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7embre

Vintarian
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Everything posted by 7embre

  1. 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
  2. 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.
  3. 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.
  4. 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!
  5. okay I did find the way. It was on the moddb page. Story location code is "university"
  6. 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
  7. It pops up and falls right on the anvil and just stays there, waiting to disappear as any thrown item on the ground.
  8. 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.
  9. 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
  10. 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.
  11. 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
  12. 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"
  13. Would love to choose euphonium, but since we don't have that, I went with high-pitched tuba.
  14. Thanks for that! Works like a charm - tested on multiple spiral stairways inside of a cathedral from the top screenshot
  15. 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...
  16. I really like how you carved these. Cheers to honor your lost world.
  17. 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?
  18. 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.
  19. 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)
  20. I think that's personal preference, I, for one, have more troubles with aliasing in the game (geometry approximation on edges) than with distant foliage being animated. However, I see that it can be annoying for some. I'd find it more annoying having them completely ignore the wind and having some kind of border at which wavy and non-wavy folliage intersect. Also, rest assured — it doesn't. GPU instancing is very effective and can handle even million models doing the same thing in a screenspace. Leaf blocks tank performance because of their transparency and inability of the game to occlude them, thus rendering thousands upon thousands transparent blocks with massive overdraw. But it's important for visuals, for that "forest" feeling, so there's no easy way around it unfortunately.
  21. You can hide it by pressing Tab key when you're done with it. May also consider binding chat to a different from "T" key — I prefer playing with chat being at "Enter". In case you're left-handed (I don't really know what layout they prefer using), you may accidentally hit "/" key, which is aslo tied to the chat but for commands specifically
  22. That's a thing? I tried to play around with the dimensions, and made two giant flat slabs with the height of a nave between them, it worked. ...until I cut them to the dimensions — h22, w12, l54. Then it stopped. Maybe it should be wider than higher or something. I can't really check if the lights are affecting it, because it doesn't show up even without light sources on a simplified test ground. Appreciate the reply nontheless.
  23. Does anyone know the exact conditions for having reverberation in a cave/building? Block types restrictions (if there are any), how it works with chiseled stuff, required dimensions, proportions maybe, etc. I'm building a cathedral and it would be neat to have it in there, it's just that it doesn't show up at all at the nave. However, when I started working on a tower, it appeared about mid-height. And that space is much smaller than the nave. I tried tinkering a bit with it, but didn't get to anything tbh. Maybe there's issue with the dimensions I chose for the build. I'm okay with very technical answers.
  24. Huh. That's a thing I learned today, so thank you. Still, I think there is a way to make it work properly, by drinking in a cave and having decreased temperature resistance afterwards. In my mind, this method is the last resort from the gameplay perspective. You mean "corner agriculture/luxury trader"?
  25. Will it really affect VS in any way tho? I mean, does it even have an appropriate 18+ rating to start worrying? There're no blood, no explicit signs of violence nor NSFW stuff present in the game. Some horror elements, sure. But nothing is shown, that's the trick. Moster design is creepy, sure, in a same way "children horrors" like FNAF are. The most vintage story could get in regards to rating is 15+, pretty safe to say would even be possible to somehow bypass it down to 12+, like most of the publishers do nowadays. Also, devs don't have any responsibility in regards to modifying the game, they only provide API and a database platform, in which some mods might require age verification.. I might not understand the whole sause tho, so that's just my two cents under halite dome. But as far as I can tell by the look of it, it targets 18+ content.
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