Posts by krazmuze

    Is there a mod/plugin that would let you put a "mob spawner" in an area? I saw some posts about folks making dungeons for their servers and wondered about populating a dungeon with skellys, bandits, spiders, etc.

    I am doing dungeons and rather than just using the stock monsters prone to wandering would want it to be the actual monsters in the adventure that can play their part in the scripts. Of course that is tremendous levels of 3D art and NPC AI and cinematics requiring Baldur's Gate 3 staffing levels. So I am wandering what about an RPG compromise, use standup 2D cutouts. Think of it like a large chess board you are playing D&D in first person view inside the 3D dungeon terrain against the standup pawns (or flat counters if that is all you got!). No idea how that would play - somewhere between a haunted house, a first person view D&D game, and an escape room.


    So I dunno how all that would work, I am just having fun making them and walking thru them having only experienced them as 2D maps before - maybe I lack imagination but having 3D scale to things really feels immersive. Even CRPG isometric games never felt like I was immersed in the scene.

    Water bucket filling from lakes and spilling to make ponds as creative already allows spilling water?

    Infinite water sources so we can make mountain lakes, waterfalls sourced by downhill streams replenished with hidden springs with a source fill rate? Just set the seas to never rise from too much flow (though maybe someone wants to slowly play out the shift to water world), but overflowing lakes and flooding creeks from changing the rate seasonally or rains would be fun.

    Change of thinking, it is not about snapping the center of the thing (not just blocks but game objects too) to be placed on grid or the center of a grid.


    This impacts placement of objects that you want to have flush with walls that are bounded on grids not centered on grids. The bounding box of the object should not let any part of the object stick out so it can be pushed flush against the wall. Then depending on which way the object is moving you snap that bounding edge of the object to the grid. Everything in my base has a huge walking space behind the objects because I cannot snap them to the walls without parts sinking into the walls.


    Even putting a block into flat terrain it wants to center the block so it is half into terrain forcing a foundation when maybe that is not what you want - and if you do want it you should excavate like IRL and do it manually. Instead want the bottom of the block to snap to the terrain surface. I suspect this is currrently not done to avoid people placing floor blocks flush with terrain to avoid texture fighting (dirt vs. block) - but that is what a 0.1g floor layer placed on terrain can fix.


    So it needs a couple options - snap to object center vs. snap to object bounds, and snap to grid lines vs. grid center.

    Being able to shift the texture is unfortunately not possible yet... but it sounds like an interesting feature (in combination with local texture alignment). I will put that on our to-do list :) Although for this feature it's necessary that the block preview shows the texture... this wasn't implemented yet because it's a bit tricky to show the correct alignment on the block preview...


    We'll also have to think about a proper way to control that... maybe adding another key for it? E.g. hold the key, then use the arrow keys to move the texture?

    I am thinking similar to existing block resizing with arrow and page keys, though at some point you need to think about all the modifier keys. Could use control under shift but that is crouch.


    It could use the grid stepping for the amount of shift. For example I use a castle wall texture that has a grid to represent stack blocks, it aligns with the half block grid with the texture resizing I use. So I would want to move the texture just like global texture mapping would do for straight stairs, but for curved stairs I need to use local remapping and do it manually.


    creative mode change texture already previews the texture, so instead of this being a preplace change just make it an edit change and leverage that preview though the red texture shade is unwanted and it should do a better selection of which texture is being edited like a ghost outline on the block.


    Controller support is going to require more accessible controls - the game is currently not playable without mouse/key the controller support is not adequate - and adding more key modifers is not going to help. The popup menu circles are a good start for controller support but it does not support them yet. But instead of a key modifier maybe a modal select for the arrow/pg keys to be rotate/size/texture. Also many games use the left/right upper back paddles as modal selects - very intuitive to use but harder to learn.


    Maybe just make shift a mode toggle rather than a hold mode.

    Unfortunately, that is not possible yet. It's a known limitation of the game engine; I'm pretty sure that others have already asked for this feature. Anyway, it's a very good idea and I hope to be able to do that soon too.

    I would not say it is a game engine limitation, rather it is a user access limitation. Because world textures already shifts the texture origin on each block to align with the prior placed blocks - if it did not have that capability the local textures would be the only possibility - as the texture would be forced origin on each block and not moveable by global.

    Did a spiral stairs using rotated treads, but world textures looks horrible so I switched to local textures to align with each tread. But this resets the texture origin the same for every block causing every tread to have the same identical pattern.


