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Everything posted by 7embre
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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)
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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.
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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
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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.
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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.
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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"?
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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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Would be amazing to have the means to make them out of glass. And pretty cozy, too. Alright, now, hear me out. How about.. warming up by drinking aqua vitae? Should definitely be a thing in my opinion. I mean, it's precious, have side-effects and don't need to stay warm because of lower freezing point — very robust and accessible solution
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Yep. And I hate the fact that it enables smoking state only if firepit is seven (or less) blocks below it. Most multistory builds will exceed this height. I find Valheim's smoke mechanic simplistic enough, and it indeed does create some fun situations. In VS however smoke only goes upwards, with no way to guide it from multiple firepits into a singular chimney. I'd love to see it in VS at some point, but some tweaks to smoke must be in order, as it will drastically change the way I and others build (even though I always tend to build with a chimney in mind, and, well, around it)
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Inventory expansion comes first, followed by consequent harvest of cattail roots, and then I'm off for a few in-game days looking for limestone and/or clay. At some point I do my first firing of cookware (somewhere around nighttime, to skip most of it), and then continue looking for a good spot to settle. Might find enough copper traveling. On my last playthrough I even managed to acquire enough rusty gears (14) for golden lantern.
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Um, well, I'm pretty interested in the topic, that's for sure. I've been trying to look on river's problem from procedural generation standpoint, as "is it possible to have realistic rivers (not only rivers, but the terrain in general, as it's shaped by water) with seed-like noise-based procedural generation, with traces of erosion and without the need of generating neighboring chunks for, well, application of erosion processes (one-time erosion simulation)". So far I didn't manage to find anything that would say "yes" unfortunately. Erosion is too costly, and by definition should apply to large regions. Don't think I can add more on the realization of water mechanic though, given that I have little to no coding experience at the moment. What I did - connected bright minded people to work on in together.
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Looks like OneRoof mod.
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Partly finished the bell tower - what's left for it is main entrance and some inside work. At this point I can call the building 90% complete I guess. It's 108 blocks from top to bottom.
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I'd love to enjoy the music from this game, but I can't.
7embre replied to Apocalypse_Andy's topic in Suggestions
I have mine at 6-16%, depending on the fact whether I play alone or with some friends. Everything else is set to 100% tho. I find myself enjoying ambient sounds more, but music is very nice too. It's just that I don't want it to be the focus. My terms with music are pretty much how I used to play the other block game. Edit: I play with a nice mid-hi-end pair of headphones from audiotechnica. -
Wow, that's amazing! Love the bar and your stained window.