Posts by krazmuze

    the next step after that is VR 3D camera with headlook. I already play with a MR imax virtual sized screen - you eventually get a blind feel for the keyboard though I could size it down to see it. The game is something else when you get FOV scaled proper and a 10' wall 10' away matches natural vision. It is not necessary to have hand controls - plenty of people play flight sims with keyboards and flightsticks in VR.

    Some already asked in the german section for #2.


    But you can already do this. Just drag out a 3D array of very small blocks and pickaxe away - the pickaxe is a precise block deletion tool despite what it looks like. Just make sure your cursor is on the block you want to delete. Repaint the blocks with any of the natural textures if you do not want the classic marble statue you can use natural rock.

    A downside to round objects is that they end up being polygons. Did a large 15block circle and it was 16 faces nearly just shy of 3blocks wide each. and the most frustrating thing is it put the snap point at the compass corners of the circle which are at the face intersections and not in the middle of the face. This requires very precise off grid rotations to "snap" to the flat surfaces of the circle, includes doing the trigonometry to calculate the size and angle of each flat surface. I am painstakingly spending days trying to get railings "snapped" to a round balcony - a fix for that would be a radial drag to go along with the existing linear drag.

    And the boolean subtraction would be very useful if you want a round room you cannot use the round objects as then it is not possible to have a door. Which means doing it the old fashioned way of trig for size/angle of rectangular blocks to make the similar thing.


    Dev did say next update has a few more shapes be interesting to see them hopefully real soon now!

    it would also be nice to have the option for boolean subtraction between primitive elements to be able to "punch" windows out of walls, etc etc.

    Yes because the only way to do this now is use smaller blocks in an array then punch out the blocks or plan ahead and leave a gap then fill edges with smaller blocks, but that increases the block count would be a lot simpler to make a door size block punchout.

    until then you can try to use a screenshot of a wall as poster. It has no hitbox, so you can just walk through.

    Or place a regular door behind it, hiding it behind the poster

    I just read others complaining about 10 poster limit, is this only for server configs not single player?


    Good idea if it can be as many as you want. I had already tested using standup posters as 2.5D RPG pawns.


    Works for illusory walls as well.

    1920x1200 (16:10) is a common resolution - it was created so PCs could have a taskbar under a full HD video for creators and media players not to suffer overlays. My laptop has that rez and it always messes up my TV screen simultaneously connected as it does not like it, so I have to remember to turn off the laptop screen so it switches to 1080p for the TV.

    I absolutely need this for my megadungeon.

    A blank smooth door with no handle that I can retexture so it globally blends with the dungeon stone texture used (or switch to local mapping to give a hint with the texture break), rotating shelves that hide a door, tapestry fabrics that can be moved aside. Rugs that cover trapdoors, trapdoors that match the floor texture.


    For now I have put off doing any doors and am hoping I can hide a door inside a stone block that I need to delete upon GMs roll to search "discovery" as the workaround..


    There also needs to be an expanded selection of visible doors, things for jails like portcullus, iron bars - from fantasy dungeon to modern prison. Ones that can be retextured with the various metals (I currently use window panes redone in metal for such fencing) Others want wooden fence gates that can match their lumber fence patterns.


    So I think those ideas of adding hidden and visible doors that blend in can be merged into one idea - designating any block (and/or blueprint) as a door by specifying swing direction and hinge side.

    If it is seconds that makes some plants really fast then can probably just sit and watch for an hour and reverse engineer if it is since prior stage or since planted times.


    there are prefabs assigned for the skipped stages. just the next stage say s1 goes to s3 rather than s1 goes to s2 even though there is a s2 goes to s3.. You would think if dev just wanted those plants to be faster then adjust the times rather than skip a stage.


    I know there is a day length adjustment - but wondering if there is a timerescale that just says change all timers so 1s = 1/4s or something like that. Speed it up to better understand then slow it down for better survival.

    Exactly, that's how it works in Vintage Story:D

    Not exactly though since the blocks can be highly varied sizes and rotations - the voxels use floating point dimensions and angles. People are posting small very detailed blueprints all the time that you can use as decorative clutter - and they are all made with blocks.


    You could in theory do it subtractive and drag out a volume of 0.01x0.01x0.01 blocks and pickaxe it down block by block.


    Or do it additive like a 3D printer does and print it layer by layer (in fact a 3D printers .STL file importer would probably be a good plugin!)


    Or you could start with 1x1x1 blocks rough out the core shape, then start removing and adding sections of 0.1x0.1x0.1 blocks, then further step down to 0.01x0.01x.0.01 blocks.


    Or get some Lego plans and make all the various block sizes it uses in different colors.


    While the pickaxe looks like a very rough tool to be whittling with, that is just a cosmetic - the actual block it is removing is whatever the cursor is on - and you can change the cursor to be just a dot if you want.


    Now why would you want to only use a square block and none of the other block shapes? I guess creativity is borne from constraints.


    You would only want to do this for the occasional art project statue because too many blocks in a chunk will get laggy.

    If add this control make it per mob, I like hearing the wolves and so does my dog!


    But seems what is really wanted is to disable sound while sleeping. Which is actually realistic - I listen to ambient music to fall asleep - but it takes a bit for your ears to turn back on (literally as our inner ear is a battery!) when you wake up.


    I thought it was a fade to black and time shift, I did not realize it is just speeding up the world time making sound effects stack.

    That answers things I had assumed which is real time with setting multiplying it - consistent with the way other settings are. I really dislike that as it makes way more sense to have a game day speed then put timers in game days - otherwise you have to tweak every timer when you try to find a game day you like! But dev is not inclined to make that change.