    I would like to use the arrow/pg keys just like resizing/rotating a block - but instead shift where the texture origin is on the block. Do not see how to do this but it was suggested on discord that it can be done.

    In the java version there was a pirate hat. Not sure why a lot of the clothes are no longer available in Unity.

    Physically Based Rendering textures. It is why a flat rock wall looks like an actual rock wall. That requires a lot more texture maps than the Java version, if they was purchased assets they might not have supported PBR so upto dev to upgrade textures they maybe did not make? That is not easy!

    A few half step Unity versions back Unity decided to change the way lighting renders to make it more performance efficient. The problem is Unity being Unity and them having all their best and brightest supposedly working on the full rebuild of Unity managed to fuckupshoi the new light rendering. Of course their grand solution is just letting the game developers deal with it in their own projects so all of the lighting in projects needed to be remapped, settings changed, etc. and even then most light as still too dark. And of course this is all in combination of who knows when / what Unity will screw up with it in the next half step upgrade so most devs haven't bothered with all the extra work just for it to possibly get undone again.

    While that is good to know why the light calibration seems off, the question is surely there must be some database or setting to change radius of each light source so it must be accessible! These are not prebaked lights where you drag the radius in the level editor - this is dynamic moving lighting that depends on which light source your character uses. Like there is a day length setting that controls how long the sun is lit and what angle it is at in the sky - the sun is not prebaked into the level.

    Even if the devs recalibrated all the lights every time unity updates - players might still want to change the defaults as they do not like their gameplay vs. realism balance. Like Skyrim darker dungeon mods - add unrealistic artificial difficulty by having torch radius that barely lights your own feet - or those who want a torch that is bright as the sun just to make things easier to see (maybe they stream and video compression mangles the dark).

    at door (5' deep as this is castle keep block walls = I use 90deg FOV on 90deg screen so it looks deeper than it is) looking into 15' deep room. I cannot see the opposing wall, even though in D&D terms a 3x3 (15'x15') room is really too small and crowded for a 4v4 combat - its just a simple corner guard room.


    This lighting is not suitable for gameplay.

    Looking at wider FOV image on a narrower FOV screen and adjusting by eye you would think this is twice as deep as it actually is. This is why I am asking if there is a setting to change so it can be done properly by torch block radius and not misjudging false FOV perspective and calibrating visually.



    Abomination Vaults, the only Pathfinder 2e adventure path to made in hardcover after the serial softcover, and also releases in D&D Beyond 5e this month, and someone is working on an ARPG (shame it was not a CRPG) video game version. A dungeon crawls ten levels deep that should take ten character levels to complete. Currently more into Shadowdark now and it rules that only the monsters have darkvision, characters do not have that skill - and torches are required!


    I have played the 2D maps and want to really get a sense of 3D scale and see if it matches what I had in my minds eye. I am using a VR virtual screen - though finding it is difficult to calibrate screen size/FOV (is there a 3D VR mod?). Of course there are no monsters (unless I GM in some skellies but that would get boring since the point of the adventure is it is full of abominations!) so I do not think it will be good for larping. Would be interesting to import in the 2D artwork and make life size pawns though!


    Progress is slow, I got the big shrine done 3x over - keep getting the depth to water wrong - which is important as there is a hidden underwater entrance into lower levels. The hardcover release has an elevation drawing showing the water level starting at the ceiling of the first basement level but the map shows there is a 10' stair down to the water, after a 20' stair down to the basement level so it did not add up. Have to be very careful I do not flood the dungeon and do not have room to fudge extra stairs (it already uses 45 degree stairs) so I fixed it by planning a 10' stair up to the water, the text says there is only 3' ceiling above the water so you have to crouch to get over the dam into the water. I just need to make sure the dam is thick enough that I do not accidently pick thru and fill the entire dungeon with water (really need blocks to block water!). That was my first mistake thinking I would do the moat dig underwater - quickly dirt filled it so I could dig it out again dry!


    I really need a torch with doubled radius though to get the authentic feel - and I really do not want to be dropping wall torches everywhere just to see the room - especially since I am digging it in survival mode as creative mode is too fast too easy to overshoot and more likely to make a dimensional error that ends up flooding

    I aim to recreate D&D dungeons, but find the torch radius should be twice what it is.


    I just want that feeling of going thru a D&D dungeon - you should be able to see the opposing wall of an average room using a torch. Testing this in Rising World, I was thinking I must have made my rooms too big as I could not see the opposing wall from the door.


