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7embre

Vintarian
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Everything posted by 7embre

  1. Have you ever wanted to fix quirky behavior of shadows in this particular case? (full non-chiseled blocks above are just to make shadows look more pronounced, they have no relation to the reasons of why these shadows appeared there in the first place, nor does they have anything to do with the solution) / Сталкивались ли Вы когда-либо со странным поведением теней в данном конкретном случае? (полноразмерные блоки над резными не имеют никакого отношения к причинам возникновения теней И к решению, их исправляющего, и находятся здесь исключительно для подчёркивания проблемы в демонстрационных целях) As you might've guessed, I have found the solution just for you. / Тогда это решение как раз для Вас. To fix this, you simply need to remove particular amount of material from insulated side (opposite side, corner pointing at you, not away) of three blocks forming the corner: Для исправления теней необходимо убрать определённое количество вокселей с изоляционной стороны блока (обратная от угла сторона, угол смотрит на Вас, не от Вас) трёх формирующих угол блоков: Mind you, this is not the minimal amount required, but it is the easiest to implement (especially on a large scale) as it will require only three clicks and it is more optimal for the computation sake. Minimal material removal would look like this (and yes, I advice for the middle block doing it on the corner): Это не самое минимальное количество вокселей, которое необходимо убрать, но самое простое в реализации (особенно на больших постройках), поскольку потребует всего трёх кликов. Бонусом к тому идёт меньшая нагрузка на систему. Минимальное количество вокселей выглядит следующим образом (и да, я рекомендую на среднем блоке убирать воксели прям на углу):
  2. Yeah, cool house indeed haha, thank you for the design. Still live in it on my long-term world with a friend.
  3. My advice is "don't be reluctant to add or remove additional volume in order to make shadows look more pronounced". It would look good even from a great distance. Also, lighting is important, try facing statues to the south. I prefer using non-polished blocks as they have universal structure on their edges. Here's a little sneak-pick of how it turned out:
  4. Huh, so I'm not alone in asking this question. I made a post month ago covering it in "Builds" section, but got no pictures in replies. Currently working on a better and bigger version of it, so might as well share some of the progress I made. second iteration (which I too consider a failure, but I gained some experience at the very least) third iteration (work in progress. I actually finished it, only some finishing work left, including installation and changing granite to marble with QP's Chisel tools)
  5. Plus, it won't work for people using accessibility features, thus turning off warping effects.
  6. Carved a little euphonium for myself. Shame it's just a wall hanger.
  7. Welcome to the forums! I like the idea of changing in-game fonts to a uniform stylized-one, even for the handbook it would look amazing. Although I acknowledge that some may find it difficult to read, especially when there's a lot of text, as in the introduction to steelmaking, for example. So it needs to be stylized enough to not clash with overall design, and easy enough to read/skim through it. However, even if devs consider doing this, it won't be on top of their priorities I'd imagine. This /\ /\ /\ I pretty much never use the cave painting mechanic as it's so limited. It could be pretty handy for navigation purposes too, when you're stuck deep down in a cave labyrinth with translocators.
  8. I have a giant meadow a few hundred blocks in diameter to the north of my house, and mushrooms (puffballs) pop here and there, but never did I see them in the same spot exactly on my mark, it become aparent after third harvest. Looked like they grow like.. mushrooms IRL, in relatively the same "biome"
  9. Yep, I did notice that too. Nights are too bright, even if compared to the sky. I was playing yesterday on medium and high rift activity, and there were no creepy-crawlies around, nor did I hear any rifts. But, I see the nights being a bit brighter to be a good thing actually, as you'll be able to see stuff while sailing, and it surely takes a lot of time... Although this "bug" started not in 1.20.3, but in 1.20-rc5 I believe? After the fix of "white nights", where the ground was lit like it should be during the day, despite the sky being dark or red. That looked funny, that's for sure. As the twilight was darker than the night (screenshot from 1.20-rc3) )
  10. I mean, it doesn't change over time, so if you are to chiesel one ashlar block, it won't flip it's textures in the future randomly. It would just take a bit more efforts to do so, but the results with non-uniform blocks will be much better IMO.
