lying_dice
Vintarian-
Posts
21 -
Joined
-
Last visited
Recent Profile Visitors
The recent visitors block is disabled and is not being shown to other users.
lying_dice's Achievements
Stone Age Settler (3/9)
8
Reputation
-
I have no idea how that would happen. is it not giving the greenhouse buff at all? if youre using glass slabs/blocks for the rest of the roof so it should count as a greenhouse even if the glass roof wasn't working properly. Also at a glance your greenhouse is far to large to be a cellar (the wiki says max size is 7x7x7 blocks). my mod should not effect room logic so it might be another mod? in any case I'll run some tests in a creative world and see what i can find out, and if you send me a world download i can try to troubleshoot. edit: i can't see much of it but you're greenhouse looks pretty
-
I was trying to make a greenhouse for my bees but I was struggling to make something that looked nice so I looked up what real greenhouses look like. It turns out most greenhouses have slanted roofs make of glass. There is unfortunately no slanted glass in the base game and most of the builds i saw got around this with clever use of chiseling and support beams which seemed a bit much for me personally, so instead I made this mod not realizing that it'd be wayy more effort. I added most roof variants with the notable exception of the inner and outer corner blocks. The corner blocks are excluded because their models are janky in a way that is usually hidden by opaque textures and I couldn't find a way to make them work. there are potential fixes but they would look different from the rest of the roofs in the mod and I can't figure out how to do them anyway. This mod also less notably excludes a few blocks like the half ridge simply because This mod already took a few times as long as I was expecting. I might add them later. I also added some extra variants that are more similar to base game roofs in shape so that the roof can be flush with walls while also allowing the roofs to look like panes of glass in most instances, some of these are a bit more expensive than their base game counterparts because I couldn't find another way to make their recipes that wouldn't disrupt the rest of the mod's recipe parity with base game. The "sidesolid" and collision attributes are the same as standard from base game even when it does not line up with the models simply because I do not feel ready to mess with them and that arrangement seems mostly adequate. All in all I am quite happy with this despite it not being what I expected my first mod to be. I learned a lot, I think it looks good and I'm reasonably certain that someone else will find some use in it. If you find any bugs or please report them on the forum for this mod and I'll try to see about fixing them. I would also love to see any builds you make with this mod so please post screenshots below.
-
As part of a larger model I am trying to make a voxel that goes from the bottom of the north east corner to the top of the south west corner, but no matter what i do it always seems to end up wildly off center. I can pretty easily get the angles i need when i only need two of the angles to be non zero, but as soon as i need to change all three everything stops making sense. Does anyone know how to achieve the effect i need, or have good advice for wrangling 3d angles? Thanks in advance
-
lying_dice started following Workbench expansion
-
@Thorfinn TYSM, i saw the forum link but i was worried about asking there because i hadn't seen anyone else ask similar questions in a place like that and wasn't sure of the etiquette so thanks for clearing that up for me!
-
I'm sorry if this is an untoward question but could i get access to this mod's uncompiled code to poke around in? I am trying to make a mod that allows a player to craft chiseled blocks back into non chiseled blocks but i can't find out how to make chiseled blocks usable in a crafting grid, much less select for them specifically so i would like to look through your code and find out exactly how you did it, thanks!
-
i am trying to make a mod that would allow a player to craft chiseled blocks back into their non chiseled variants however i cannot figure out how to make chiseled blocks usable in recipes of any sort. I found a mod that uses chiseled blocks in "recipes" (Workbench Expansion Patch) however they did it is in their code and not their recipe folder. i am wondering how to view their code to see how they did it. is it common practice to ask them, if so where? should i get a de compiler? are there ethical/courtesy concerns that i should be wary of?
-
I meant to say first and third, idk how i got confused. Second and fourth are the ones with good exposed rock and traversability. The first and third look like a pain to move around (though i've seen much worse) and have little exposed rock. imo surface ores are very rarely useful, i don't think i've seen anything other than quartz (probably divine punishment for playing with keep inventory). exposed rock is nice for easy prospecting though, and quite pretty besides.
-
It'd be nice to have a way to turn chiseled blocks back into non chiseled variants. This would help with stacking and resources when a project involving chiseled blocks doesn't work out exactly as intended. It doesn't seem like it should be a balance issue because no material is actually lost in the chiseling process. I'd suggest that putting a chiseled block in the crafting table on its own would produce the non-chiseled variant. This might cause problems with the survival guide but I feel like there should be a relatively simple work around.
- 1 reply
-
- 1
-
-
if you're willing to be less space efficient one solution I have found is to place top slabs above a layer of chests and then place chests on those top slabs. that way all of the chests are grounded, and they look like they have some space to open.
-
balance Make Drifters only throw rocks at long-range
lying_dice replied to Warentan's topic in Suggestions
i can see why it would be seen as annoying seeing as it is often just about unavoidable, especially if the hurt sound is annoying to you, but there is an argument to be made that thrown rocks are in line with the messy attritive combat system this game seems to go for. the fact that there are very few fights a player can get into and leave wholly unscathed seems inline with the philosophy of the game. my view of what the combat is trying to be might be somewhat altered by how laggy my computer is when a wolf is on screen lol. -
i think what Lingam is trying to say is that it would be nice to be able to click the bottom block to remove the top layer of the top block, the same way it works with coal and firewood.
-
I doubt this would be quite enough to make killing fish worthwhile but it would be a good start.
-
It's not quite as nonsensical as it might seem at first. in a lot of cases blocks of stone were intentionally chiseled into many different shapes for better stability, as well as visual appeal in some cases. That said I'm no expert on aesthetics and it would be nice if ore blocks played nicely with chiseling. The boards on the wood texture never seem to quite line up with the voxels either.
-
it would be nice if any block that has information on what blocks it spawns in or is detectable by either mode of the prospecting pick had a line indicating whether it would show up in a density reading and another line indicating whether it would show up in a node reading. It's not incredibly hard to figure out but there are some slightly unintuitive ones like Halite being subject to both density and node readings despite not being an ore in a conventional sense as well as a few ores not showing up on density searches despite being subject to node search. It would just be a nice quality of life change, especially for newer players.
-
The first one sounds nice, it'd be good to be able to pick up rocks and sticks without faffing about with ones inventory all the time. However opening a menu to select seems almost as much of a hassle. ideally i'd suggest holding shift or something similar to instantly pick up sticks and such.