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iLorde

Vintarian
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Everything posted by iLorde

  1. This is very clear from the 1.21 update too, Piles are working better than 1.20, i'd not say they're great yet, but definitely better. I Mentioned that in item [2] of the 1st image explanation, although i can see why it's not very clear that i'm saying that (this specific part of the text was rewritten like 5 times to reduce it's size, so it lost some of it's clarity): It's also mentioned somewhere here:
  2. VS has Ground Storage system for items, and from testing it in different situations, some of it appears to be a very old part of the code which wasn't updated in some time, mostly the default placement system of "1 at Center or 4 at the Corners" i'll explain: I'll short Ground Storage to GS and Collision Box to CB. In the 1st Image, we have 5 different situations, 4 are about Ground Storage, and 1 is an Oil Lamp, it's about how they interact with the surface they're placed in. [5] is a normal block. [3] shows a shape that, despite being chiseled, is still an acceptable surface for GS. [2] shows a shape that, despite appearing to be acceptable for GS, it's not, the bowl was placed before it was chiseled beyond acceptance. [4] shows a surface where an oil lamp can be placed, it's not GS, it's using another code made for placeables, but it behaves like what i'd expect from GS. [1] shows the reason why [2] "works", after placing an item on GS, it won't be affected by altering the suitability of the base, unless the entire block is destroyed. In the 2nd image, we have a side by side comparison of the CB Height for the exact same GS Items, they're different, and they're dictated by which one was placed first, showcasing how they do not update when a new item enters/leaves the placement, unlike other types of GS like Fuel which update the CB dynamically. In the 3rd image, i depict what made me aware of the biggest problem with this type of GS, the block-wide Collision Box. Despite having a chiseled base and apparently nothing on my path, i cannot walk close to the Right-side base as i'm doing with the Left-side base, because of that block-wide collision box. The "Adjacent Block Update" System. (1st image, [1] & [2] ) It's clear to me that unlike Block Updates from "Block Destroyed", GS is not being affected by Chiseling Updates like other Blocks are. (and i know that from the "Gather Stone Blocks using a Chisel" video which i've seen on Reddit recently), despite being a prime target for it, not only for consistency, but to prevent frustration for new players who have yet to understand the quirks of the system, and by that i mean that, considering you can't place GS on invalid chiseled blocks, and GS doesn't fall off when becoming invalid due to chiseling, you'll spend time and tools chiseling, only to take a bowl and discover you can't place it back again. What i envision as a system fitting for Vintage Story. Consistency: Make each placeable have it's own encompassing CB, instead of a general Height and encompassing CB, divide it by 4 and add/remove it whenever something is placed, just like Chiseled blocks work, and it doesn't even have to be a real CB, take what we have now, divide by 4, add the automatic Y system it already has to each of them, and it's done. Predictability: Seeing a "Ghost Image" of whatever thing you're placing would be nice, knowing exactly what you're doing helps with a lot with immersion, it's always good to remove situations where you have to guess what the game response to your inputs will be. Granularity: (the "and more" part of the Title) Building upon the change from no.1, if every placeable has it's own hitbox, what is stopping the game from going even further and turning Placement for a variety of Objects into Bits-based placement? Why not have Bowls, Crocks, Pots, Torches, Doors, Fences, all exist in a Chisel-based CB system? you can even add rotation to some of them (not the block ones like Doors and Fences) by calculating the new size of the CB from a very, very basic Bounding Box system. We already have Bits-based Collision, Bits-based placement checks for Placeables which need surface to attach to (Torches, Tool Racks, Chandelier, etc.), we have Chisel-Bits placement collision checks (you can't place a 8x8 if there's a single bit in the region). Conclusion and Ramblings. The reason for this post was the Collision problem i found while making a round table and being unable to get close to it due to the CB from a single item placed on the opposite side of the Block, everything else was just me testing the limits of the system for like 10 minutes. Of course no changes are easy to make, but in my personal opinion, VS is a game which would benefit a lot from ditching the reliability on "fake storage" like Chests and improving item-based storages options, Chests are good, but they're often the problem behind the most common Sandbox game problem of not needing a bigger base because you already have everything you need, including storage, in a single small space. i consider the best aspect of VS building to be the actual need for more buildings to accommodate your progress, and placing a wall of Chests is just not it. the Bits system is the face of VS Building, and i'm 100% sure it should be the focus of future development, from more Chiseling QoL (like the Copy feature from Clay Molding copying other blocks, more shapes and Angles for better chiseling), a more active system of messing with Bits in both Chiseling, Molding and Smithing, which doesn't involve changing the Tool on F all the time, and things like those. Thanks for reading my post, despite being only 2 weeks in, i'm in love with this game from all perspectives of a Player, Modder, and Gamedev.
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