  11. From what I've noticed, they do regrow. However, not in the same spot, but rather in the same general area. How did I know? I just marked spots with mushrooms to collect them again in the future, and found none at the mark, but noticed a new bunch that wasn't present there before about 20 blocks away.
  12. I believe, generating new chunks is more costly than loading it from the storage, just imagine a server, say, with 100 players, constantly running in a different directions and generating new chunks, but it wouldn't stop lol, even if they settle, as they won't modify every chunk in their surroundings. I think it's a matter of storing and reading data more effectively, as you already know the size of an array needed for the task. Still, even if devs consider changing the way world generates in a way you described it, it wouldn't be possible before the implementation of proper LOD-system and a without further optimizations on the side of storing chunk data.
  13. I'm just having a good shield, helps a lot. You could also consider me a masochist, as I play with cave ins enabled — so it cuts off the possibility for me to dig up. World hight of 320 makes caves deeper, too. With 1.20 it become kind of scary to explore caves, as shivers make me do exactly what their name tells. Still, I pretty much enjoy it. Just trying to avoid super deep caves as shivers would rip me apart — saying from the experience, even in steel chain. Edit: I also tend to get lost in super giant cave systems, but more often than not I somehow find my way out.
  14. I ventured there yet again - this time in early summer. That's funny, because I've passed by this landmark like five or six times already, but never have I ever put my nose inside this cave. Crazy that it's not a dead end I was always imagining it to be
  15. I was mining gold in the deep mine shaft far north from my house somewhere around Halloween, and then decided to have a little bit of fresh air (recover temporal stability). Imagine my face when I noticed faint silhouette of a scull in the sky, while looking at the aurora It's pretty hard to see as it is low contrast, but after zooming it a little it was apparently just a mountain.
  16. Man, that looks awesome! Not quite rigid architecturally speaking, but we aren't playing real life here, right? Also, I'd encourage you to play survival at some point, to get a sense of as how difficult each material is to acquire, if the end goal is to help others to build something great. Hahaha, good one.
  17. Yep, it does happen with "immersive first person mode" on. I believe it started from 1.20-rc versions. If it really bothers you, consider turning it off, or simply avoid staying too close to the blocks that may cause occlusion culling. This function is still marked as an experimental one, and it has some clumsiness to it still.
  18. Yeah, I've had similar situations during the rc.x part of 1.20. IMO they're problem only because unlike drifter, bowtorns don't tend to wander off or, I don't know, DISAPPER? as some of drifters immediately after the temporal storm do. Wasn't that pleasant, I should say, but, after it ended, I was in full plate iron. So I and my friend just sliced through them, as they're pretty visible during the day and when they, well, don't flick like crazy on a rust background.
  19. World height 320, far north in winter
  20. Two days ago (on stable 1.20) I consumed 12+ liters of pear cider and, after a big laugh while running in a "straight" line, I decided to check my dyed leather for the brand new shield. Aiming at the correct barrel was not an easy task, mind you, and so I decided to hop on top of it and look down inside, only to catch sight of my own hand switching bottom and top of the screen due to how wobbly I was. @Tyron, I love this little bug
  21. Welcome to the forums! Being a fellow builder myself, I'd love to see more any kinds of builders in vintage story. Yeah, I can see your building experience in TOBG, and I'm very curious as to how you'll manage to switch building paradigm (if you ever will, but I doubt that it's even possible to neglect ciesel, and rather stick to tools like fences, "buttons" and their imitations) into the VS-one. Feels like VS is pushing into creating smaller, yet well thought out structures, opposed to build grand and massive in the other block game. Personally, I still didn't manage that — for bigger structures, that is. For me, shifting from TOBG to terraria and the other way around was pretty easy (after several years worth of intensive building in terraria, that is), but I can't really crack how to build in VS. I find that building here is really hard, but rewarding at the same time, as every aspect of this game. Keep it up, and I hope to see more people being inspired by your hardwork into building something for themselves x)
  22. Welcome to the game and to the forums! Yep! You can do that. Just use the following command as a host you probably are, and restart the server: /worldConfig creatureStrength 0.5 It will make enemies half as deadly as they are by the default. Still, I would not recommend doing that as it will eventually reduce the sense of accomplishment from getting your hands on the first decent armor. General pacing of this game intends that we, seraphs, are defenseless against nature (be it the cold, hunger or animals) and rot, but, we slowly yet surely turn the tables into our favor dye to our engenuity, by preparing better food, getting better tools and armor, etc. Although I acknowledge that some players might want to go a bit more casually, and the game allows it. Have a good journey, and may the bears stay away from you!