    So I set up a calibrated tests, three blocks is a 5' D&D tile per dev posts that for calculation purposes ~20" (~.5m) blocks should be assumed. My tests show 20' away the wall is not lit at all, dimly lit at 15' feet, and brightly lit at 10'. D&D torches are double that range, so that an average 20' room for a monster encounter would be brightly lit from the torch from across the room, and even a larger 40' room would still be dimly lit from across the room (and fully lit except for corners when move to center).


    So is there a setting, database, or mod that can be used to change this, and I think it should be up for discussion of changing the default with a slider. Of course the gameplay argument that the primitive torch is meant to be upgraded to a lantern and should be dimmer, but that also applies to D&D as the lantern is also upgraded radius from a torch. So I presume the reason must be for GPU performance, but less range would actually worsen performance as you would need more wall torches to light up a room.

    I’m sure some day, not too far away, we’ll get to the point where mirrors are possible. Thought since they have reflections in water and other surfaces that a mirror would be possible.

    Look closer at games with water, if they are not faking it with a skydome they usually reflect only baked in trees , terrain and building cannot think of any that reflect your character , and even those games that reflect changed terraforming, harvesting and buildings are rare.


    But even if that was possible, it would require a third person camera which the game does not have as it required third person animation set different than first person (hack first person camera into third person games and you understand why they are different animation sets!). Would be nice if it observed your character in third person view in the world while in your inventory/crafting (like many games) rather than having the static paper doll - once they have that then the cyberpunk look into the mirror is entirely possible as it is essentially the same thing.


    I personally prefer first person view with the occasional third person view (mirrors, inventory, crafting). I find that promotes my immersion into being the character. Third person games without first person view, I find myself as the detached puppet master of the character rather than being the character. first person view games like RW I find it immerses me into the world, but makes it harder to be the character.

    The feature is binary grid steps so it can do .25 grid just as well as .5 grid though not sure how fine it goes I doubt it is 0.01 grid. And for the odd block size that is indeed where you snap to other blocks rather than grid. I think they should have block face snapping as the default to promote the better building method, but can see they want to avoid minecrafters complaints about block grid hidden as non default.

    What you asked for is technically impossible yet for today's hardware. Imagine a huge ship, made from thousands of blocks, and the game would have to calculate each voxel and its position again and again while you steer it across the ocean. not to mention the information stored for each block how is connected to other pieces, the size, texture, etc.

    That is why you do not do moving voxels. Require that ship construction only be done in drydock, then when you launch it - the game internally merges all the blocks into one mesh so that it is now a 3D object just like the rowboat (same as an export/import blueprint as 3D object function) Want to make changes you have to go back to drydock, it just needs to sync the block version and the 3D object version.


    But even without that the game may be more performant than expected, because each block is the same mesh instanced thousands of times it reduces draw calls by orders of magnitude. I think this is where Ark boats have problems each wall/floor is loaded as a seperate mesh even though they are the same mesh - watch it draw things piece by piece as you get near. I think they did piece instancing in ASA because base/ship loading is much more performant.

    Also you only need to calculate moving world position for the steering object. The rest of the blocks only know they are attached to the steering object by using a local coordinate system. You certainly do not need to calculate moving world position for each block

    +/- adjusts the grid in binary steps. Simply instead of one block grid use half block grids. This allows you to snap to centers, or even smaller grids if you want finer control.

    Even in Cyberpunk which has fantastic graphics you cannot see yourself until you enter mirror mode. If you just walk by you are a vampire.

    I should not have to pretend there is a survival game by cheating in existing items then dropping reasonable furs/leathers to pay for them.


    The request is to make such primitive clothes craftable using the primitive workbench.

    Ships require ship base objects for steering/sailing/paddling - you cannot do that with blocks just like you cannot make a loom with blocks - you can make something that looks like a loom but does not function as one! Also blocks require terrain connection or they (optionally) collapse, a ship instead needs block connection to ship base, and rendering that supports blocks moving thru the terrain with the ship base rather than fixed to the terrain. Even the new version of Ark still had loading and movement lag causing animals falling into sea.


    Since resizable blocks are much better at complex building than fixed blocks like Ark I think it can be done like Ark that building parts attach to base - and creative block resizers can certainly make something that looks as good as Atlas prebuilt modules.

    OK I was using 'edit texturescale' for view not 'texturescale' for future blocks. Will need to test if the UI is aware of this command used as far as saving the state of the radial wheel in a preset.

    Since blocks are stepped with arrows, it is logical that people will want to match textures using the same method because the menu with geometric stepping is far too limiting for the more flexible size. After all you are not forced to use commands if you want to specify block size, just use the UI arrows.