing hoppers around it won't help, neither would hopper below an anvil. I tested setup with chute going to the side of an anvil and it didn't work. And you shouldn't forget about the fact that helve hammers hardly tolerate solid obstacles in their operation range, at least those right above their base.
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Part of the issue with said idea is that finished product stays AT an anvil. And as far I'm aware, hoppers can't pick up items through the blocks. And chute doesn't interact with anvils as well
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Actually a lot of players were complaining when they were forced to travel to the story locations, which aren't that far if we take real measures — 10k blocks is like ten kilometers. It's for you to decide whether this is far or not, but I think it may apply to the giant mountain ranges as well — I think they're deliberately scaled down for the average player to experience every possible landform, and to also fit into your render distance. Making difficult terrain massive in it's scale would again force players to travel, which as we've seen with the addition of second chaper, players don't really enjoy. Making good looking terrain is a hard task in and of itself, and imho it just feels better when you don't have to climb for a few real hours, but a few ingame hours instead, given that the days ingame are shorter as well. Personally I wouldn't enjoy the fact that going across the mountain range may take half a month in game's terms And no, I'm not saying that big ass mountains are bad. I love them, I live near them IRL and am regularly going to enjoy the scenery. It's just that every possible mesure should be scaled in balance with one another, if we're talking about games. Will I enjoy bigger mountains in game? Hell yes. Will I enjoy if travelling gets more complicated overall, with less flat spaces to build? Probably not, but for sure I'm up for occasional climbing challenges in VS. And I think that the landform balance we currently have is good too.
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Ok, poeple, let's vote... what is your voice/pitch?
7embre replied to Broccoli Clock's topic in Discussion
True, I love the sound of both the word and the instrument. It's melancholic, but with some notes of hope in it. Shame it's not as popular as other brass instruments — everyone knows trumpet, sax and tuba, but eupho? Nah. Only those who study music theory -
Ah, legendary vintage holes. I neither like or hate them at this point, to be honest. Can only find them funny, as they add this little bit of a spice to travelling let's see what you'd say to invisible vintage holes, forming right under your feet due to soil gravity, mister "I don't hate them"
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Ok, poeple, let's vote... what is your voice/pitch?
7embre replied to Broccoli Clock's topic in Discussion
Would love to choose euphonium, but since we don't have that, I went with high-pitched tuba. -
Thanks for that! Works like a charm - tested on multiple spiral stairways inside of a cathedral from the top screenshot
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Huh. Curious. How old is this bug? I would like to test jankiness on my spiral pulpit stairway, but at the same time part of me wants to keep my creative world at stable versions only, as I have sunken a lot of hours in it...
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I really like how you carved these. Cheers to honor your lost world.
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Looks good. I'd suggest to raise the roof by one block in order for it to hang above the 2nd floor's walls, like the second floor does above the first one (example from a different post, not mine). Also, can we have a room tour?
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I've seen a lot of beginners/streamers struggle in the early game due to having a very poor starting location, in terms of clay, massive amounts of forests around, gravel deserts etc. It's hard to navigate, because terrain is hilly; every path you take leads to a bearritory, and you aren't finding much from exploring. Like, you don't have a safe spot, it's hard to find food, almost impossible to find clay, and on top of that "medium rift activity" strikes in. I'd say it really can mess up your start if you have very dry spawn in terms of humidity. On top of that, you decided to roll with Homo sapiens.. oof, you're in for a rough one. These issues are easily overcomed by experienced players, as we generally know where to look for things and how they look, plus we developed an effective starting course of actions. But I can see it affecting beginners. For me personally, early game here shines much brighter comparing to the mid to end game. It opens the game with each progression step, with each little find early on, and then gets to "now you have opportunity to do this, if you want" later on. Or just doesn't, speaking of steel. But early game also heavily relies on your surroundings. Coming back to your Vallhime take, with all my love towards that game, gear progression there suck. And the amount of grinding to get enough metals for the full set of armor too. I'd really suggest you trying standart mode tho, even if you don't like the lore content. It wasn't my sauce as well at first, but I'm glad I rolled in with complete defaults the first time around. It doesn't haunt me as much as a proper horror would, but makes me ask questions about the world and keeps things a bit more grounded.
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In that case, you're probably accidentally hitting the key to the left of the right shift. Try to reproduce this sudden-chat opening behaviour by pressing keys around your main control layout. It's pretty tricky to narrow down the issue for left-handed persons, having different keyboard layout above it, not gonna lie... So my best guess is that you're hitting the key responsible for opening command window (it's the same chat, but it conveniently starts your message with "/" for command input)