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Everything posted by 7embre
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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.
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Daym, I absolutely love the facade! Is it kapok you're using for the forge?.. haven't seen the debarked version yet. That's really pretty dark color What I also see, you clearly don't give enough love to your windmill, that's okay tho, I myself still struggle with the design I would like...
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As for one-roof, I play vanilla for the most part and am trying to avoid using block-adding mods. For smaller roofs, I prefer using regular roof pieces. I hate how big the roof looks on bigger builds, so I just avoid building them big enough for that. Small roof sections are viable to do with chiseling, such as overhangs above windows or entrance. I also make chiseled roofs for irregular shapes — conical, as you mentioned. It's on my recent wip build, might as well check it out on a builds section. My only concern about chiseled roofs is that the snow builds up horribly on them, that's why I'm trying to use regular roofs as much as possible, or stick to chisel only on flatter sections (less that 45°). Plus, I always tend to make the roof extend a bit from the wall line, to break the blocky look. What you may also be curious about, is how people handle roofs from the inside — is it just upside-down stairs? Maybe a bit more complex chiseled pieces or using support beams to make it look like some actual rafters? Hope this helps.
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Same here. It's not like I'm hunting for wolves specifically, they just get in the way and are pretty abundant in my vicinity. Hides and fat are very welcome though.
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Thanks! Sure thing. You may notice a door to the left side of a massive round stained window (rose window), it looks like that in a cross-section from the opposite side: sneaky me, managed to cover the bell tower I'm working on with the right angle, ehehehehe
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I almost misread "Elves" for "Elvas", lol. Glad we got clarification on Hytale situation. Wish you a very smooth ride with new game mode implementation and hope it'll help you develop some long-awaited features for Vintage Story. I must say, you have my applause and massive respect for taking care of project you were previously part of. Cheers for that
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That part is brilliant