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DrEngine

Very Important Vintarian
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Posts posted by DrEngine

  1. 2 hours ago, Streetwind said:

     

    Not correct. The name of the setting is "pole-equator distance", not "pole-pole distance". If the setting specifies a value of 100k, then that is the distance between pole and equator, not between two poles.

    There are presets that have it set to 100k, and presets that have it set to 50k. Other custom values are available, of course.

    You!re right, corrected my answer. (I mishmashed two preset and I though it's bug.)

  2. 6 hours ago, Ukhata said:

    I hav ea few questions i couldnt find about the world(map)

    1: the world is normally 1 million by 1 million blocks and you usually start in de the middle right?
    2: Default distance between the poles and the equator is 100.000 blocks right?
    3: if both 1 and 2 are true, then are there like 5 poles and 5 equators?
    4: and do we start on a pole or an equator since we starts at 0.0 (or 500.000 by 500.000)?
    5: how does changing the poles and equator distance to having 1 equator and 2 poles work? and if you do would you start on the equator?

    thank you for your insights.
     

    1. yes, and your start position depends on world gen parameter Starting Climate
    2. 100.000 in world parameters means pole to equator distance. (CORRECTED)
    3. yes, they are more poles and more equators every 100.000 one pole/equator. Moreover poles are not points but lines.
    4. it depends on your world setting (where do you start - Starting Climate parameter; usuall setting is Temperate). My world has equator at 26.300, and poles at -23.600 and 76.300 (not exact numbers !). And I started at 0 (zero).
    5. You can easily calculate now. But I haven't tested such an extreme world gen setting.

  3. I wonder how to create big stained glass / painting for church or cathedral. To create something like this:
    https://www.google.com/search?q=stained+glass
    https://www.google.com/search?q=st+agnes+stained+glass
     

    How to create detailed painting ? => use microchiseling and mix several block different colors, and use chiseling to select color of every "pixel".

    Where to get some usable color palette ? => Polished rocks offer very bad color palette. Creative blocks (64 colors - 32dark/32light + 16 B&W) are much better. And it is possible to chisel creative blocks (in 1.14.7).  (It's not possible to microchisel glass blocks unfortunately. Moreover color palette of glass blocks is limited.)

    How to give creative blocks to survival player? => Special mod with new crafting recipes (e.g. granite block + cinnabar => 8 red creative blocks; granite block + lapis => 8 blue creative blocks; granite block + cinnabar + lapis => 8 purple creative blocks; granite block + cinnabar + 2x lapis => 8 purple (more blue) creative blocks; granite block + cinnabar + lapis + coal => 8 dark purple creative blocks; etc. etc.  80 recipes in sum).

    How to convert any chosen image to my VS palette for microchiseling ? => Use Photoshop.
    1.Create special color palette (swatch) including all VS creative blocks colors (64 colors + 16 B&W).
    2.Open image. Resize image to needed resolution (for example: I want image portrait orientation to cover 5 x 7 blocks and use microchiseling with 16 "pixels" per block => I need image 80*112 pixels; probably use some bicubic transformation).
    3.Convert image to Indexed colors. Use created VS colors palette.

    I think it's important to choose suitable image with less subtle color transitions, with simple colors and low details. Otherways the conversion may not happen very well. And some try and error process will be necessary.


    What do you think? Any thoughs? Experiences? 

  4. I always wondered why is MInecraft terrain so much repeated and finally boring (the first version had interesting terrain gen but next version got very dull and boring). VS is a different case. As I explore new and new parts of map I'm surprised again and again by new types of landscapes and new combinations of rock type, mountain shape, caves, etc. I think it'd be very easy to get more variations only by adding more parameters for generation. I think it'd be better to have all three worldgen setting in one generated map so standard terrain could slowly transform to very tall "table" mountains with huge cave system inside or transform to lower and lower terrain with finally missing bottom layer and floating island "world".

    • Like 1
  5. 1 hour ago, l33tmaan said:

    Define "craft recipe". I can make new food using the cooking pot all day and it's really easy. Making a new method of cooking is less easy.

    We'd like to add some special craft recipe to use creative items/blocks. For example: one lapis + 16 torches => 16 blue torches. 

