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Danidas

Danidas

1 hour ago, Liesel Weppen said:

I don't understand what the problem is.

The terrain blocks have been changed to be textured according to their terrain. That should have reduced the amount of needed blocks. But there are still snow- and sandblocks. They also give different ressources.

 

And why can't you tell the difference between a natural block and a tilled block? Don't the blocks have any kind of meta data?

And what's the problem if using the hoe on a dirt block just upgrades the block to tilled soil, just like upgrading a wood frame works.

 

If you place a snow block in the forest it will look just like a forest block but would still give snow when broken and the same is true with all the other terrain blocks. As none of them have a texture linked to them in any way as that is projected onto them via the map wide master texture that cannot be changed after world generation. In other words the only way for it to work is if the block was deleted and replaced with a new block upon being hoed. Which opens up all the issues with that, as you not only need a ton of safety checks to avoid replacing the wrong block it also creates the issue of how to merge the new block's texture with blocks that don't have a texture.

 

Note that the new system doesn't remove all the terrain blocks but it greatly reduces the number of them and way more importantly since none of them have a texture of their own it frees up texture memory for other things.

 

Edit - Also note that a large amount of people would never bother to make a farm in natural terrain and instead would dig up some dirt to move it to a near by roof to setup a farm. Which with the old system looked and felt very ugly, unpolished, and very early access. Which is where the farm plots come in as they clean up the experience and make it look/feel polished.

 

 

Danidas

Danidas

52 minutes ago, Liesel Weppen said:

I don't understand what the problem is.

The terrain blocks have been changed to be textured according to their terrain. That should have reduced the amount of needed blocks. But there are still snow- and sandblocks. They also give different ressources.

 

And why can't you tell the difference between a natural block and a tilled block? Don't the blocks have any kind of meta data?

And what's the problem if using the hoe on a dirt block just upgrades the block to tilled soil, just like upgrading a wood frame works.

 

If you place a snow block in the forest it will look just like a forest block but would still give snow when broken and the same is true with all the other terrain blocks. As none of them have a texture linked to them in any way as that is projected onto them via the map wide master texture that cannot be changed after world generation. In other words the only way for it to work is if the block was deleted and replaced with a new block upon being hoed. Which opens up all the issues with that, as you not only need a ton of safety checks to avoid replacing the wrong block it also creates the issue of how to merge the new block's texture with blocks that don't have a texture.

 

Note that the new system doesn't remove all the terrain blocks but it greatly reduces the number of them and way more importantly since none of them have a texture of their own it frees up texture memory for other things.

Danidas

Danidas

19 minutes ago, Liesel Weppen said:

I don't understand what the problem is.

The terrain blocks have been changed to be textured according to their terrain. That should have reduced the amount of needed blocks. But there are still snow- and sandblocks. They also give different ressources.

 

And why can't you tell the difference between a natural block and a tilled block? Don't the blocks have any kind of meta data?

And what's the problem if using the hoe on a dirt block just upgrades the block to tilled soil, just like upgrading a wood frame works.

 

If you place a snow block in the forest it will look just like a forest block but would still give snow when broken and the same is true with all the other terrain blocks. As none of them have a texture linked to them in any way as that is projected onto them via the map wide master texture that cannot be changed after world generation. In other words the only way for it to work is if the block was deleted and replaced with a new block upon being hoed. Which opens up all the issues with that as you not only need a ton of safety checks to avoid replacing the wrong block it also creates the issue of how to merge the new block's texture with blocks that don't have a texture.

 

Note that the new system doesn't remove all the terrain blocks but it greatly reduces the number of them and way more importantly since none of them have a texture of their own it frees up texture memory for other things.

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