    That still leaves the question are these times from planting to stage change, or time of each change?


    And what are the real time units of time? 600 are fastest growers so 600s would be 10m that seems much to fast, so maybe it is 600m (10h?) or a third of a season (which would be in IRL a month but here is 10 game day of 30 game day month)


    And how to make persistent changes?


    And why it skips a stage on a few plants?

    Going to wait until I finish blocking in my mega dungeon levels before I add details, bit concerned about cluster block details increase lagging. So will come back for later - wish the forum used Nexus for these things hope I can find it!

    I am looking into definitions.db to better understand planting seasons and times, found the relevant fields


    I might have found a nextgrowthstage descrepancy which makes no sense to me - corn, chili and cotton are never assigned to their 2nd stage, as the 1st stage jumps to 3rd stage


    Also what time units (s? m? h?) are used for the growthtime, are they game or real time - what is the interaction with settings day (or daylight?) time scaling. I presume the harvest duration settings variable multiplies these number, but is growthtime time for that growth stage or time since planting to change growth stage


    I want to check if gardening is a realistic fraction of the season but set trees to take a very very long time to force making more trails to new logging grounds rather than a tree farm regrowing as if it was just bigger bit slower hempfarm.


    Not sure how to go about making a persistent edits that are not wiped with updates - is there a SQL programming interface to use instead?

    Should have included that in your own post above. Then there were no opposition.

    The game has lots of options so it should not need to be said. If you do not like it you should know you should be able to turn it off. So instead of telling me to throw away stone just say you will turn that option off. I had to turn that inventory full auto drop option off because my megadungeon was so cluttered with stones I had to start pickaxing the pickaxed stones to delete them to even move. So instead i have to pay attention to inventory full and throw away the stone stacks in the trash icon - so it is a frequent reminder that if you have volume mining you should match it with volume building so that I do not have to use the trash workaround. Because if it if fair for you to trash talk me and say trash your stone then it if fair for me to say get busy chopping wood - that gets the game nowhere fast.


    Wood is also not a challenge - use the chainsaw or fast harvest animation on your tree farm which is a sustainable resource with saplings. Make the harvest timer faster if you want even more logs. I can do the opposite and use the logs I cleared in summer for my land claim to build the cabin that winter - then have to wait a decade for sapling renewal else find another forest and risk getting mauled by another bear.

    Likewise if I lack skill at building I should be able to download a cabin blueprint plans, it should also say I OPTIONALLY need a forest full of logs and it should take some time to get all that inventory dumped into the blueprint.

    It is up to the dev to decide if is worth the time and money to work on new features (this requires nothing more than basic geometry sure its been a while since highschool but I bet wikipedia has the formulas for spheres and cones) and provide more options to attract more audiences to get more people to provide more money to afford more time.

    Now if they decide to support larger sizes in survival, Yes it is better if I can make any size in survival (maybe add a task timer) but it should not take one resource, so do not do it unless that option to do resource volumes is added.

    While I agree about stones and havint lots of it, but what about people, who build from wood? I dont want to cut down 50 chunks of trees to build log cabin. So increasing elements size limit is still best option. You can always throw away excess stone.

    Instead of saying do not do it because I do not like it, instead say if you do volume resourcing add an option to toggle it back to single resource which is what you like. Survival is all about balancing logisitics of getting necessary resource while trying to survive, not easy resourcing.

    use arrow and pg keys with shift to do sizing/rotating. INS to copy sizes of block looking at. Much better to cut in place no need for a sawbench anymore.

    Right now the max size in survival mode is 5x5x5, while in creative mode, it is 32x32x32, as mentioned by ROEN_44 ... there had been considerations to change the limit in survival mode, but I'm curious about the world loading issue :wat: I remember you sent me your world back then due to a loading issue (although IIRC that was fixed in the meantime)... but was there still an unresolved issue? 8|

    I really want survival to have volume based resourcing and do away with the limits. If I have enough stones I can make it. Since mining a large block of terrain gets lots of stones, making a large block should also use lots of stones. I find myself needing to go creative just to make larger circle blocks and domes but it has free resources, but I do not want survival to be one stone makes any voxel size.

    So I guess where one would get into trouble is using all the clutter blueprints people make as they are small detailed voxel objects made with resized blocks - they are not regular inventory items with defined meshes because those cannot be placed yet.


    But just using 3x3x3 resized blocks that it is near a thousand blocks if making a solid cluster cube stack - but then it would not be a dungeon with rooms so I should be OK probably only hundreds in a cluster as long as I do not go ham on clutter and details.


    One of the megadungeons floors is a crystal/mushroom farm so I was looking forward to that clutter pack - but maybe not a good idea. I have not got there yet but the D&D map for it was scaled down with a smaller 5' grid just to fit the page compared to the others. Pretty big - but seems it is more about the map depth than map breadth as levels range from 10-30' deep there are probably a few levels in each cluster.

    Is it possible to increase the max size of blocks? I ran into an issue that I wasn't able to load my world due to too many blocks in a certain area.

    Yikes what is the cluster block limit? My megadungeon is certainly multiple clusters deep and wide but I had no idea there was a forced limit (other than server lag - I do single player and have 64GB of core mem and a RTX4090 with lot of GPU mem) I wonder if I should redo some longer walls and floors with creative resizing as they are made of dragged 3x3x3 resized blocks - still a lot of blocks! Just easier when building to be able to punch out door holes.