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Narcosis

Vintarian
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Everything posted by Narcosis

  1. I did exactly that but world still turned out to be different. I even went as far as to check every single value by hand, though I can't really recall whether some past mods might have influenced world creation (I play mostly vanilla nowadays). Honestly, it's not that much of a deal and I'm currently having a blast in a freshly generated world. (Un)luckily my first holiday period began this year and I really was supposed to do other stuff than play more Vintage Story! Speaking of which - are there any plans on some minor ambiance/atmosphere improvements? Playing yesterday reminded me how beautiful this game is and the only small thing I find missing is actual cloud shadows. I'd love to see those fields basked in flowing sunlight and shade running over the ground and I bet I'd greatly improve the ambiance. Would it be something difficult to even consider implementing or more a matter of being tricky to implement without greatly impairing current performance? PS. Really loving all the work and passion you're pouring into this project! Keep it up!
  2. Congratulations on another stable release! Unfortunately, worldgen seems to have been changed since 1.18, yet again. Exact same world setting options produce entirely different results on vanilla client. Not a real deal breaker, but it quite literally means it's better to start all over from scratch than hope for porting of your previous structures into exact same or similar spot and honestly my biggest pet peeve with this game's development cycle. At times you simply lose interest to play long-term sessions because of how fragile the game is between the updates and knowledge all your effort and personal progression will go to waste.
  3. Long-time player and forum lurker here. To be honest, one of the biggest overall problems with VS is the amount of initial investment it takes to progress the game; for that you need appropriate land and you bet you'd want it to be perfect. This strive severely limits the areas you can actually settle down to have unrestricted growth, while also sporting decently nice views around. I found out, it often takes countless hours of running or "cheating" by flying around to scout the perfect spots and that's not where the searching ends at. You need appropriate geological structure, access to all resources and minerals... then you'd also want to have the good traders around AND most importantly - the area needs to be relatively safe and sound, with possibly no temporal instability; bonus points if it's very stable underground as well and there's caves with stuff below. There's so much to factor in, but when you find a perfect spot, It's like you won at the lottery, haha. After spending some time in 1.18, I have to confirm the terrain is... different. Quite vastly, I'd say. The length of fields is bigger, the distance you often have to travel between ranges also grew. In comparison to previous maps, the world feels much bigger but in a way, it also seems less diverse; that said, it's difficult for me to say whether it's better or worse. I'd say it's different and in my case, I kind of grew to like it as the time passed. In overall - minus the new strange generation glitches, more "floating rock formations" and some uneven terrain generation - it does feel much more natural and realistic; the upheaval is responsible for it in the most part as it doesn't change the generation, it simply raises the terrain it is on, creating these natural, wave-like hills which definitely add to the overall feel and can produce some really nice looking vistas. I'd say it a move in the right direction but it'll need tweaking; luckily, everything in generation can be configured to your taste. From what I've checked, if you reduce upheaval to zero, it will produce very much pre-18.1 landscapes. My main complaint is that new generation is incompatible with pre-18.1 and produces vastly different results now. It's understandable, since game is still in active development so we have to deal with it occasionally, but it was still disappointing when it turned out I won't be able to play on the world I previously managed to get. That said, I'll share one nice new seed here: 801461586. you will start in the hills; the terrain there is nice if you want to settle down for sorta Swiss feel; that said, if you'll move further to the west, besides the dunes, there's a vast open field with a mountain range to the north and forest to the south. It is very stable temporally and best of all - has quite good deposits of iron underneath and there's plentiful of resources in the area, whilst the surrounding biomes have a lot more to offer as well. Best of all, there's a survival goods trader at the edge of the field! I highly recommend it for a fresh new start.
  4. Lava doesn't seem to be generating at the bottom of the underground and instead, there's basalt rock everywhere. Is it intended or a bug? It's a fantastic update but unfortunately also seems to change the previous worldgen completely, making all the old seeds useless; I will miss my previous, beautiful world. The new upheaval features are definitely great and seem to be introducing a lot more variety to the terrain, yet at the same time - from what I've managed to see so far while test traveling - I have a feeling it kind of stretches land planes exponentially, creating either gigantic and huge mountain ranges or vast, but completely flat fields. All in all, it seems like the world is more empty and there's much less overall variety in comparison to what I've been used to. Either way, it's really difficult to tell at this point, but I guess a little bit more explanation on how worldgen works right now would definitely help! That said, the sole fact everything is still tweakable is just great, I highly appreciate that. Keep up the great work!
  5. Hey there! Just leaving a note - the latest stable version of VS (1.7.3) seems to run your mods, but BuildingPlus crashes when you try to place balcony parts (including stairs); otherwise everything else seems to be working well and the multiroof submod works as well. Please consider updating, your multi-roofs add so much to the game, it's hard to play without them around.
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