  6. 28 minutes ago, Ari said:

    I thought this was fixed a few versions ago. There is a command to fix it that you can run in each dark chunk, or at least there used to be, but I don't have it written down anywhere. :( Hopefully Tyron or someone else who knows the command can help you with that soon. You might also want to submit an official bug report on the Github page to make sure they know this bug has returned. 

    "/debug cr"

     

    • Thanks 1
  7. Yes, all this is clear. But with longblade I can hit quickly and I almost never miss. So I'm able to face wolf, hit it several times and finally chase him and kill him. This is impossible with bow/arrow. I can hit it with first arrow. Most probably I'm not able to hit next (unable to aim at running wolf or too slow bow usage - wolf kills me first) and if yes as soon as wolf run away I'm totally not able to kill it (to aim and hit). So all that numbers are ok but practically I'm not able to use bow/arrows to effectively kill anything. So I use longblade always. 

    If you do have some hint how to effectively use bow/arrow and kill anything really and certainly, tell me please.

    Spear is very good. I had used it a lot in first game phases and forgot it. I'll give a try now...

     

  8. 45 minutes ago, Streetwind said:

    You need to target something it can cut. It will then cause neighboring valid targets to also break. But you cannot for example aim at the empty ground in the middle of grass. Empty ground cannot be cut, and thus the scythe does nothing. You must aim at the grass itself.

    I know it. Of course. I speak about strange behaviour. Scythe is relatively slow, reacts slowly, it's weird. All when targeting valid target. I feel the previous model was better,

  9. Does anybody use bow/arrows? I think its very inefficient use. It has similar attack power as longblade. Thats why I should hit the target by arrow the same times as with longblade. This makes using of bow/arrows practically impossible. The target run away or starts running around. Impossible to hit it by arrow again. Not speaking about arrows loss (few of them always break). Whats your experience ?

    I wonder if one shot = instant death of target would be better. It's always the question of game play balance of course. So in such a case maybe only steel arrows would be able to kill in one shot (?). I'm not sure...

  10. On 1/12/2021 at 8:30 AM, Streetwind said:

    World generation has not really been adjusted for the introduction of seasons and latitude. There are many issues stemming from this, such as permanently snowed landscapes having very few loose rocks since they don't normally generate on top of snow, and no grass to even start a fire with.

    This is a direct consequence of the game still being in alpha. The team will eventually take a look at this, I'm sure - but due to the gigantic backlog of features yet to be implemented, and he fact that only one person is really working on code, this may take a good long while.

    I think it's ok. Very "realistic". I like it. 

  11. 3 hours ago, Streetwind said:

    Your test setup is incorrect. If you have pole-equator distance of 100k blocks, and you start in between the two, then traveling 100k blocks in either direction will not put you at the pole or equator. It will put you way past them. If you were to spawn in the exact middle between the two, then you would have to travel 50k in either direction, not 100k.

    Polar days and nights are definitely a thing. Here's a video from the developer, showing it happening. There's also a coordinate display up, so you can see that the coordinate is definitely less than 100k.

    But then again, we don't know the parameters of the world that was used for that video. And we don't know for sure if the world spawn/coordinate zero point for any given setting is exactly in the middle of pole and equator. A much better way to determine where exactly a pole or equator is, and how far you have to travel to get there, is to use the command '/wgen pos latitude' to read out your current position's latitude.

     

    I supposed equator position is coordinate zero, where we do have spawn point. But thats not true. Our spawn is -47° N. It's a little bit tricky, you jump there and back repeatedly, but finally I have found both polar lines and equator coordinates. And 24 hour day/night works.

    And now pure theorethical question: let we have two bases. One on the north, and second one on the south (lets say we can teleport easily). So we can exploit 24 hours light (half of the year on the north, and half of the year on the south). But both poles are cold (no way to plant anything). I wonder where is the sweet spot to get longer days and suitable temperature...
     

  12. We run a small server. We'd like to keep our map very long time (years) without "map reset". We do have experience from Minecraft that every worldgen change caused problem with new generated parts of our map (new parts doesn't fit to old terrain). So it was big problem every worldgen change. What about VS? Tyron noted that next worldgen change could be after 2 years or so. Does world gen change in VS cause the same problem?

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