  23. Thanks! Well, I decided to go with these colors in the first place in order to have wider palette of conglomerate-granite-smooth granite, as making small details, shading and ornamenting at this scale by subtracting material is nearly impossible. But yeah, I see that it would look better if carved in chalk or marble, that's for sure. The lack of depth is probably due to my reluctance to add new blocks and due to the fact that I'm no sculptor, so it's pretty hard for me to see where that volume of material goes. And the fact that the last time I've drawn a person was in the second school grade (almost 20 years ago) doesn't help it, too, haha I consider it a "partial failure" because I missed the proportions, too - statue went a little bit too wide, so fixing it would require the amount of efforts comparable to building a new one. I chiseled this one in, like, what, 3-4 hours?.. Not that many blocks (about 10 or 12 per side), and, given the design, I was able to essentially do most of the work for only one side, and then mirror it to the other. Still, I'm glad that I finished that one - dropping the project midway through would be a "complete failure". I think it went okay for the first time carving a statue. Probably should've picked a little less spicy theme for carving, so that my actions wouldn't be considered blasphemy in any way, but oh well. But, I mean, can I really call myself a "chisel enthusiast" if I didn't want to carve this statue the first time I saw it in anime?
  24. Hello! I got inspired by the anime "Maria-sama ga miteru" a while ago, and decided to build a replica of the statue of St. Maria from it. It lacks in depths and details in my opinion, so I may mark it as a partial fail. But, I'd rather leave it here, rather than send it into the obscurity. And so I wonder: how everyone's experience with sculpting a statue have been? Mind sharing it here?
  25. Yeeeah, I love goofing around with them. Drifters are perfect in their current realization IMO, especially with the addition of new mobs in 1.20 True. Got into the deep cave with a friend of mine in search of chromium in rc.3 (I believe?), to get absolutely destroyed by new creepy-crawlies. Like what, three times? Iron makes it so much easier to deal with high level drifters that it almost spoiled me into believing that deep = easy, lol I've had pretty weird experiences with temporal storms from rc.3 till rc.5, one time it was all about spawning ONLY ranged new mobs, so that even being outside for 15-20 seconds would tear my health in half (full Forlorn hope set AND a shield). Given that they did not despawn unlike drifters, it was pure nightmare, even after storm ended. The other two storms were as normal as they can be, and I mean it - only drifters. No traces of new mobs at all. Can't say for the newer versions as I still didn't get my hands on them, unfortunately. New mobs are pretty scary and all, but they didn't solve the "problem" that I feel completely safe at home. No surface mobs could climb walls (would be neat for shivers, with their spontaneous convulsions ), no one could break blocks (they better don't, I really hate that in the other block game), and no one could break through doors or windows (that would be interesting I think, like if there were about five drifters behind the door, they would be able to open it. Addition of wooden bars for doors and gates, the ability for mobs to break it with their quantity would be neat too, but that's my wishes). However, I do like how it is dangerous in the deep dark again
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