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If this game ever gets finished then maybe the Fun Pimps could implement it in their next project before a mountain of dependencies and mechanics are piled on top of the "block" system.
Yep... but I get where the OP is coming from even though that is exactly how voxel systems function and there's no way around it. Because of the voxel system you can't build a block across a paint line on a road in the game because the paint line takes up the entire "block" above the road's surface. It's also why you can't build a spike trap on top of a small rock that's on the ground. The rock takes up the entire block. It doesn't look like those things should occupy the whole space but they do. Partial blocks (corners, 1/4 blocks, thin planks/boards, wood and iron bars, etc. all take up a whole block even if they look like they take up 1/4 or less of one side of the block.
https://en.wikipedia.org/wiki/Voxel
Yeah, they come up with enough of those on their own. They don't need our help.
A traveled lass.
Imagine an electronic picture, and all it's pixels- Now imagine making each pixel 3d, and you have what we know as voxels.
Each voxel is, fundamentally, one pixel. Try parking your car in an occupied space- It doesn't work. You're asking to put a pixel inside a pixel. It just doesn't work that way.
You could increase the resolution- Get more pixels in the same space; But you'd still have individual pixels that can't intersect. But, the higher the resolution, the more taxing it becomes on the system.
You could create highly specialized shapes that incorporate several desirable features; But at the end of the day, it's..still just one 'pixel', one voxel; not two in the same space. And like increasing the resolution, the more you do this, the heavier the load on the system becomes- So just making every conceivable combination available isn't really an option.
Could do some other things too; But at the end of the day you're still looking at 1 voxel = 1 object. One space, One thing to fill the space. If the space is filled....it's filled.
That would also need to take into account block rotation of course. So, for example, a plate block placed with the face on the bottom or side, would be ok. But the same plate placed face up, would crumble to the ground.
I agree, JOST, that would definitely be a good upgrade and probably would not be too hard to implement.
I've seen it with the little white purses. I destroyed what was under them but the voxel block is still considered to be "attached" to something, usually a wall, so the purse in that block appears to float instead of falling to the ground like it should.
Not likely to ever happen, but still an interesting thought.
Yeah, that drives me nuts. I think it’s a bug.
Unless I’m forgetting something, a purse should only stick to an adjacent wall (instead of falling when you undermine it) if it has structural integrity numbers. Logically, a purse and other blocks like it should have no structural integrity, so that they can only stay up while there’s a block underneath them.
You could theoretically have cases where e.g. a backpack is hung on a nail on the wall. But it’s worth having a world where that conveniently never happens, for the sake of bags not floating in the air.
I would love to see blocks that can only support other blocks on certain sides, so for instance a plate shape can only support weight on one side. I would guess the performance impact would be something like 6x the structural integrity calculations, though (each of the six sides of the voxel can or can’t hold weight, depending on shape and rotation).
There are already pressure plates in the game (they’re blocks), so it’s not clear to me what you have in mind.