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Everything posted by 7embre
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Huh. That's pretty valid idea. But still, I think it overlaps with blackguard a bit too much, and, considering it doesn't have such outrageous hunger rate, that makes them simply better overall (imo forlorn hope set is superior to the blackguard's, mobility rules the party). I'd specifically made nobles as a heavy spear fighters in addition to what you've already mentioned, although it would clash with the lore as far as I'm aware.
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Glass panes do count. However if you're using fancy doors from the furniture trader, these doors do not seal the room. Same goes for trapdoors — if you see the holes, they won't seal. Aslo, try covering the roof from the inside with stairs — I've heard that that might be the issue too. If you're planning to buind a windmill on top of this tower, prepare for the fact that the axils won't allow you to seal the room properly. I'm covering all of the machinery with 2x2 doors for that purpose, sooo yeah, doors go brrr. Hope that will help.
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For me, it was CarryOn. But on a second playthrough the host decided against using it, as he deemed it OP for carrying the containers on the back. Now I only have QP's chisel tools for my personal creative stuff on a singleplayer. Generally speaking, I'm trying to stay vanilla, even when it comes to modding.
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Just some stuff I've seen exploring.
7embre replied to grunkle lame's topic in Videos, Art or Screenshots
Haha. That's pretty great find I'd say. Had some real problems with finding any coal in my playthroughts. Also I like that ravine, is that from a rivers mod or vanilla? -
Just some stuff I've seen exploring.
7embre replied to grunkle lame's topic in Videos, Art or Screenshots
Oh, nice. Brown coal -
Oh, right, that's true. Thanks for the corrections. It's just that I didn't actually try that, as I had pretty easy time with finding hematite, but not meteoric iron. Guess that was just my luck, huh. Completely forgot that it requires an iron anvil to work with
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It's possible to get into iron age with meteoric iron, as there're bits of it on the ground above the meteors, it just takes quite a few of them. And, fortunately, you need only two pieces for a single ingot.
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I'd love to see fishing in the game, since I don't see the way to survive in the far north with polar start. Also mob spawn should get some polish to it, as it's what concerns most of the playerbase. As far as I can tell anyway
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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):
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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:
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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)
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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.
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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"
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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) )
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Add additional type of ashlar block that can be used in a predictable manner
7embre replied to murtiag's topic in Suggestions
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. -
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.
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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.
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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.
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Lovely, interesting or just plain bizarre landscapes
7embre replied to Maelstrom's topic in Videos, Art or Screenshots
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 -
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.
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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.