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Russel Ivie

Vintarian
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  1. Hardware Demands I don't think a world made of smaller blocks would require significantly more "beefy" hardware. Vintage Story already has a version of this with its ruins. These structures, found all over the map, are composed of half-meter blocks. The game is already capable of rendering these types of assets without major performance issues, so it seems the groundwork is already in place to expand on this concept. It would likely be more about reorganizing existing code than it would be about creating something completely new from scratch. I do see how it might cause issues, but that why I suggesting it being an option for players to turn on or off. a slider for 1-meter block generation or smaller for people with more powerful PC's.
  2. Responding to Your Concerns I appreciate your feedback on the idea of a world made of smaller blocks. Your points about hardware, building difficulty, resource drops, and creature pathfinding are all valid, but I think the game's current mechanics already show that these issues are solvable. Hardware Demands I don't think a world made of smaller blocks would require significantly more "beefy" hardware. Vintage Story already has a version of this with its ruins. These structures, found all over the map, are composed of half-meter blocks. The game is already capable of rendering these types of assets without major performance issues, so it seems the groundwork is already in place to expand on this concept. It would likely be more about reorganizing existing code than it would be about creating something completely new from scratch. Building Difficulty I believe building in a world of smaller blocks could be harder, but not by much. You can already try building on the existing ruins and see how it works. If the world was made of half-meter blocks, you'd only see half-slab blocks everywhere. You'd simply need to find a flat enough area and remove the dirt blocks to start building. The need to chisel would only come into play if you wanted your structure to blend in with the surrounding terrain, which would be an optional step. Resource Drops The system for dropped resources is already established in the game. When you break a full stone block, it drops three to four stones. In contrast, breaking a chiseled ruin block might only drop one or two. This same logic could apply to other block types. Instead of a full dirt block dropping, it could drop smaller "dirt balls" that you could combine to craft a full block, similar to how cobbled stones are made. Creature Pathfinding You're right that creature pathfinding can be an issue, but it seems to be because they struggle with the large, one-meter blocks. If the world were made of half-meter or smaller blocks, creatures would no longer need to jump. Both players and mobs can already automatically move up any block that is less than one meter tall (like stairs). A world with smaller blocks would likely make pathfinding much smoother and less frustrating for mobs, which could even fix some of the current pathfinding issues. Foreseen Issues You are right to be concerned. The hardest part of implementing this change would be blending the new, smaller-block terrain with existing structures like ruins, traveling traders, caves, and trees. While I don't see this as a major problem with half-meter blocks, it would get more challenging the smaller the block size gets. Ultimately, it would be a matter of smoothly transitioning the new terrain with the less-detailed, pre-existing structures in the world.
  3. its not about the jumping. Its about the immersion of the player. The players wouldnt need to think about jumping unless the terrain was steep. players could walk around and the world its self would look cleaner and smoother more realistic.
  4. Voxel's are the smaller blocks inside the 1-meter blocks that make up the world. is this not there name? I thought it was a common name? its easiest to explain it as a smoother landscape.
  5. I am a dedicated player of Vintage Story and an immense admirer of the game's depth, complexity, and immersive world. I'm writing to propose a significant feature idea that could be implemented as an optional mode, along with a related quality-of-life improvement. The "Smooth World" Idea: Voxel-Based Terrain Generation The core idea is to introduce an optional world generation setting that utilizes a second, voxel-based layer on top of the existing 1-meter block grid. This would create a much smoother, more realistic, and organic landscape. How it would work: The world generator would use the same voxel system already in place for the ancient ruins, similar to the voxel chiseled machanic. It would run a calculation on the surface of the world to "smooth" the transitions between 1 meter blocks, particularly on slopes and hillsides. The process would be procedural, much like the existing noise functions for world gen. Justification: The game already proves this is technically possible with the procedurally generated, voxel-based ancient ruins. This demonstrates the engine is capable of generating and rendering this type of geometry. While an entire world would be a far greater undertaking, it could be a performance-heavy option for players with powerful PCs, or a long-term goal for the future. Benefits: Eliminates the need to jump over single-block changes in elevation, creating a more seamless walking experience. As long as the voxel world generation is small enough. Generates stunning, natural-looking landscapes with gradual slopes. Enhances immersion and realism, reducing the "blocky" feel of the terrain. We understand this would be a massive project, impacting performance, world file sizes, and requiring complex integration with existing physics (water flow, AI pathfinding, etc.). We see it not as a simple mod, but as a potential major feature for a future version of the game. Related Idea: Voxel-Based Dirt, Gravel, and Sand A smaller, related suggestion for a new block interaction is to apply a similar voxel system to loose blocks like dirt, gravel, and sand. How it would work: When a dirt, gravel, or sand block is broken, it would drop 4 smaller "chunks" or "balls" instead of a full block. These chunks could be combined in a 2x2 crafting grid to create a full block. Gameplay Benefits: Adds a tactile, realistic feel to breaking these specific blocks. The smaller chunks could be made throwable, similar to snowballs. This would be a fun, non-damaging item for players to toss at each other or just for visual effect (splatting on impact). Justification: This is consistent with the game’s existing system where chiseled stone blocks drop smaller stone pieces. Applying it to dirt and gravel would feel natural and expand on an existing mechanic. Thank you for your time and for considering these ideas. We deeply appreciate all the hard work that goes into making Vintage Story the fantastic game that it is. Best regards, A dedicated player PS I added some examples of what i think it might look like below. I crafted these by hand.
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